Difference between revisions of "Modding Guide/zh"

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{{under Construction}}
 
{{DISPLAYTITLE:MOD制作指南}}
 
{{DISPLAYTITLE:MOD制作指南}}
 
{{tocright}}
 
{{tocright}}
 
 
==说明==
 
==说明==
:本页主要提供入门模组制作前的基本信息辅助了解。
+
: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 '''[https://www.spaceengineersgame.com/modding-guides/ 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🐶。
+
:可先阅览 '''[https://www.spaceengineersgame.com/modding-guides/ 官方的模组制作指引页面(英文)]'''
  
==Overview==
+
==模改时 需知目录问题==
===Mods can alter the game in a variety of ways.===
+
mod文件夹必须包含一个名为Data的子文件夹,其中包含添加或更新的mod的定义文件。几乎所有内容都可以由modder替换/更新(音频、视频、纹理、模型、gui等)。Mods仅限于一个世界,不能改变这个世界范围之外的任何东西。例如,虽然你可以替换块mod的GUI图标之类的东西,但你不能替换整个UI的图形,因为它存在于加载mod的世界之外。?
* Decorative Blocks alter the look and feel mods alter things like the [[Skybox]], or add decorative blocks like hallways, exposed pipes, showers, beds, etc.
 
* Functional Blocks can be a combination of new looks and add existing or new functionality such as using a toilet model as a seat or making a cutting tool out of a Thruster.
 
** Functional blocks can be extended further or used create entirely new types of blocks by adding scripting to a mod that controls how the block is used.
 
*Non Block mods can alter things other than Blocks or Skyboxes. These could be things like Character Animations, Space Suit variants, Inventory Sorting, or Combat AI for ships.
 
  
''The ease of mod creation is highly dependent on what skills or ability to learn a modder brings with them. ''
+
==教程和指引 Tutorials/Guides==
===Mods can be classified by complexity: ===
+
* [[How to Mod Blocks]]
*Texture Mods involve editing or creating new game textures using programs like GIMP, Photoshop, Paint.net. Modifying existing textures, shaders, and stats of existing blocks is the simplest way to create a mod.  Such mods can be created by simply copy/pasting the [[SBC Specification|*.sbc]] info from an existing vanilla block, tweaking the values, and dropping the custom textures/shaders and *.sbc file into its own folder.
+
* [[How to Mod the Skybox]]
*Models also involve texturing, but allow you to add  3D rendered models to the game. Creating new blocks with their own look requires the use of 3D modelling and texturing, for which skills are outside of the scope of this guide.  Using a 3D suite such as Blender, 3DS Max, or Maya, a modeller can create new objects for use within Space Engineers, which can then be converted for use by the game using the [[MwmBuilder]] utility.
+
* [[How to Mod Characters]]
*Scripts have two main types ModAPI and In-game. They are both written in the C# Programming Language. The first is in-effect on the entire game world and can interact with almost any game element. In-game scripts, however, are loaded into a special block called a Programming Block. These scripts can only access the ship grid or station grid they are attached to. They can read data from one block on your ship, for example, and trigger a Rotor to turn a certain amount in a specified direction. Actually changing the way things behave within the game is more complicated and requires the use of coding with C# to create scripts that modify the behavior of custom blocks.
+
* [[How to Mod Character Animations]]
*Plug-ins are a C# program(project) that is compiled as a DLL and is run by the game's .exe file directly. Plug-ins can alter almost anything in the game(as opposed to a game world or ship grid) , far beyond what an In-game or Mod API script can do.
+
* [[How to Mod Ore]]
 +
* [[How to Mod Production]]
 +
* [[How to Mod Script]]
 +
* [[How to Mod Respawn Ships]]
 +
* [[How to Mod NPC Cargo Ships]]
 +
* [[How to Mod Exploration]]
 +
* [[How to Mod Scenarios]]
  
 +
*[https://www.spaceengineersgame.com/visual-scripting-tool/ Visual Script Tool]
 +
*[https://www.spaceengineersgame.com/plugins/ Plugin]
 +
*[https://www.spaceengineersgame.com/troubleshooting/ 查错]
  
Official guides have been written up [http://www.spaceengineersgame.com/modding.html on the Space Engineers website] and [http://steamcommunity.com/sharedfiles/filedetails/?id=315625486 the Steam Guides page]. These will give new modders a feel for how to set up one's environment and what is required to get a mod going, but a lot of footwork is still needed by prospective modders to discover how all the parts work together. Modders can obtain help or information from the [http://forums.keenswh.com/ Keen Software House forums], [https://discordapp.com/invite/eFAWu Keen's partnered Discord channel] as well as player run groups on other sites.
+
*[https://www.spaceengineersgame.com/modding/ Modding Basics]
 +
*[https://www.spaceengineersgame.com/modding-guides/space-engineers-workshop-guide/ How to use Workshop in Space Engineers]()
 +
*[https://www.spaceengineersgame.com/modding-guides/ship-speed/ Modding Guide: Ship Speed]()
 +
*[https://www.spaceengineersgame.com/modding-guides/modding-guide-weather-effects/ Modding Guide: Weather Effects]()
 +
*[https://www.spaceengineersgame.com/modding-guides/modding-guide-automatic-weather-system/ Modding Guide: Automatic Weather System]()
 +
*[https://www.spaceengineersgame.com/modding/advanced-3d-models-guide/ Advanced 3D Models Guide]()
 +
*[https://www.spaceengineersgame.com/modding/moddable-collision-models/ Moddable Collision Models]()
 +
*[https://www.spaceengineersgame.com/modding/model-viewer/ Model-viewer]()
  
== Save Files / World Files ==
+
==FAQ==
== 存档文件 / 世界文件 ==
+
===着色器脚本 Shaders 问题===
== 游戏数据 ==
+
:版本1.202.124 着色器脚本 是 hlsl 和 hlsli
游戏数据存储在: steamapps\common\SpaceEngineers\Content\Data
+
:<s>旧版游戏着色器脚本由 fx fxh 组成每次执行会根据 fx 编译 fxo在游戏目录\Content\Effects2\中</s>
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
 
  
 
+
===材质贴图 Textures问题===
你可以在下面的路径找到你的存档:
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:[[File:6367154.jpg|framed|PS插件DDS导出设置]]
c:\Users\[你的windows用户名}\AppData\Roaming\SpaceEngineers\Saves\{你的steam ID}\content
+
:DirectX *.dds 格式(DXT5压缩) 需要对应工具才能处理,
 
+
:若你可以使用Adobe Photoshop,推荐用[https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop 安装此插件]来导出。
文件类型:
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:游戏的贴图素材目录有些子分类比如: GUI界面, particles粒子, lights光, models模型, voxels体素 等
{|
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*贴图尾缀“_ns” 代表了三色通道均为 "normal map" 且 ALPHA 通道则是"specular map"
|Sandbox.sbc
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*贴图尾缀“_de” 代表了三色通道均为 "diffuse map"且 ALPHA 通道则是"emissive map"
|基础的世界描述文件
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:这些贴图形式主要用于方块或菜单图标的GUI内容。
|-
+
;随着Space Engineers从DX9 PBR<ref>Physicallly-Based Rendering 物理性渲染</ref>纹理转移到DX11 PBR纹理,创建纹理的方法发生了变化
|SANDBOX_0_0_0_.sbs
+
:最简单的方法是将制作的材质图片素材存档为 PNG 或TIFF格式并通过[http://steamcommunity.com/sharedfiles/filedetails/?id=635927143 Texture Packing Tool]编码为 DDS 贴图
|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)
+
:DX11贴图采用了多种压缩方式(BC3到BC7)<ref>[https://learn.microsoft.com/zh-cn/windows/win32/direct3d11/texture-block-compression-in-direct3d-11 Direct3D 11 中的纹理块压缩]</ref>由此导致仍然停留在DX9的图形插件无法打开和存为这种DDS
|-
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:这些DX11贴图是有这些命名尾缀
|SANDBOX_0_0_0_.sbsB5
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*“_cm”-颜色(反照率)和Metaness贴图(alpha)。
|编码后的sbs文件
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*“_ng”-法线贴图和光泽贴图(alpha)。
|-
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*“_add”-添加纹理-尚未指定AO(红色通道)、G(发射)和B通道以及自定义颜色遮罩(alpha通道)。
|*.vox
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*“_alphamask”-阿尔法映射。
|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
 
 
 
==Mod Files Location==
 
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.
 
 
 
==Shaders==
 
== 着色器 ==
 
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.
 
 
 
==Textures==
 
== 材质 ==
 
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::
 
 
 
[[File:6367154.jpg|framed|left|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 [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop installing this plugin] and using these settings for exporting:
 
 
 
[[File:6367154.jpg|framed|center|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.
 
 
 
===With Space Engineers moving from DX9 to DX11 PBR textures, the Method for creating textures has changed.===
 
 
 
The easiest method is to create PNG or TIFF files for each texture and use the [http://steamcommunity.com/sharedfiles/filedetails/?id=635927143 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).
 
* “_cm” - Color(albedo) and Metalness map (alpha).
 
* “_ng” - Normal map and Gloss 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).
 
* “_add” - Add texture - AO (Red channel), G (emissive) and B channels are not specified yet and Custom Color mask (alpha channel).
 
* “_alphamask” - alpha map.
 
* “_alphamask” - alpha map.
 +
-->
 +
:<hr/>
 +
:[https://steamcommunity.com/sharedfiles/filedetails/?id=395248715 here]提供了更多信息,虽然这个链接是《太空工程师》的姊妹游戏《中世纪工程师》的链接,但游戏共享一个共同的代码库,两款游戏的修改过程几乎相同。
  
More information can be found [https://steamcommunity.com/sharedfiles/filedetails/?id=395248715 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.
+
<references/>
 
 
==3D Models==
 
== 3D 模型 ==
 
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.''
+
===建模方式问题===
 +
mwm模型是由MwmBuilder基于fbx文件生成的
 +
fbx? filmboX 模型交换格式.adobe fbx
  
 
MwmBuilder Location:
 
MwmBuilder Location:
Line 164: Line 88:
 
Moddable collision models: [http://www.spaceengineersgame.com/moddable-collision-models.html Adding new model with collision geometry].
 
Moddable collision models: [http://www.spaceengineersgame.com/moddable-collision-models.html Adding new model with collision geometry].
  
==API==
+
===模改脚本方式===
 
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.
 
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.
  
Line 175: Line 99:
 
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.
 
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.
  
===Plug-in DLL mods===
+
====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.
 
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.
  
==Tutorials/Guides==
+
===另见 See also===
 
 
* [[How to Mod Blocks]]
 
* [[How to Mod the Skybox]]
 
* [[How to Mod Characters]]
 
* [[How to Mod Character Animations]]
 
* [[How to Mod Ore]]
 
* [[How to Mod Production]]
 
* [[How to Mod Script]]
 
* [[How to Mod Respawn Ships]]
 
* [[How to Mod NPC Cargo Ships]]
 
* [[How to Mod Exploration]]
 
* [[How to Mod Scenarios]]
 
 
 
==See also==
 
 
* [https://github.com/gilgame/SEWorkbench SE Workbench] - an [https://forum.keenswh.com/threads/beta-space-engineers-workbench-a-feature-rich-ide-for-space-engineers-program-development.7375609/ independent] scripting [[wikipedia:Integrated development environment|IDE]]
 
* [https://github.com/gilgame/SEWorkbench SE Workbench] - an [https://forum.keenswh.com/threads/beta-space-engineers-workbench-a-feature-rich-ide-for-space-engineers-program-development.7375609/ independent] scripting [[wikipedia:Integrated development environment|IDE]]
  
 
+
===工具===
==Tools==
 
 
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:
 
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)
 
* Notepad++ (For XML, SBC, and general text editing)
Line 203: Line 112:
 
* Harag's [http://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/ plugin] for easily configuring blender and exporting 3d models into VRage format.
 
* Harag's [http://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/ plugin] for easily configuring blender and exporting 3d models into VRage format.
 
* Paint.NET (Photoshop also works if you have [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop this] plugin for exporting in the dds format)
 
* Paint.NET (Photoshop also works if you have [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop this] plugin for exporting in the dds format)
 
 
 
 
  
 
----
 
----

Latest revision as of 07:06, 29 August 2023

🚧🚧🚧 Under Construction 🚧🚧🚧
Attention - This page is currently being actively worked on, and may contain incomplete information


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)

模改时 需知目录问题

mod文件夹必须包含一个名为Data的子文件夹,其中包含添加或更新的mod的定义文件。几乎所有内容都可以由modder替换/更新(音频、视频、纹理、模型、gui等)。Mods仅限于一个世界,不能改变这个世界范围之外的任何东西。例如,虽然你可以替换块mod的GUI图标之类的东西,但你不能替换整个UI的图形,因为它存在于加载mod的世界之外。?

教程和指引 Tutorials/Guides

FAQ

着色器脚本 Shaders 问题

版本1.202.124 着色器脚本 是 hlsl 和 hlsli
旧版游戏着色器脚本由 fx fxh 组成每次执行会根据 fx 编译 fxo在游戏目录\Content\Effects2\中

材质贴图 Textures问题

PS插件DDS导出设置
DirectX *.dds 格式(DXT5压缩) 需要对应工具才能处理,
若你可以使用Adobe Photoshop,推荐用安装此插件来导出。
游戏的贴图素材目录有些子分类比如: GUI界面, particles粒子, lights光, models模型, voxels体素 等
  • 贴图尾缀“_ns” 代表了三色通道均为 "normal map" 且 ALPHA 通道则是"specular map"。
  • 贴图尾缀“_de” 代表了三色通道均为 "diffuse map"且 ALPHA 通道则是"emissive map"。
这些贴图形式主要用于方块或菜单图标的GUI内容。
随着Space Engineers从DX9 PBR[1]纹理转移到DX11 PBR纹理,创建纹理的方法发生了变化
最简单的方法是将制作的材质图片素材存档为 PNG 或TIFF格式并通过Texture Packing Tool编码为 DDS 贴图
DX11贴图采用了多种压缩方式(BC3到BC7)[2]由此导致仍然停留在DX9的图形插件无法打开和存为这种DDS
这些DX11贴图是有这些命名尾缀
  • “_cm”-颜色(反照率)和Metaness贴图(alpha)。
  • “_ng”-法线贴图和光泽贴图(alpha)。
  • “_add”-添加纹理-尚未指定AO(红色通道)、G(发射)和B通道以及自定义颜色遮罩(alpha通道)。
  • “_alphamask”-阿尔法映射。

here提供了更多信息,虽然这个链接是《太空工程师》的姊妹游戏《中世纪工程师》的链接,但游戏共享一个共同的代码库,两款游戏的修改过程几乎相同。
  1. Physicallly-Based Rendering 物理性渲染
  2. Direct3D 11 中的纹理块压缩

建模方式问题

mwm模型是由MwmBuilder基于fbx文件生成的 fbx? filmboX 模型交换格式.adobe fbx

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.

模改脚本方式

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.

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)