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# Configure Plugin | ||
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!!! info "Work in Progress" | ||
This part of manual still work in progress. | ||
!!! info "The plugin must be configured first" | ||
Some of the configurations of the BBP plugin are closely related to the use of the plugin, and only when the BBP plugin is correctly configured can the full functionality of the BBP plugin be used. | ||
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**Whether installing for the first time or updating**, reconfiguring the plugin is essential to ensure that the settings are correct. | ||
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## Open the Configuration Panel | ||
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Open Blender, select `Edit - Preferences`, in the window that opens go to the `Add-ons` tab and find the BBP plugin in the list. Its name is `Ballance Blender Plugin`. Make sure that the checkbox next to the name is checked, which means that the plugin is enabled. Click on the triangular arrow to the left of the checkbox to expand the plugin details to enter the configuration panel as shown in the figure. | ||
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![](../imgs/config-plugin.png) | ||
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## Start to Configure | ||
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The BBP plugin currently has 2 settings to configure. | ||
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### External Texture Folder | ||
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Please fill in the `Texture` directory of Ballance, from which the plugin will use the external texture files (i.e. the ones Ballance originally came with). Click on the folder button on the right to browse the folders and select it. | ||
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This is crucial for BBP to work properly, and only if it is filled out correctly will BBP not make errors during operation. | ||
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### No Component Collection | ||
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When importing and exporting BM files, objects that are in a collection with this name will be forced to be specified as No Component. leaving this blank means that this feature is not needed. This feature is usually used for forced element model replacement. | ||
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!!! warning "This setting is not required at this time" | ||
Since BBP 4.0 supports native import/export of Virtools files, the BM file import/export function is no longer used. Therefore, this field is no longer useful and does not need to be filled in. |
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# Virtools Properties | ||
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!!! info "Work in Progress" | ||
This part of manual still work in progress. | ||
## Virtools Group | ||
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The BBP plugin adds a new property to every Blender object, called Virtools Group. has the same functionality as Group in Virtools. Select an object and the `Virtools Group` panel can be found in the `Object` properties panel. | ||
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![](../imgs/virtools-group.png) | ||
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In the `Virtools Group` panel, you can click Add to group objects. After clicking the Add button, you can select Predefined and then select one of all legal Ballance group names to add. Or select Custom and enter the group name you want to add. The selected Virtools group can also be deleted by clicking the Delete button. Finally, all group data for this object can be deleted at once by clicking the Trash icon button (which will let you confirm before deleting). | ||
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BBP also provides access to Virtools groups in Blender's other menus, see [Group Operation](./group-operations.md). | ||
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## Virtools Material | ||
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The plugin adds a new property to every Blender material, called Virtools Material, which bridges the gap between Virtools materials and Blender materials. Go to the `Material` properties panel and select a material to find the `Virtools Material` panel. | ||
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![](../imgs/virtools-material.png) | ||
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You can set material properties in the `Virtools Material` panel, just like in Virtools. All material parameters in the `Virtools Material` panel are maps of the material parameters in Virtools and will be accurately reflected in the final saved Virtools document. | ||
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The `Virtools Material` panel provides a preset function, which can be started by clicking the `Preset` button at the top. The preset function allows the user to use some preset material settings, such as the material data for the top surface of the road, the sides, etc., for ease of use. Note that using a preset does not affect the material's texture options, and you will still need to set the material's texture manually once the preset has been applied. | ||
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The `Virtools Material` panel also provides the ability to convert the material data in the `Virtools Material` panel to the Blender material for a visual effect in Blender. Click the `Apply` button at the top to perform this function. When you save a Virtools document in Blender, the material data in the Virtools document will be retrieved from the values specified in the `Virtools Material` panel and not from the Blender material. This means that a proper procedure for setting up a material is to edit the material parameters in the `Virtools Material` panel and then use the `Apply` button to convert them to the Blender material, instead of editing the Blender material directly. | ||
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The `Virtools Material` panel provides material repair functionality, which is inherited from the [Ballance Virtools Plugin](https://github.com/yyc12345/BallanceVirtoolsHelper). The Material repair button is located to the right of the `Preset` button and the `Apply` button, and is a button with a wrench icon. Clicking it requires reconfirmation to prevent misuse. The material repair function determines which type of material the current material is based on the filename of the texture file it references, and then modifies the other parameters to make it visually appealing based on our preset repair settings (taken from the game). This is usually used for fixing objects that look like they have the wrong material in the game, such as a black Stopper, etc. | ||
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!!! info "There is also a global material fix function" | ||
In the 3D view, the menu `Ballance - Fix Material` is similar to the material fix function, but it will fix all materials within the current document. Don't use this feature unless you are sure that all materials in the current document need to be fixed, as it may set some of the originally special, correct materials back to generic values that you don't want. | ||
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The Global Material Repair function also needs to be reconfirmed after clicking on it before it can be used, to prevent misuse. | ||
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The Texture property in the `Virtools Material` panel not only allows you to select a texture within a document by clicking on it, but also opens the Texture File Browser by clicking on the folder button on the right side, which allows you to select the texture you want directly from the file system (much faster than selecting it from the Shading tab). The file browser is navigated in Ballance's Texture directory by default, to make it easier to select Ballance materials. | ||
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## Virtools Texture | ||
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The BBP plugin adds a new property to all Blender textures (actually Images) called Virtools Texture, which creates a link between Virtools textures and Blender images. | ||
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Unlike Blender materials, due to Blender's implementation there is no separate properties panel for textures, so we can only access Virtools texture properties in an indirect way in the `Virtools Material` panel. First find the `Virtools Material` panel by referring to the instructions in the `Virtools Material` chapter, then select a texture or open a texture in the material slot in the `Virtools Material` panel, and you'll see that the Virtools texture attributes are displayed additionally underneath the texture attributes of the material, as shown in the highlighted portion of the image below. | ||
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![](../imgs/virtools-texture.png) | ||
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Among them, Save Option indicates how the texture is stored in Virtools, and these are the common storage methods: | ||
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* External: The file only stores the name of the referenced file. All Ballance native textures should use this mode. | ||
* Raw Data: The texture is stored inside the file, the disadvantage is that it will lead to a large file. All non-native Ballance maps should use this mode. | ||
* Use Global: Use global settings. We do not recommend using this unless you are modifying an existing map. We recommend explicitly specifying how individual textures are stored right here, rather than using global values. The global setting is determined when exporting the Virtools document. | ||
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The Video Format indicates the rendering mode of the texture in Virtools, and these are the commonly used modes: | ||
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* 32 Bits ARGB8888: The storage mode for all kinds of textures with transparency, such as the column gradient part. | ||
* 16 Bits ARGB1555: The way to store all kinds of maps without transparency, such as floor. | ||
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## Virtools Mesh | ||
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The BBP plugin adds a new property to all Blender meshes called Virtools Mesh. go to the `Data` properties panel to find the `Virtools Mesh` panel. | ||
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![](../imgs/virtools-mesh.png) | ||
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The Virtools Mesh is currently only used as a compatibility feature. It has only one property, Lit Mode, that can be set. Most early maps had black floor issue because they didn't know how to set the material correctly, so the Lit Mode was often set to Prelit to get the floor to show up properly. This attribute exists for compatibility with this compromise and the user usually does not need to set this option. |
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