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: | ||
Line 14: | Line 16: | ||
<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 all the <code>testini</code> (including <code>testini/char</code> directory) 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 ' | + | <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/" | ||
Line 26: | Line 28: | ||
src_path = "[SOURCES]"; | src_path = "[SOURCES]"; | ||
run_path = "[RUNTIME]"; | run_path = "[RUNTIME]"; | ||
− | in_file = "[SOURCES]scenes/ | + | 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"; | ||
} | } | ||
Line 32: | Line 43: | ||
</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/ | + | <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 ' | + | <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 | ||
Line 62: | Line 73: | ||
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 | + | <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: | + | [[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/ | + | <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: | + | [[file:character_pack2.jpg|600px]]</li> |
− | <li> | + | <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. | ||
Line 75: | Line 86: | ||
* 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 | + | 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
- 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) - 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.
-
- Copy the
pack_character
directory to your./pack
directory.
Copy all thetestini
(includingtestini/char
directory) files to your./testini
directory. - 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;}
- 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. - 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 newXStoryPlayer64.exe
shortcut with-settings "settings_char.ini"
as startup parameter.
Also see Creating_cloth point 5. on how to do this. - Because we use
#define TEST_RUN "run_char.ini"
the script'./testini/run_char.ini'
is used when running in test mode. - Take a look at the
./testini/run_char.ini
file. It usesmode = CHAR
so we can test the character.
When we used it for cloth state creation, it was set toCLOTH
.
As you will see in later tutorials it can also be set toBVH
, in order to create/convert animations files. - 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).
- Start Maya and set your project to the
./pack/pack_character/sources
directory. This will ensure your texture paths are correct. - Now open the
./pack/pack_character/sources/scenes/character6/body.ma
in Maya. It contains the rigged Saiko model with all assets.
Also checkout thebody.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.
- 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.
- Change and save