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modeleditor:skins [2012-03-28 10:16] Carsten [The skins list] |
modeleditor:skins [2013-01-07 12:07] (current) |
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Typical examples are the butterfly model, where a single mesh is used with multiple skins to implement several species of butterflies; or a monster that exists in tame, mean and hellborn variants. | Typical examples are the butterfly model, where a single mesh is used with multiple skins to implement several species of butterflies; or a monster that exists in tame, mean and hellborn variants. | ||
- | The Model Editor is used to define and inspect skins as described below. | + | Skins are defined and edited in the Model Editor as described below. |
The //use// of skins is up to the game's script or C++ code. | The //use// of skins is up to the game's script or C++ code. | ||
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Pressing the **F2** key or a single-click on an already selected skin allows you to rename the skin in place. | Pressing the **F2** key or a single-click on an already selected skin allows you to rename the skin in place. | ||
- | The “**+**” button at the top creates a new skin and adds it to the list. | + | The “**+**” button creates a new skin and adds it to the list. |
The “**-**” button deletes the currently selected skins. | The “**-**” button deletes the currently selected skins. | ||
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{{ :modeleditor:skins-list-context-menu.png?|}} | {{ :modeleditor:skins-list-context-menu.png?|}} | ||
An RMB click in the **Skins** pane opens the context menu: | An RMB click in the **Skins** pane opens the context menu: | ||
- | * **Inspect/Edit** opens the **Mesh Inspector** pane. | ||
* **Rename** allows to rename the skin. | * **Rename** allows to rename the skin. | ||
- | * **Project new UV-coords...** is a tool for hot-fixing models that did not bring proper UV-coordinates, or none at all: | + | * **Add/create new**, like the "**+**" button, creates a new skin and adds it to the list. |
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