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en:peluche [2014/08/13 23:14] – Suite de la trad Lyne | en:peluche [2021/12/03 19:19] (current) – external edit 127.0.0.1 | ||
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Repeat the operation on the other "Nel Multi Bitmap" | Repeat the operation on the other "Nel Multi Bitmap" | ||
- | == Step 5: Scaling the model == | + | ===== Step 5: Scaling the model |
Our 3d model is almost ready. However, its size does not match what is expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand. | Our 3d model is almost ready. However, its size does not match what is expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand. | ||
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- | == Step 6: Adapt the texture for a fluffy look == | + | ===== Step 6: Adapt the texture for a fluffy look |
In terms of texture, to give a " | In terms of texture, to give a " | ||
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{{ fr: | {{ fr: | ||
- | == Step 7: Shape export | + | ===== Step 7: Shape export |
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{{ fr: | {{ fr: | ||
- | If you want to know more about objects held, you can read this tutorial | + | If you want to know more about objects held, you can read [[creation_d_un_objet_prehensible_en_jeu|this tutorial]]. |
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- | Unlike coordinates in pixels, these coordinates are using the 3D UV Mapping technique, and have their valeus | + | Unlike coordinates in pixels, these coordinates are using the 3D UV Mapping technique, and have their values |
Passing from one system to the other one is simple. Let (x1,y1) be the place of the upper left corner of our icon in the global image and (x2,y2) the place for its bottom right corner, then: | Passing from one system to the other one is simple. Let (x1,y1) be the place of the upper left corner of our icon in the global image and (x2,y2) the place for its bottom right corner, then: | ||
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icon_teddygubani.tga 0.115234375 0.779296875 0.1533203125 0.8173828125 | icon_teddygubani.tga 0.115234375 0.779296875 0.1533203125 0.8173828125 | ||
| | ||
- | Even if it can be added by hand, the proper way to do it is to use the dedicated NEL tool // | + | Even if it can be added by hand, the proper way to do it is to use the dedicated NEL tool // |
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</ | </ | ||
</ | </ | ||
+ | |||
+ | ===== Step 13: Deploying the soft-toy on the game server and client | ||
+ | |||
+ | |||
+ | In order to deploy the soft toy in game, the official method consists in using the " | ||
+ | |||
+ | We'll need the following files: | ||
+ | |||
+ | * teddygubani.sitem (the datasheet for the teddy-gubani) | ||
+ | * ge_acc_teddy-gubani_01.shape (the 3d NEL model for the soft-toy) | ||
+ | * ge_acc_teddy-gubani_01.dds (the texture for the 3d model) | ||
+ | |||
+ | Moreover, deploying this soft-toy will impact the following files: | ||
+ | |||
+ | * the " | ||
+ | * the " | ||
+ | * the " | ||
+ | |||
+ | To work properly, we'll also create a " | ||
+ | |||
+ | |||
+ | For the next operations, we'll consider that our game server uses linux, and that the following environement variable are defined as follow: | ||
+ | |||
+ | * LEVELDESIGNPATH points out the folder for the datas of the level design | ||
+ | * RYZOM_HOME on the install of the server sources | ||
+ | |||
+ | ==== | ||
+ | |||
+ | |||
+ | On server side, we'll create a folder dedicated to the soft-toys and place the gubani' | ||
+ | |||
+ | $ mkdir $LEVELDESIGNPATH/ | ||
+ | $ cp teddygubani.sitem $LEVELDESIGNPATH/ | ||
+ | |||
+ | ==== | ||
+ | |||
+ | ==== | ||
+ | |||
+ | The first step consists in regenerating the index file for the datasheets throught the " | ||
+ | |||
+ | $ make_sheet_id -o$LEVELDESIGNPATH/ | ||
+ | |||
+ | ==== | ||
+ | |||
+ | The " | ||
+ | |||
+ | $ sheets_packer | ||
+ | |||
+ | This command also regenerate the visual_slot.tab file. | ||
+ | |||
+ | ==== | ||
+ | |||
+ | * Copy the " | ||
+ | * Copy the $LEVELDESIGNPATH/ | ||
+ | * Replace the packet_sheets files in the " | ||
+ | |||
+ | |||
+ | ==== | ||
+ | |||
+ | To end this, you'll have to copy the shape and the texture of the soft-toy into the " | ||
+ | However, in order to work cleanly, let's create a dedicaed " | ||
+ | A " | ||
+ | |||
+ | Let's create a " | ||
+ | |||
+ | |||
+ | bnp_make /p soft-toy | ||
+ | |||
+ | The command will create a " | ||
+ | |||
+ | |||
+ | ==== | ||
+ | |||
+ | Restart the server with the //shard start// command and connect with your client. | ||
+ | |||
+ | If everything went well, when starting your game client, you can create a soft-toy in your inventory with this command: | ||
+ | |||
+ | /a createItemInBag teddygubani 1 5 | ||
{{tag> | {{tag> |