![]() Should be placed at least 3m above the object Not required for decors, vehicles and units. * *-Top* - spot where the signs for object status will appear (e.g. Used to block pathfinding units when the building is taller than 1m, place a horizontal collision surface 1 m above the ground (see samples). * *Collision* surface - approximate, low-poly representation of the shape of the object, required for all objects except vehicles and units. For buildings only, not required for decors, vehicles and units. * *Selection* surface - When the building is selected, how selection will be visualised. For outside buildings, there are no restrictions. Inside the dome, buildings must occupy 1, 3, or 10 hexes in the exact hex configurations shown in SampleHexShapes.blend. For buildings only, not required for smaller decorative objects such as benches, trees, etc and vehicles. * *hex_shape* surface - A simple plane denoting which hexes of the hex grid will be occupied by the building. If the exported entity consists of more than one mesh, all meshes should be linked to common origin. * *Origin* of the object - For buildings it should be placed at the exact center of a hex for other objects there are no restrictions. Here's an incomplete list of some of the object names that must be used to provide metadata: Surfaces should be low-poly meshes.įor spots and origin, Empty Blender object can be used.įor animated entities, if the spot should move along with an animated part of the object, the spot should be linked to the relevant bone. Spots' names, must start with a minus sign (e.g. Review the provided sample assets for working examples.Īll spots and surfaces should be linked to the marked mesh as shown in scene examples. You can press the *Test* button in the Mod editor toolbar (the icon looks like an eye) and the game will place the newly imported entity on the terrain near the center of the screen.īesides the meshes that will go into the game as visible objects, some specially named objects in the Blender scene are used to supply metadata about the exported entity. *`%AppData%/Surviving Mars/Mods/./Entities`*. This will copy the entity file and the necessary files around it to the mod folder, Press the *Import* button to the right of the filename. ![]() Navigate to *`%AppData%/Surviving Mars/ExportedEntities`* and choose the *.ent* file exported from Blender in the previous step. In the rightmost column, look for the *Import* field and click on the "." button. Add a new *Entity* from the *New Item* menu. Double-click the new mod from the leftmost column, and it will open in a new window. Run the game and select Mod Editor from the main menu.įrom the Mod Editor toolbar, click the New icon and enter a name. When the export process completes successfully, the entity file with an *.ent* extension will appear at the root of *`%AppData%/Surviving Mars/ExportedEntities`*, and its associated items - meshes, animations, textures etc. one of the sample mod assets in *`ModTools/Samples/Assets`* and from the *HGE Tools* tab, click *Export All*. If it is properly installed, a tab called *HGE Tools* will appear in the Blender UI. Make sure it is enabled (checked) in the list of Blender Add-ons. Navigate to the game installation folder and select *`ModTools/HGBlenderExporter.zip`*. Open Blender 2.78a or later, open the *User Preferences* Panel - > *Add-ons - > Install from File.*. To export entities into the game from Blender, you need to first install the exporter add-on into Blender. Make sure you've run the game at least once before attempting export from Blender. This will be resolved in a future update. Blender 2.79 has known issues with exporting scene scale, and your objects might come out as 100x smaller or larger. a building entity won't automatically be recognized as a building and integrated into the build menu you need another type of ModItem for that - a BuildingTemplate.Įxporting an Entity from Blender into the game ![]() They usually need to be referenced by another ModItem item to be usable - e.g. Virtually everything visible in the *Surviving Mars* world - with the notable exception of sky, terrain, and particle system effects - is an entity.Įntities are authored in an application such as Blender and exported into a game-friendly format by tools provided with the game. An **entity** in the game's engine holds together everything necessary to visualize a single object in the game - meshes, animations, materials and their corresponding textures, as well as some metadata like building entrances, collision geometry etc.
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