Difference between revisions of "Modding Guide/zh"

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::Bin64:执行文件和功能[[API]]说明文件
 
::Bin64:执行文件和功能[[API]]说明文件
 
::[[#数据|Content]]:游戏数据文件目录
 
::[[#数据|Content]]:游戏数据文件目录
:::Data:主要数据资源目录
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:::Data:vs(xml)、vsc(xml)、resx(xml)、sbx(xml)、sbs(xml)、sbc(xml)、sbcB5(编码化)、png、gsc(xml)、主要数据表目录
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:::Audio:.wav(wave)、.xwm(xaudio2);音乐音效
 
:::Audio:.wav(wave)、.xwm(xaudio2);音乐音效
 
:::Brains:.brain(xml);不知
 
:::Brains:.brain(xml);不知

Revision as of 07:55, 21 August 2023

说明

本页主要提供入门模组制作前的基本信息,辅助了解各种模组制作可涉及的范畴和能力。
可先阅览 官方的模组制作指引页面(英文),基本上大部分过去的维基内容都包括进去了🐶。

模改想法

颜色不行;纹理不合理;模型真丑;功能有问题;使用不方便;想加入某某需求系统;PS.中文机翻是不是说明Good.AI😇无用;微软拼音一身反骨。
通常都是体验过游戏的玩家才会提出各种希望改进私人体验的梦想作为前提。

游戏资源

游戏是对各种数据合理组织后才能将内容表现出来的程序。模改则需要尽可能多的了解这些内容相互影响的程度才能在改动时,避免不必要的结果(比如:做到一半行不通或出现了自己都无法理解的崩溃)。

目录

打开 steam > > Space Engineers > ⚙管理 > 属性... > 属性对话框:已安装文件 > 浏览
游戏目录通常是 ?:\steam\steamapps\common\SpaceEngineers\

SpaceEngineers
Bin64:执行文件和功能API说明文件
Content:游戏数据文件目录
Data:vs(xml)、vsc(xml)、resx(xml)、sbx(xml)、sbs(xml)、sbc(xml)、sbcB5(编码化)、png、gsc(xml)、主要数据表目录
Audio:.wav(wave)、.xwm(xaudio2);音乐音效
Brains:.brain(xml);不知
CustomWorlds:.scf(xml)、.sbc(xml)、.sbs(xml)、.sbsB5(编码化)、.jpg、.vx2(编码化)、vs(xml);游戏内容目录:自定义游戏
DataPlatform:主要数据资源目录(游戏主机部分)
Fonts:.dds位图字体、.xml位图字体定位表
InventoryScenes:Sandbox.sbc、SANDBOX_0_0_0_.sbs、SANDBOX_0_0_0_.sbsB5;不知
Models:.hkt(HavokTagfile编码化)、.mwm(SE3dModelFile编码化);模型目录
Mods:空的
Particles:.mwl(xml);粒子库目录
Scenarios:.scf(xml)、.sbc(xml)、.sbs(xml)、.sbsB5(编码化)、.jpg、.png、.vx2(编码化)、sbl(xml)、resx(xml)、vs(xml)、vsc(xml);游戏内容目录:剧情
ShaderCache:.cache(编码化)、.hash(编码化);没必要
Shaders:inl(C++)、hlsli、hlsl(HLSL)、xml(xml):着色器脚本
Textures:.B5()、.dds、.png、.tai(txt)、、、:材质贴图
Videos:wmv;视频
VisualScripts:sbl、resx、vs、vsc;额外脚本支持
VoxelMaps:.vx2;体素贴图2代
Tools:游戏模改或分析用,官方自带辅助工具,真是怀念啊虾米音乐。
DeluxeDLC:购买了DeluxeDLC后会有这个目录,里面有游戏原始版本全部执行和数据文件的备份,一批原画设定和音轨;不作为数据源提供给游戏。
ContentPC:冗余目录
TempContent:冗余目录

数据

存档数据

游戏数据

这个文件夹包含方块定义文件、物理项目、体素材料 (体素材质)、透明材质(粒子效果)、组件、蓝图和一些其他东西。通过这些xml文件(扩展名是.sbc),你可以添加或修改大部分游戏对象,例如一个新的方块。当修改这些文件时,请确认你删除了.xml缓存文件(指的存档里的吧)。他可以创建例如圆形装甲块、新的推进器、陀螺仪、不同的驾驶舱等等


你可以在下面的路径找到你的存档: c:\Users\[你的windows用户名}\AppData\Roaming\SpaceEngineers\Saves\{你的steam ID}\content

文件类型:

名称或扩展名 文件规范 用途简述
Sandbox.sbc xml 基础的世界描述文件
SANDBOX_0_0_0_.sbs 定义世界细节, 对象的位置和细节(在这里不做过多说明,但它本身应该很清晰 – 做一些实验你就知道了)
SANDBOX_0_0_0_.sbsB5 编码后的sbs文件
*.vox 小行星的二进制voxel(体素)数据 (括号内容同上 嗯>_<)
*.vx2 Space Engineers Voxel Object Data File 小行星的二进制voxel(体素)数据 (括号内容同上 嗯>_<)
*.xmlcache 不要修改这些文件,他们是缓存文件,会在每次保存时自动生成
*.wmw
*.scf
scerinor 剧情主文件

因为和windows Explorer Command文件同扩展名,所以在文件浏览器中会被隐藏扩展名(系统自带的显示扩展名选项对此无效)

%\Content\Scenarios\各剧情目录\..

Every world you generate is saved in its own folder that can be found in C:\Users\{WINDOWS USERNAME}\AppData\Roaming\SpaceEngineers\Saves\{STEAM ID}\

File types:

  • Sandbox.sbc – basic description of a world. For more details, see: save file sbc
  • SANDBOX_0_0_0_.sbs – detail definition of a world, positions and states of objects For more details see: save file sbs
  • *.vox – binary voxel data for an asteroid (outdated, current game converts these to vx2 format on initial load)
  • *.vx2 - proprietary octree voxel storage format
  • [OBSOLETE] *.xmlcache – don’t modify these files, they are cache files regenerated on each save

模组目录

Each mod has its own folder located in %AppData%\SpaceEngineers\Mods\{MOD NAME}

The mod folder has to contain a sub-folder called Data with definition files of added or updated mods. Almost everything can be replaced/updated by the modder (audio, video, textures, models, gui, etc). Mods are restricted to a single world and cannot change anything that exists outside the scope of that world. For example, while you can replace things like GUI Icons for block mods, you can't replace the graphics for the entire UI because it exists outside of a world that would load the mod.


着色器脚本 Shaders

包含两种类型的文件.FX和.FXH,分别是vertex(顶点)和pixel(像素) 着色器,它们对应各种渲染操作,你可以在面的路径中找到: insteamapps\common\SpaceEngineers\Content\Effects2\

每个渲染文件会在游戏启动时被重新编译.如果你在修改一个后重启游戏时游戏崩溃,那么崩溃可能就是因为你的修改导致

Files with *.fx and *.fxh extension are vertex/pixel shaders for various rendering operations and can be found in steamapps\common\SpaceEngineers\Content\Effects2\.

Every shader file gets recompiled on game launch. If you modify one, restart the game. If the game crashes on launch, it’s probably due to a compilation error caused by your changes.


材质贴图 Textures

几乎所有材质都是DDS格式(DXT压缩). 你需要一个编辑程序操作他们. 如果你使用Adobe Photoshop, 我们推荐安装这个插件: developer.nvidia.com/nvidia-texture-tools-adobe-photoshop并使用这个设置导出::

材质导出设置

材质可以在这里找到: steamapps\common\SpaceEngineers\Content\Textures\ 这里有多种材质文件:GUI, 粒子, 灯光, 模型, voxels(体素), 等. 模型材质文件名中有“_ns”的文件是“法线贴图”在RGB通道和Alpha通道中的“高光”。 模型材质文件名中有“_de”的文件是“漫反射( diffuse)”在RGB通道和Alpha通道中的“发射率”

Some textures are in the DirectX *.dds format (DXT5 compression). You will need an editing program that can manipulate them. If you use Adobe Photoshop, we recommend installing this plugin and using these settings for exporting:

Settings for exporting textures

Textures can be found in: steamapps\common\SpaceEngineers\Content\Textures\. There are multiple categories of texture files: GUI, particles, lights, models, voxels, etc. Model textures with “_ns” in their name contain the "normal map" in the RGB channels and the "specular map" in the ALPHA channel. Model textures with “_de” in their name contain the "diffuse map" in the RGB channels and "emissive map" in the ALPHA channel.

The textures which can use the above method are limited primarily to GUI Graphics such as Block or menu icons.

随着Space Engineers从DX9 PBR纹理转移到DX11 PBR纹理,创建纹理的方法发生了变化

The easiest method is to create PNG or TIFF files for each texture and use the Texture Packing Tool to compile them into a .dds texture. DX11 textures use a different compression type (BC3 to BC7), therefore the plugins for DX9 will not work to open or save textures in this format. The DX11 textures are:

  • “_cm” - Color(albedo) and Metalness map (alpha).
  • “_ng” - Normal map and Gloss map (alpha).
  • “_add” - Add texture - AO (Red channel), G (emissive) and B channels are not specified yet and Custom Color mask (alpha channel).
  • “_alphamask” - alpha map.

More information can be found here. While this link is for Space Engineer's sister title, Medieval Engineers, the games share a common code base and the modding process is nearly the same for both games.

3D建模

MwmBuilder是由fbx文件生成mwm模型的工具。

注意:你可能需要管理员权限在Program Files文件夹里复制或创建文件;你可以复制MwmBuilder 和dll文件到一个不同的文件夹(话说steam版这个文件也没在PF里啊 = =)。

MwmBuilder位置(看吧 - -): {Steam安装目录}\SteamApps\common\SpaceEngineers\Tools\MwmBuilder.exe

模型存储在: steamapps\common\SpaceEngineers\Content\Models\

用法说明: 1) 复制FBX模型到MwmBuilder.exe所在文件夹 2) 创建一个与FBX模型同名的XML文件. 例如你有一个Giraffe.fbx就创建一个Giraffe.xml. 3) 运行MwmBuilder.exe 4) 你将看到.mwm文件出现在文件夹里,没有就出错了 嗯嗯>_< MwmBuilder is the utility built by the devs for converting fbx files to mwm models.

Note: You may need administrator rights to copy or create files in Program Files folder; you can copy MwmBuilder and dlls into a different folder.

MwmBuilder Location: {Steam installations directory}\SteamApps\common\SpaceEngineers\Tools\MwmBuilder.exe

Models are stored in: steamapps\common\SpaceEngineersModSDK\OriginalContent\Models\

Models have been moved to the SpaceEngineers ModSDK. For information on obtaining the SDK on Steam check here

SIMPLE USAGE:

  1. ) Copy FBX models to the same directory as MwmBuilder.exe
  2. ) Create an XML file with the same name as the model. Giraffe.fbx will have Giraffe.xml.
  3. ) Run MwmBuilder.exe
  4. ) You'll find .mwm files in the same folder

For advanced usage see here: ADVANCED 3D MODELS GUIDE

Moddable collision models: Adding new model with collision geometry.

可编程功能支持库 API

Creating a working script is a difficult process for a single individual to do, and to facilitate easy creation of scripts an API is required to guide a prospective modder in the correct direction. Initially the community did this themselves with the Mod:SEModAPI, but in Update 01.048 Keen released an official API as well. SEModAPI is no longer in development and should no longer be used. This guide and others like it on the official wiki will only discuss how to use the official API.

There are three planned "levels" of script modding for the official API:

  • Plug-ins(DLLs) - will be the most powerful (and most difficult to create). This involves creating a set of custom methods, objects, and interfaces in Visual Studio and compiling the project into a .DLL file.
  • ModAPI script mods - will allow access to objects at the world level as opposed to a single ship grid with in-game scripts. This level of script can, for example, add an effect to all blocks of a certain type on all ships regardless of owner. One such early script mod was used to create a teleporter.
  • In-game scripts - will provide the quickest form of modification for simple or low-scope scripts. These are loaded via the Programmable Block's Menu. They can be written directly into the the text panel of the block or downloaded from a subscribed script in the workshop by clicking on a button in the same panel.


The current implementation of the API includes all three methods. Since these mods can be subscribed to and downloaded within Steam's infrastructure, certain limitations are in place to make sure that malicious mods cannot do irreversible damage (such as deleting files on the hard drive, etc). As such, not every in-game or out-of-game function can be used. See the Scripting Whitelist page for more information.

插件模组 Plug-in DLL mods

These can bypass all protections in place in the game for preventing malicious code. That is what makes them so powerful as they can use functions normally restricted. They can do things like changing the GUI menus to add custom screens or add custom functions to blocks which are normally hard coded in the game. They are not available as workshop mods and are manually downloaded and loaded in the game with a specially created shortcut to SpaceEngineers.exe. It is advisable to only use plugins from a trusted programmer, or one that has the plugin source publicly viewable. Some plugins also have their own mods that need to be subscribed and added to a world through the Steam Workshop in addition to manually installing the plugin. Because of the potential for plugins to cause damage to not only the game saves, but to an individual PC, they are not officially supported by KSH.

教程和指引 Tutorials/Guides

另见 See also


工具

There are many different workflows used by various modders. There is also not a universal workflow that works for everyone. However, the following tools are recommend by most modders and make it much easier to create mods:

  • Notepad++ (For XML, SBC, and general text editing)
  • Visual Studio (For scripting)
  • Blender (For creating 3d models)
  • Harag's plugin for easily configuring blender and exporting 3d models into VRage format.
  • Paint.NET (Photoshop also works if you have this plugin for exporting in the dds format)