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Scrap Mechanic Wiki
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==How to Make a Basic Part Mod== '''STEP 1:''' First off, you need to make a model. Before exporting, make sure your model is placed at the origin with the pivot centered. Also the the pivot axis of the model should follow the example below. {| class="wikitable" |Axis |Direction |- |X |Right |- |Y |Up |- |Z |Depth |} In Maya we use cm (centimeters) as our working unit, so the scale of our models and the Maya grid matches the grid in-game. The engine supports various file formats but we recommend .fbx or .obj when exporting. We also recommend that while you model, you think about how your part will fit in the in-game grid. [[File:Axis.jpg|300px]] In Blender you can use use either "Metric" or "None" for your units. If you use metric, then ''one meter = one block''. If you use "none", then ''one "unit" = one block''. The unit setting is in the '''Properties''' window under the '''Scene''' tab. [[File:Blender units setting location.png|300px]] '''STEP 2:''' Now let's put the textures for our new part mod in the Textures folder Located here: '''Objects > Textures''' We're going to use these 256x256 texture files. <gallery> File:Diffuse.jpg|obj_wheels_peppermindwheel_dif.tga File:Part ASG.jpg|obj_wheels_peppermindwheel_asg.tga File:Normal map part.jpg|obj_wheels_peppermindwheel_nor.tga </gallery> For more in-depth information about textures in Scrap Mechanic see "How to Make Textures for Scrap Mechanic" further down. '''STEP 3:''' Open the mod tool and navigate to the shapeset you created last time. Next create a new part list. [[File:New Part List.png]] '''STEP 4:''' Create a new part by right clicking on the part list and press '''New > [Default]'''. Generate a new UUID as shown below. [[File:Generate UUID.png]] '''STEP 5:''' Create a new renderable. This is the data for how a mesh should be rendered in game. This contains models for different LODs and textures. [[File:New Renderable.png]] '''STEP 6:''' Now it's time to add the proper information to your renderable. Create a new sub mesh list as seen below. Then fill out the data related to the '''DIF''', '''ASG''' & '''NOR''' file locations. Make sure to put the mesh in as well. [[File:New Sub Mesh list.png]][[File:New Mesh.png]] If you want to use other shaders, eg. glass, leaves (renders both sides, transparency), liquid, or even skeleton animation, you can select which shader you'd like to use by clicking on the shader dropwdown menu automatically selected on DifAsgNor, for ones which don't need a normal map, they will use a flat one, meaning they won't have depth, but they will have correct shading. '''STEP 7:''' Go back to your part in the shape set and add the new renderable we just created. '''MAKE SURE TO SAVE!'''
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