Using Builder

With Builder, you can use models with attached physics primitives to create composite assets. For example, combine 4 wall models together with a roof and the result is a basic house complete with physics properties. Using a well designed set of pieces and combining them using Builder makes for an easy way to make multiple items out of a small set of assets.

Starting Builder

Builderis a plugin for Composer. With Windows binary installs, it can be accessed from the start menu. For source releases, open a command line window and navigate to the trunk folder (the base of the MV3D source tree where the mv3d folder is) and run

python mv3d/tools/composer/composer2.py

For setuptools installations, make sure Python's scripts directory is in your path and just run composer2.

Getting Started

In builder, you can add meshes or prefabs made with solid or builder into a bigger prefab. To add these, just find them in the asset list and double click to add a new one. It should show up in the parts list.

The parts list can be used to select a part by double clicking on it. Parts can also be selected by clicking them in the preview window. Once selected, the part can be moved, rotated, or scaled depending on what mode was selected. The modes are the toggle buttons on the top of the window.

Various properties including position, rotation, scale, name, and asset can be edited directly at the bottom left of the window. When dragging, scaling or rotating parts, the X, Y, and Z axes can be locked using the toggle buttons under the Controls pane. In scale mode, if the Link toggle button is on, scaling will be linked across selected axes.

Once finished with the prefab, you can save it using File->Save.

Tutorial

Note the rest of this page is currently more of a tutorial than a manual. It will be expanded soon.

Builder is for creating a complex object out of several models that will be placed in your game world.

  1. Open up Builder and connect to your server.
  2. Select your asset group in the dropdown under Assets.
  3. Double click the solid asset you just made.
  4. If you aren't making a complex object out of multiple models, then skip to save.
  5. Otherwise, you should be able to highlight and move/rotate/scale models as needed.
  6. When done, click File->Save and select a name ending with .obj
  7. Use the Importer app to add the new file as an asset. Adding the referenced solid objects as dependencies is optional but good practice.

Attachments