Tools & Programs Needed
Metasequoia For modeling and texturing. You can't export with this version, but it has the full feature set of the program, including UV texture mapping.
Metasequoia Lite For exporting models. This version of Meta is limited, but it will allow you to export your models as x files.
SOM Toolset A collection of editing tools for SOM. You mainly need this for the PRF Editor, which is located in the "Wolf Tools" folder.
SOM Helper Tool A tool that is used to convert exported .x files to .mdo, .mhm, .msm, and .prt files.
d3drm.dll A dll file that is required for the SOM Helper tool to work right.
Setup
After you have everything installed, make sure that both versions of Metasequoia are working right. It's a good idea to keep everything you need in one folder, so I recommend using the "Editing Tools" folder that comes with the SOM toolset download. Now, open up the editing tools folder and create a new folder called "Conversions", and place the d3drm.dll file into this folder. I'd also suggest creating a new folder called "Metasequoia" for saving your metasequoia project (.mqo) files in. Also, it's helpful to create a shortcut to your Sword of Moonlight folder here; you can do this by going to your Sword of Moonlight folder (usually located in C:/Program Files), then right click and select "Create Shortcut", then place it in your editing tools folder.
Exporting
First, you'll need to make your model using Metasequoia. I won't go into detail on modeling here, but you can find a guide here that links to a few Metasequoia tutorials. Just keep in mind that one map square in SOM = 2x2 meters, and that models can be no larger than 6x6 meters. Once you're done making your model, make sure you have it saved as a Metasequoia Document (.mqo) file (preferably in your "Metasequoia" folder if you made one). Then, open it back up using the lite version of Metasequoia, and save your model as a .x file (Direct3D Retained Mode) into your conversions folder. Also, make sure that you copy/paste any textures that you use for your model into your conversions folder as well.
Converting
Now you're ready to convert your model for use in your SOM project. Open up the SOM Helper tool and load up your .x file by clicking "Select X". Remember that your .x file needs to be in the same folder as the d3drm.dll file or it won't work. The next step depends on what purpose your model is for.
If you are making a map piece:
Check "Make MSM", "Make MHM", and "Make PRT". Now name it what you want, select what number you want for the part, and select the icon you'd like to represent it in the editor, then, click "Begin" and save the .prt file to your conversions folder. You will then see the .msm, .mhm, .prt, and .txr files materialize in your conversions folder. Now go to your Sword of Moonlight folder and go to "data > map". You'll need to place your converted files into all the right folders; .msm files go into "msm", .mhm files go into "mhm", .prt files go into "parts", and .txr files go into "texture. Your map piece should now appear in the map editor.
If you are making an object or item:
Check "Make MDO" and click "Begin". You should have a .mdo file and .txr file(s) in your conversions folder now. Open up your Sword of Moonlight folder and go to "data > obj" or "data > item" depending on which you're making, and place your converted .mdo and .txr files into the "model" folder. Now you need to make a .prf file (not to be confused with .prt files). Open up the PRF editor located in "Editing Tools > Wolf Tools", and go to the "Object PRFs" (or "Item PRFs") tab and adjust the settings as you like; just make sure that the model name is the same as the one you just made. Once you're done, click "Save Object" (or "Save Item") and save it to your conversions folder, BUT make sure you add ".prf" to the end of the file name. Now go to your Sword of Moonlight folder again and place the .prf file you just created into "data > obj > prof" if it's an object, or "data > item > prof" if it's an item. Your object or item should now be ready to set up in the parameter editor.
Metasequoia For modeling and texturing. You can't export with this version, but it has the full feature set of the program, including UV texture mapping.
Metasequoia Lite For exporting models. This version of Meta is limited, but it will allow you to export your models as x files.
SOM Toolset A collection of editing tools for SOM. You mainly need this for the PRF Editor, which is located in the "Wolf Tools" folder.
SOM Helper Tool A tool that is used to convert exported .x files to .mdo, .mhm, .msm, and .prt files.
d3drm.dll A dll file that is required for the SOM Helper tool to work right.
Setup
After you have everything installed, make sure that both versions of Metasequoia are working right. It's a good idea to keep everything you need in one folder, so I recommend using the "Editing Tools" folder that comes with the SOM toolset download. Now, open up the editing tools folder and create a new folder called "Conversions", and place the d3drm.dll file into this folder. I'd also suggest creating a new folder called "Metasequoia" for saving your metasequoia project (.mqo) files in. Also, it's helpful to create a shortcut to your Sword of Moonlight folder here; you can do this by going to your Sword of Moonlight folder (usually located in C:/Program Files), then right click and select "Create Shortcut", then place it in your editing tools folder.
Exporting
First, you'll need to make your model using Metasequoia. I won't go into detail on modeling here, but you can find a guide here that links to a few Metasequoia tutorials. Just keep in mind that one map square in SOM = 2x2 meters, and that models can be no larger than 6x6 meters. Once you're done making your model, make sure you have it saved as a Metasequoia Document (.mqo) file (preferably in your "Metasequoia" folder if you made one). Then, open it back up using the lite version of Metasequoia, and save your model as a .x file (Direct3D Retained Mode) into your conversions folder. Also, make sure that you copy/paste any textures that you use for your model into your conversions folder as well.
Converting
Now you're ready to convert your model for use in your SOM project. Open up the SOM Helper tool and load up your .x file by clicking "Select X". Remember that your .x file needs to be in the same folder as the d3drm.dll file or it won't work. The next step depends on what purpose your model is for.
If you are making a map piece:
Check "Make MSM", "Make MHM", and "Make PRT". Now name it what you want, select what number you want for the part, and select the icon you'd like to represent it in the editor, then, click "Begin" and save the .prt file to your conversions folder. You will then see the .msm, .mhm, .prt, and .txr files materialize in your conversions folder. Now go to your Sword of Moonlight folder and go to "data > map". You'll need to place your converted files into all the right folders; .msm files go into "msm", .mhm files go into "mhm", .prt files go into "parts", and .txr files go into "texture. Your map piece should now appear in the map editor.
If you are making an object or item:
Check "Make MDO" and click "Begin". You should have a .mdo file and .txr file(s) in your conversions folder now. Open up your Sword of Moonlight folder and go to "data > obj" or "data > item" depending on which you're making, and place your converted .mdo and .txr files into the "model" folder. Now you need to make a .prf file (not to be confused with .prt files). Open up the PRF editor located in "Editing Tools > Wolf Tools", and go to the "Object PRFs" (or "Item PRFs") tab and adjust the settings as you like; just make sure that the model name is the same as the one you just made. Once you're done, click "Save Object" (or "Save Item") and save it to your conversions folder, BUT make sure you add ".prf" to the end of the file name. Now go to your Sword of Moonlight folder again and place the .prf file you just created into "data > obj > prof" if it's an object, or "data > item > prof" if it's an item. Your object or item should now be ready to set up in the parameter editor.
~ ® Indie RPG developer.
Twitter: twitter.com/JC_Bailey1112
Twitter: twitter.com/JC_Bailey1112