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building-asset-processor

Building Asset Processor

You can register a BUILDING_ASSET_PROCESSOR on any FBX to partially automatize the configuration of your building or monument building part nodes.

Register the asset processor on a FBX like that:

monument.lua
-- Apply building asset processor
mod:registerAssetProcessor("models/MithrilFactory.fbx", {
	DataType = "BUILDING_ASSET_PROCESSOR"
})

Automatic part detection

The processor will automatically add the COMP_BUILDING_PART component to each node containing the word Part in their name.

The processor will automatically assign ConstructionVisual to the building part if it exists another node, with the same name, same parent names, in a root node called ConstructionSteps.

For instance, the part AA/BB/ChimneyPart will search for a node called ConstructionSteps/AA/BB/ChimneyPart to use as a ConstructionVisual.

Automatic attach node detection and configuration

The processor will automatically add the COMP_BUILDING_ATTACH_NODE component to each node containing the word Attach in their name.

Moreover, certain keyword in the name will give additional instruction:

  • major in the name will give the node attach type MAJOR
  • minor in the name will give the node attach type MINOR
  • top in the name will give the node attach type INNER_TOP
  • bottom in the name will give the node attach type INNER_BOTTOM
  • door in the name will give the node attach type DOOR
  • bridgeend in the name will give the node attach type BRIDGE_END
  • left in the name will give the node attach type LEFT
  • right in the name will give the node attach type RIGHT

Automatic path detection

Paths are building part entrances and exits. They are a list of nodes forming a path to enter the building.

Nodes with names starting with PATH_ will be interpreted as path for the parent part. PATH nodes must be direct children of their parent part.

Buildings can have many paths, each path is identified by a letter. For instance, each node starting with PATH_A_ will be part of Path A.

a number is then used to define the path sequence:

  • PATH_A_1
  • PATH_A_2
  • PATH_A_5
  • PATH_A_6

It's fine if there is holes in the number sequence, but you can't use the same number twice for the same path.

Nodes can also be used in more than one path:

  • PATH_AB_1
  • PATH_AB_2
  • PATH_A_3
  • PATH_B_3

In that case, path A and B are sharing the two first nodes.

Sharing nodes is specially important when agents can enter by a door and leave by another one. To do so, both door needs to end with a shared node:

  • PATH_A_1
  • PATH_A_2
  • PATH_A_3
  • PATH_B_1
  • PATH_B_2
  • PATH_AB_4

Since both path ends with node PATH_AB_4, an agent could leave the building from path A or B as long as he entered the part with any of those path.

building-asset-processor.txt · Last modified: 2019/09/26 17:10 by maxime