Difference between revisions of "Using character packs"

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You will have full access to all the character data and animations except for the body mesh, because that is encrypted.
 
You will have full access to all the character data and animations except for the body mesh, because that is encrypted.
 
It will allow you to create new animations, hair, shoes, facial expressions, fixed objects etc for them.
 
It will allow you to create new animations, hair, shoes, facial expressions, fixed objects etc for them.
 +
 +
You CAN NOT edit the original body meshes because they are encrypted.
  
 
==Steps==
 
==Steps==
  
 
<ol>
 
<ol>
<li>Re-download the '[[Beta patch]]' using the [[Account manager]] and re-install it. Do this even if the version is the same.<br>
+
<li>Re-download the '[[Beta patch|Patch]]' using the [[Account manager]] and re-install it. Do this even if the version is the same.<br>
(If you already have downloaded the '[[Beta patch]]', delete it first in order to re-download it)</li>
+
(If you already have downloaded the '[[Beta patch|Patch]]', delete it first in order to re-download it)</li>
 
<li>Download the latest version of the '[[Tutorial resource pack]]'.<br>
 
<li>Download the latest version of the '[[Tutorial resource pack]]'.<br>
 
In the <code>'4. Advanced Modding / 5. Character packs'</code> directory you will see the following files:
 
In the <code>'4. Advanced Modding / 5. Character packs'</code> directory you will see the following files:
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* <code>testini</code>: This directory contains the files that you can use for the [[Test mode]].</li>
 
* <code>testini</code>: This directory contains the files that you can use for the [[Test mode]].</li>
 
<li>Copy the <code>pack_character</code> directory to your <code>./pack</code> directory.<br>
 
<li>Copy the <code>pack_character</code> directory to your <code>./pack</code> directory.<br>
Copy the <code>testini</code> and <code>testini/char</code> files to your <code>./testini</code> directory.</li>
+
Copy all the <code>testini</code> (including <code>testini/char</code> directory) files to your <code>./testini</code> directory.</li>
<li>Use the [[Filemaker]] to convert the '[[Template character]]' to the game .obj files. Use e.g. this <code>start.ini</code> sample script:
+
<li>Use the [[Filemaker]] to convert the 'characte6' and 'character7' to the game .obj files. Use e.g. this <code>start.ini</code> sample script:
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
#define SOURCES  "../pack/pack_character/sources/"
 
#define SOURCES  "../pack/pack_character/sources/"
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   src_path = "[SOURCES]";
 
   src_path = "[SOURCES]";
 
   run_path = "[RUNTIME]";
 
   run_path = "[RUNTIME]";
   in_file  = "[SOURCES]scenes/char_template/body.ma";
+
   in_file  = "[SOURCES]scenes/character6/body.ma";
 +
}
 +
 
 +
#define HAIR 1
 +
 
 +
Maya scene
 +
{
 +
  src_path = "[SOURCES]";
 +
  run_path = "[RUNTIME]";
 +
  in_file  = "[SOURCES]scenes/character7/body.ma";
 
}
 
}
  
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</syntaxhighlight>
 
</syntaxhighlight>
 
</li>
 
</li>
<li>If the conversion went well you should see the a <code>characterShape.obj</code> in the <code>./pack/pack_character/scenes/char_template</code> directory.<br>
+
<li>If the conversion went well you should see the a <code>characterShape.obj</code> in the <code>./pack/pack_character/scenes/character6</code> and the <code>./pack/pack_character/scenes/character7</code> directory.<br>
 
Also the textures should be compressed and added to the <code>./pack/pack_character/scenes/textures</code> directory.</li>
 
Also the textures should be compressed and added to the <code>./pack/pack_character/scenes/textures</code> directory.</li>
<li>To test the converted '[[Template character]]' use the following settings in the <code>[[settings.ini]]</code> file.
+
<li>To test the converted 'character6' or 'character7' use the following settings in the <code>[[settings.ini]]</code> file.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
runtime
 
runtime
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When we used it for cloth state creation, it was set to <code>CLOTH</code>.<br>
 
When we used it for cloth state creation, it was set to <code>CLOTH</code>.<br>
 
As you will see in later tutorials it can also be set to <code>BVH</code>, in order to create/convert animations files.</li>
 
As you will see in later tutorials it can also be set to <code>BVH</code>, in order to create/convert animations files.</li>
<li>Now start [[XStoryPlayer]] using your shortcut to run in [[test mode]]. You should see the [[template character]].<br>
+
<li>Now start [[XStoryPlayer]] using your shortcut to run in [[test mode]]. You should see the character.<br>
 
You can pull the arms to move it. It uses basic behavior for movements (not a brain).<br>
 
You can pull the arms to move it. It uses basic behavior for movements (not a brain).<br>
[[file:character_test1.jpg|600px]]</li>
+
[[file:character_pack1.jpg|600px]]</li>
 
<li>Start Maya and set your project to the <code>./pack/pack_character/sources</code> directory. This will ensure your texture paths are correct.</li>
 
<li>Start Maya and set your project to the <code>./pack/pack_character/sources</code> directory. This will ensure your texture paths are correct.</li>
<li>Now open the <code>./pack/pack_character/sources/scenes/char_template/body.ma</code> in Maya. It contains the rigged [[template character]] model.<br>
+
<li>Now open the <code>./pack/pack_character/sources/scenes/character6/body.ma</code> in Maya. It contains the rigged Saiko model with all assets.<br>
 
Also checkout the <code>body.ini</code> file to take a look at the settings used for the character. There are a lot of settings, and we will cover most of them in the following tutorials.<br>
 
Also checkout the <code>body.ini</code> file to take a look at the settings used for the character. There are a lot of settings, and we will cover most of them in the following tutorials.<br>
[[file:template_character1.jpg|600px]]</li>
+
[[file:character_pack2.jpg|600px]]</li>
<li>It maybe seemed like a quite lot of work, installing and testing the [[template character]]. But now that all files are in place, the work-flow for editing and testing is very easy.<br>Because we will be deriving a new model from the [[template character]] in the next tutorials, we will be slowly changing parts of the [[template character]], until we have completed the new character.<br>In order to test every step along the way it is important that you have a good comprehension of this tutorial.<br>
+
<li>Now that all files are in place, the work-flow for editing and testing is very easy.<br>Try changing parts of the character like hair or an animation.<br>
 
Your workflow for the next tutorial will be:
 
Your workflow for the next tutorial will be:
 
* Change and save <code>body.ma</code> file in Maya.
 
* Change and save <code>body.ma</code> file in Maya.
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* Test character in test mode.
 
* Test character in test mode.
 
* Continue with first step.</li>
 
* Continue with first step.</li>
When the new character is completely finished we can use it in the dungeon or in a new story.
+
When the new character is completely finished you can use it in the dungeon or in a new story.
 
</ol>
 
</ol>

Latest revision as of 01:40, 31 December 2015

In this tutorial you will learn how to load, create and change the characters that are used in version 3. You will have full access to all the character data and animations except for the body mesh, because that is encrypted. It will allow you to create new animations, hair, shoes, facial expressions, fixed objects etc for them.

You CAN NOT edit the original body meshes because they are encrypted.

Steps

  1. Re-download the 'Patch' using the Account manager and re-install it. Do this even if the version is the same.
    (If you already have downloaded the 'Patch', delete it first in order to re-download it)
  2. Download the latest version of the 'Tutorial resource pack'.
    In the '4. Advanced Modding / 5. Character packs' directory you will see the following files:
    • pack_character: This directory contains the Saiko (character6) and Monica (character7) files.
    • testini: This directory contains the files that you can use for the Test mode.
  3. Copy the pack_character directory to your ./pack directory.
    Copy all the testini (including testini/char directory) files to your ./testini directory.
  4. Use the Filemaker to convert the 'characte6' and 'character7' to the game .obj files. Use e.g. this start.ini sample script:
    #define SOURCES  "../pack/pack_character/sources/"
    #define RUNTIME  "../pack/pack_character/"
     
    maya_auto_copy     = COPY_DIR;
    maya_auto_compress = COLOR;
     
    Maya scene
    {
      src_path = "[SOURCES]";
      run_path = "[RUNTIME]";
      in_file  = "[SOURCES]scenes/character6/body.ma";
    }
     
    #define HAIR 1
     
    Maya scene
    {
      src_path = "[SOURCES]";
      run_path = "[RUNTIME]";
      in_file  = "[SOURCES]scenes/character7/body.ma";
    }
     
    Compgen compress0 {compress = true;}
  5. If the conversion went well you should see the a characterShape.obj in the ./pack/pack_character/scenes/character6 and the ./pack/pack_character/scenes/character7 directory.
    Also the textures should be compressed and added to the ./pack/pack_character/scenes/textures directory.
  6. To test the converted 'character6' or 'character7' use the following settings in the settings.ini file.
    runtime
    {
      start_mode   = TEST;
     
      debug_sys    = BASIC;
      debug_render = NONE;
      debug_phys   = NONE;
      debug_brain  = ENABLED;
     
      // Use this directory as second pack directory
      // (The pack_test.bin is used as primary pack)
      pack2        = "pack/pack_character";
     
      save_key     = "";
    }
     
    // Run this file in test mode
    #define TEST_RUN "run_char.ini"

    Best is to create a new 'settings_char.ini' and create a new XStoryPlayer64.exe shortcut with -settings "settings_char.ini" as startup parameter.
    Also see Creating_cloth point 5. on how to do this.

  7. Because we use #define TEST_RUN "run_char.ini" the script './testini/run_char.ini' is used when running in test mode.
  8. Take a look at the ./testini/run_char.ini file. It uses mode = CHAR so we can test the character.
    When we used it for cloth state creation, it was set to CLOTH.
    As you will see in later tutorials it can also be set to BVH, in order to create/convert animations files.
  9. Now start XStoryPlayer using your shortcut to run in test mode. You should see the character.
    You can pull the arms to move it. It uses basic behavior for movements (not a brain).
    Character pack1.jpg
  10. Start Maya and set your project to the ./pack/pack_character/sources directory. This will ensure your texture paths are correct.
  11. Now open the ./pack/pack_character/sources/scenes/character6/body.ma in Maya. It contains the rigged Saiko model with all assets.
    Also checkout the body.ini file to take a look at the settings used for the character. There are a lot of settings, and we will cover most of them in the following tutorials.
    Character pack2.jpg
  12. Now that all files are in place, the work-flow for editing and testing is very easy.
    Try changing parts of the character like hair or an animation.
    Your workflow for the next tutorial will be:
    • Change and save body.ma file in Maya.
    • Run filemaker to convert body.ma to game format.
    • Test character in test mode.
    • Continue with first step.
    When the new character is completely finished you can use it in the dungeon or in a new story.