I did some work on the importer today, there are still plenty of things to do but its progressing well.
After you import an object, you'll have to generate an Geometry Layout for it (otherwise, the object will appear as a "tree" in the game, which I'm using as a placeholder object for the unused custom objects slots).
When it comes to creating a behavior, you have two options.
1 - The behavior generator, which can customize scaling, solidity, collision, interaction and functions for simpler objects.
2 - Importing a "raw" behavior file and using the built-in hex editor/parser to adjust it. I'm including as seperate file behaviors for doors, NPCs, enemies (I could use some help on this). There will be a few "helpers" on the behavior interface, mostly information on data such as animation pointers, etc.
You can also use both, first generating a behavior and then fune tuning it with the behavior editor. The behavior generator won't be very extensive, especially when it comes to selecting preset functions, but eventually when people test more with it I can include further options.
So, the basic workflow to import a custom object:
1 - Import custom object in the selected bank/slot
2 - Generate Geometry Layout for it from the custom objects menu
3 - Generate/edit/import Behavior for it from the custom objects menu
4 - When importing your level, select the appropriate custom object bank. Once the level is imported/reimported, TT64 should be able to detect the custom objects. Unused objects will appear as "tress". |