To be continued...
For now, you can download the finished work and take a look how it's made: https://github.com/RigsOfRods/rigs-of-rods/files/10033460/agora-dashfix.zip
Link to documentation is in the first post.
Step5: attach the HUD layout to the vehicle.
Open the .truck file as in step 3. Go to the end of file, and before the 'end' keyword add this:
Now, when you...
Step4: Create the dashboard .layout file
When you start the GUI editor, a file 'unnamed.layout' is created for you. We'll change the name later.
On right side go to Widgets tab, click TextBox button and add a text box to the canvas by clicking and dragging the mouse
Then switch to Properties...
Step3: Create and test working directory.
We want to save our files where the game can pick them up.
Go to Documents\My Games\Rigs of Rods\mods and create directory "dash_tutorial1". Place the graphics there.
Next, we need a vehicle to use the dashboard with. It can be anything. I used a copy...
Step2: Create graphics.
As I promised, I don't expect you to have any graphics skills or software. We'll use Windows Paint for the job. Bring up the Windows10 start menu and type 'mspaint'.
First, go to File > Properties and set Width and Height to 100. That's more than enough. The size will...
Step1: download and configure the editor
Use the "Gui Editor 4" link in our docs: https://docs.rigsofrods.org/vehicle-creation/making-custom-hud/#required-software.
It's a portable package. Unpack it anywhere and run "GUIEditor.exe". You'll be greeted by OGRE renderer setup dialog:
I'm adding new elements to dashboard (https://github.com/RigsOfRods/rigs-of-rods/pull/2937) so for testing I need a dashboard .layout which uses them.
Our docs (https://docs.rigsofrods.org/vehicle-creation/making-custom-hud/) are detailed and up-to-date, but rather technical. Also the...
Step 50 - Test in game
You need to download an experimental build from GitHub - visit https://github.com/RigsOfRods/rigs-of-rods/pull/2942, go to "Checks" tab and on the right, open the "Artifacts (2)" dropdown and download the zipped build.
I'm attaching the finalized tutorial character, just...
Step 49 - create a character mod
Create a directory under 'Documents\My Games\Rigs of Rods\mods' and put the rorbotmod-tut1 mesh+skeleton files there. Finally we need the character description file. Copy this text and save it to file "rorbotmod-tut1.character":
; Beginner tutorial of character...
Step 48 - Export from Blender
You'll need blender2ogre Blender plugin: https://github.com/OGRECave/blender2ogre - follow the installation instructions in the README: https://github.com/OGRECave/blender2ogre#index. There's an image guide in my terrain tutorial...
Step 47 - Fix the rotation
It turns out this tutorial started with wrong orientation axis - the character is facing -Y axis while it should be facing +X axis (as Vido noted). To fix it, we need to rotate both around Y axis.
Go to object mode.
Deselect everything using Alt+A, then select the...
Step 45 - Show normals
In 3d graphics, "a normal" is a direction which an element is facing. A face normal tells you which side of the face is "front" and which is "back". This is important because in realtime 3d graphics, faces are visible only from the front, not from the back.
Step 44 - Make the animation exportable
According to blender2ogre manual on exporting skeletal animations (https://github.com/OGRECave/blender2ogre/blob/master/SkeletalAnimation.md), the animation must be "pushed to NLA stack" so that the exporter notices it. To do that, go to "DopeSheet"...
The orientation is genuinely wrong, it should be +X, not -Y
The scale is correct but comes out wrong in the game because, for some reason, the game scales the mesh by 0.02. I disabled that and added a 'mesh_scale X Y Z' to the character file format, with default value 1.0 for...