Difference between revisions of "Modding Guide"
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− | + | == SAVE FILES / WORLD FILES == | |
− | + | ||
− | + | Every world you generate is saved in its own folder that can be found in ''c:\Users\{YOUR WINDOWS USERNAME}\AppData\Roaming\SpaceEngineers\Saves\{Your Steam ID}\'' | |
− | + | ||
− | + | File types: | |
− | + | ||
− | + | * Sandbox.sbc – basic description of a world | |
− | + | ||
− | + | * SANDBOX_0_0_0_.sbs – detail definition of a world, positions and states of objects (we don’t have more details at this moment, but it should be pretty self-explanatory – run some experiments) | |
− | + | ||
− | + | * .vox – binary voxel data for an asteroid (we don’t have more details at this moment) | |
− | + | ||
− | < | + | * .xmlcache – don’t modify these files, they are cache files regenerated on each save |
+ | |||
+ | == SHADERS == | ||
+ | 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. | ||
+ | |||
+ | == TEXTURES == | ||
+ | Almost all textures are in DDS format (DXT compression). You will need an editing program that can manipulate them. If you use Adobe Photoshop, we recommend installing this plugin: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop and use these settings for exporting: | ||
+ | |||
+ | [[File:6367154.jpg|framed|left|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 “normal map” in RGB channels and “specular” in ALPHA channel. | ||
+ | Model textures with “_de” in their name contain “diffuse” in RGB channels and “emissivity” in ALPHA channel. | ||
+ | |||
+ | == 3D MODELS == | ||
+ | Models are stored in ''steamapps\common\SpaceEngineers\Content\Models\'' and can’t be modified at this moment – you would need a tool for converting FBX to MWM and we haven’t made it publicly available yet. | ||
+ | |||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | <comments /> |
Revision as of 01:20, 3 November 2013
SAVE FILES / WORLD FILES
Every world you generate is saved in its own folder that can be found in c:\Users\{YOUR WINDOWS USERNAME}\AppData\Roaming\SpaceEngineers\Saves\{Your Steam ID}\
File types:
- Sandbox.sbc – basic description of a world
- SANDBOX_0_0_0_.sbs – detail definition of a world, positions and states of objects (we don’t have more details at this moment, but it should be pretty self-explanatory – run some experiments)
- .vox – binary voxel data for an asteroid (we don’t have more details at this moment)
- .xmlcache – don’t modify these files, they are cache files regenerated on each save
SHADERS
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.
TEXTURES
Almost all textures are in DDS format (DXT compression). You will need an editing program that can manipulate them. If you use Adobe Photoshop, we recommend installing this plugin: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop and use these settings for exporting:
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 “normal map” in RGB channels and “specular” in ALPHA channel. Model textures with “_de” in their name contain “diffuse” in RGB channels and “emissivity” in ALPHA channel.
3D MODELS
Models are stored in steamapps\common\SpaceEngineers\Content\Models\ and can’t be modified at this moment – you would need a tool for converting FBX to MWM and we haven’t made it publicly available yet.
<comments />