€¢ Select File > Connect to connect the debugger to the game. This tool is invaluable if a set of Lua files do not behave properly and you can't figure out why from just looking at the code.
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The program connects to the game and once connected, all debug output by Luas executed by the game are shown in the debugger. The Lua Debugger is an application that allows you to, as the name says, debug the Luas files as they are executed by the game. €¢ Check existing Lua files in the Scripts\GUI directory for examples. The lua file has access to every element in the file by its name and can show/hide them and trap various mouse and keyboard events. €¢ To do this, select the root scene object in the hierarchy, and use the Lua Script > New button to select the Lua file that defines the behavior for this scene. Since the scene is just a description of layout and design of the UI elements, it must be linked to a Lua file to give the placed elements functionality. For instance, for the Quad element you can change the color of each corner, the overall opacity and texture of the quad, its rotation and position and how it reacts to changes in aspect ratio such as stretch and alignment. €¢ When you have an UI element selected, the Properties tab will allow you to change its properties, both type-specific and common to all element types. It is now added in the hierarchy (under the TreeView tab). €¢ To create an element, click its button and drag its outline in the scene window. €¢ Use the Selection tool to modify placed elements. €¢ The Tools tab contains a button for each UI element type that you can add. The game scales it to fit the actual resolution. €¢ Start a new UI scene with File > New, accepting the default size of 1024x768. A GUI file (.BUI) is a hierarchy of UI elements such as buttons, lists, sliders, lines, quads, and so on, where each element has certain properties. With it, you can completely redesign every faction's interface, add buttons to control your special units, add new menus in the main menu, and so on.
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The GUI Lua files contain the code that makes your creations in the GUI Editor come to life. Every button, textfield, slider, window, dialog can be changed, removed or added to. The GUI editor, combined with the GUI Lua files enables you to completely reprogram the GUI. €¢ These various settings cause different particles to emerge. €¢ The third and most important window is the Particle Plugin Settings. €¢ The simulation window allows particles to be played with various time and color settings. €¢ The main window contains a side panel on the left containing your particles and emitters.
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€¢ Upon opening the Particle Editor four windows open up, only three are accessible. The emitter is the source of the particle, there can be multiple particles within a single emitter. Particle systems are, for instance, explosions, weapons fire, halos, fire, sparks, splashes, radiation and much more.Ī particle is composed of two separate parts: an emitter and a particle. A set of simulation options are available to preview how the particle system would look in game. You use it by setting up emitters that emit particles defined by a rich set of plugins that modify the various properties of those particles independently. The Particle Editor is a powerful editor that enables you to develop, debug and preview particle systems. There is no way to close opened models, apart from closing the Asset Viewer When opening more models, note that the old models remain in the list. €¢ Expand the "Bones" node in a model's node and select a bone to see the orientation of that bone. €¢ At the top, below the menu are the play and stop button for controlling the animation.
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A slider below the list appears that allows you to speed up or slow down the animation and disable looping. €¢ Select an animation to play it, looping. €¢ Expand the model's node to show all animation for the model. To the left is a list of models and particles that are related to the model. €¢ Drag the left mouse button to rotate the camera around the model and drag the right mouse button, or use the mouse wheel, to zoom in and out. €¢ The red, green and blue lines indicate the X, Y and Z axis, respectively. €¢ The model will be loaded and shown in the main display. While viewing, you can tweak various lighting parameters to see how the asset holds up in various lighting conditions. The Asset Viewer allows you to view models, animations and particles as they would appear in the game. This document is also a part of the download. These tools are released "as is" and are unsupported by Sega and Petroglyph Games.įor community support please visit the Petrolution forums at: The long awaited tools are finally ready to use!