Difference between revisions of "Additional Prefabs"
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The naming convention is fairly straightforward '''MineOreTypeShape_TextureVariant'''. | The naming convention is fairly straightforward '''MineOreTypeShape_TextureVariant'''. | ||
'''Type''' = the ore you will | '''Type''' = the ore you will receive (iron, silver, gold) | ||
'''Shape''' = there are four shapes for each type named 01-04 | '''Shape''' = there are four shapes for each type named 01-04 | ||
'''TextureVariant''' = a different texture for the dirt "skirt" around the ore, so it can match your dungeon | '''TextureVariant''' = a different texture for the dirt "skirt" around the ore, so it can match your dungeon | ||
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The final thing we need to do is create a "Linked Ref" from the Ore Vein to the Mining Furniture, by double clicking the ore vein, and choosing the "Linked Ref" button then adding the link to the furniture.. This allows the ore to know which furniture to use. If you don't have a furniture hooked up, the ore will automatically appear ''depleted'' when you run the game since it would be frustrating to find ore that you can't mine. | The final thing we need to do is create a "Linked Ref" from the Ore Vein to the Mining Furniture, by double clicking the ore vein, and choosing the "Linked Ref" button then adding the link to the furniture.. This allows the ore to know which furniture to use. If you don't have a furniture hooked up, the ore will automatically appear ''depleted'' when you run the game since it would be frustrating to find ore that you can't mine. | ||
By using a variety of ore shapes and rotating them in different ways you can avoid having your mining area appear | By using a variety of ore shapes and rotating them in different ways you can avoid having your mining area appear too regular and the three mining furnitures allow you to use them just about anywhere. Don't forget to place a pickaxe (weapPickaxe) nearby if you want to be certain your player can harvest the ore! | ||
<gallery> | <gallery> |