Expanded Kinematics
by Illumina♥
This mod adds all in-game Terrain Assets as Kinematics. HOW TO USE: 1.Add the Kinematic Asset in Kinematics Category or Tab. 2.Add the new sequence keys (Key 0 is initial position). 3.Move the key positions to organize a sequence animation. WARNING: Custom worlds do not currently support Kinematics, so you have to do some modifications to load them in! 1. Insert this in Data/Scripts/terrain/terrain_custom.lua below the line 572 where harvestables are. function GetKinematicsForCell( cellX, cellY, size ) local uid, tileCellOffsetX, tileCellOffsetY = GetCellTileUidAndOffset( cellX, cellY ) if not uid:isNil() then -- Load harvestables from cell local kinematics = sm.terrainTile.getKinematicsForCell( uid, tileCellOffsetX, tileCellOffsetY, size ) for _, kinematic in ipairs( kinematics ) do local rx, ry = RotateLocal( cellX, cellY, kinematic.pos.x, kinematic.pos.y ) kinematic.pos = sm.vec3.new( rx, ry, kinematic.pos.z ) kinematic.rot = GetRotationQuat( cellX, cellY ) * kinematic.rot end return kinematics end return {} end ---------------------------------------------------------------------------------------------------- 2. Go to Data/Scripts/game/worlds/CreativeCustomWorld.lua 3. Change "CreativeCustomWorld.enableKinematics = false" to true 4. The game should be forced to load the kinematic assets.
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