0Artur0 wrote:Reinhard wrote:Then, these objects have to be integrated in the various lists of /def/world, by a dedicated mod.
That's what I don't know how to do and can't find any good information about it.
I doubt you will find any explanations of it.
But theses lists are very simple. Just study the old entries of a category, copy it, create a new number
(better with a huge offset, don't use 367 if the last old was 366, because a future patch may go up to, say, 398) *, insert the name of your files, overwriting the old. If your entry is applied properly, object name appears in the according list entry of the editor, when placing new items. If not, check he log, it should tell something about it.
(* EDIT: Text in color above is out of date, with the latest patches the use of a new alphanumerical, independent per-user numbering scheme is is introduced. And strongly recommended)
Most file names in /def/world are self-explanatory. And you won't touch the most of it anyway.
"model.sii" is the most common to use. This is for all plain, dumb models without any function or trigger. Mostly houses or assemblies of that. But could also be a map model for a car, or anything like that. Chances are high you want to use this.
"building*.sii" is not what you may think. These is not really for "houses". It is for any kind of object that can be laid out in a consecutive manner, and stretched. Walls, fences, some types of buildings. Just to have it explained, I doubt you will create own or convert anything of this type soon.
Hint: the names of these files reflect the object item type you are able to insert with the map-editor: road, prefab, model, building...
For any other, I guess, your question would be way more specific if the category is really in charge. And it would make no sense to fumble with it if you aren't familiar with its kind of entries, anyway.