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Path to the object folder in the OpenRCT2 application folder. This path is only used to copy the generated .parkobj file to the game when the option to do is enabled.
Besides the global preferences in the add-on panel, most settings are found in the render properties tab.
Clicking this button creates and/or overwrites objects, materials, and settings in the scene. These are requirements for the add-on to function properly. If you find that the add-on no longer creates correct results it may be worth re-initialize.
- Properties that have been changed on the RCT Graphics Helper camera and light sources will be overwritten.
- The World Position and the Recolorable 1-3 materials are overwritten.
- Various render and layer properties are overwritten.
The location to write the generated output files to.
The index of the first sprite generated by the renderer. For small scenery, this is usually 0. For ride vehicles, this is 3, as the first 3 images are preview images. For large scenery this is 4, since the first 4 sprites are preview images one for each angle. Preview images currently need to be made manually.
This start index is used to number the image files. Additionally, this index is used to start overwriting the images.json image list from.
Some object types require a different Y offset for drawing the sprites. This value is added to the sprite Y offset.
The number of sets of peeps that may ride this attraction. Peeps are usually grouped in sets of 2. So for a ride vehicle that holds 8 peeps, you'd typically have 4 sets of riders. This value is used to render each set of peeps separately.
The number of recolorable colors on this object. Set to 0 if the object is not recolorable at all.
The material pass index is used to identify recolorable areas on the object.
- Material Pass Index 0: Non-recolorable
- Material Pass Index 1: Primary recolor
- Material Pass Index 2: Secondary recolor
- Material Pass Index 3: Tertiary recolor
The number of animation frames that this object has. The timeline's frame index is used to render the different animation frames.
Whether the renderer should include shadows in the render. Consider this research when deciding on the best option for your object.
When this setting is enabled to object will blend with the background on the edges, causing a darker colored outline under most circumstances. Typically RCT1 objects anti-alias with the background. Consider this research when deciding on the best option for your object.
Forces the final silhouette of the sprite to remain the same as it would have been if anti-aliasing was disabled.
The palette option allows you to better control the colors that the dithering algorithm uses for the dithered sprite. Each option will automatically add the colors required to fulfill the Recolorables option. This will also cause the colors needed for the recolorable sections to not be available to materials with a Material Pass Index of 0.
Automatically selects the most common palette based on the object type. Tile(s): Default Full Color Vehicle: Vehicle Gray Only
Contains all the non-animated colors.
Most vehicles only use gray tones besides the recolorables. Making this option great for rendering ride vehicle sprites. This palette only contains the white to black (Black) color group, and the extra gray colors (Gray) color group.
Allows you to select the individual color groups to include in the palette.
Used for scenery and flat rides. Render the object from the specified number of viewing angles (typically 4).
The number of viewing angles to render this object from. This uses increments of 360 / viewing angles
for each angle.
Used for large, multi-tile scenery. Renders each tile the object occupies as a separate sprite.
Large scenery items tend to start with 4 preview images (one for each angle), these will need to be made by hand. To accommodate for the preview images set the "Output Starting Index" to 4.
This object type is specialized for ride vehicles. Allowing you to select specific ride vehicle options based on the track and animation features that need to be supported.
The type of track elements this ride vehicle needs to support. Selecting more options than necessary can significantly increase the render time, load time of the object, and file sizes of the resulting object as well as parks that include it.
3 additional frames of animation are used at the station to animate doors or restraints opening. This uses 3 frames on the timeline. If animation frames are already specified for the Animation Frames property then the restraint animation frames are expected after the main animation frames on the timeline.
Used in rides that remain inverted for an extended period of time. Like the multi-dimension coaster, flying coaster, and lay-down coaster which do not have an up or down. This nearly doubles the render time. Use with caution.
By default, walls are only rendered from 2 angles unless the "double-sided" checkbox is ticked.
The front of the wall should align with Y=0, the back of the wall is in +Y. Place the backside of the wall at Y=0.1 for the most consistent results.
Sloped walls use animation frames for the sloped variants. Frame 0 is the frame for a wall that sits on a flat surface. From the perspective of the camera, on frame 1, the right side of the wall should be lifted. On frame 2 the left side should be lifted.
The wall is rendered from 4 angles instead of 2.
A doorway cannot be sloped, or double-sided. Doorways are always rendered for 4 angles. Doorways are walls that can be placed on certain types of track. When a vehicles passes through it an animation is played.
The animation consists of 6 frames. In frame 0 the doorway should be closed, and in frame 5 the door should be opened. The frames from 1 to 4 are used to transition between the closed and open state.
Renders out sprites using the specified settings. Due to some limitations in Blender this will hang the application until all the frames have been rendered. The "Render" button will appear pressed until finished.
It's advisable to save before rendering.
Prior to clicking render you can click Window > Toggle System Console to see a command prompt with progress information.
Requires the Sprite Compiler. Check the prerequisites in the Readme for more details.
Packages the generated sprites into a GX file. This GX file is used for the OpenGraphics workflow, but is also used by the .parkobj generation for a smaller file size and faster object loading times.
Requires the OpenGraphics repository and Node.js. Check the prerequisites in the Readme for more details.
This option is strictly for the OpenGraphics workflow. With this option enabled an asset pack file is generated using the OpenGraphics build process.
With the "Copy to OpenRCT2" option the .parkap file is copied to OpenRCT2/assetpack/
so that you can test out the asset pack in game.
Creates a .parkobj file from the resulting object.json, and image files.
With the "Copy to OpenRCT2" option the .parkobj is copied to OpenRCT2/object/
. Uses the OpenRCT2 Object Folder preference to copy the generated .parkobj file to the OpenRCT2 object directory to more quickly see the object in game.