Custom coin asset
Last updated
Last updated
Let's say you have a model, that has been prepared for Torque, and some textures and now you want to use that instead of the boring torus primitive.
We will do a step-by step of how to import these files first download this zip file:
And extract it into data/CoinCollection/objects/korkCoin
such that you get the following four files inside that directory:
data/CoinCollection/objects/korkCoin
korkCoin.fbx
korkCoin_albedo.png
korkCoin_n.png
korkCoin_orm.png
Then open up the World Editor and find the Asset Browser:
Navigate to data/CoinCollection/objects/korkCoin
and click on the exclamation mark:
This will load all the files in as separate assets:
Now we need to tie them together, right-click the material asset and click on Edit Asset
In the Material Editor, set the Diffuse Map
to the albedo image asset, the Normal Map
to the normal image asset and the ORM Map
to the orm image asset.
Then click the save button, and confirm that everything looks right by dragging a "korkCoin_shape" asset into the scene.
Finally, open up data/CoinCollection/datablocks/coin.tscript
and change the ShapeAsset
of your Coin datablock to this newly imported shape:
The korkCoin.fbx
file has a simple animation built in. It simply rotates the coin around once. Let's play this on our coins. The animation is called korkCoin|ambient
.
First open up data/CoinCollection/objects/korkCoin/korkCoin.tscript
and add the following function to the end of the file:
This will make sure that our animation plays on a loop.
Now we need to play this animation on all coins that are spawned, we can do that on the onAdd
callback for each Coin
in data/CoinCollection/server/coin.tscript
:
Remember here that Coin
is the datablock, so the second parameter %obj
is the actual Coin instance itself.