Difference between revisions of "Installing template character"

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<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]]' 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]]', delete it first in order to re-download it)</li>
 
<li>Download the latest version of the '[[Tutorial resource pack]]'. In the '3. Advanced Modding / 1. Creating character' directory you will see the following files:
 
<li>Download the latest version of the '[[Tutorial resource pack]]'. In the '3. Advanced Modding / 1. Creating character' directory you will see the following files:
 
* <code>pack_character</code>: This directory contains the '[[Template character]]'.
 
* <code>pack_character</code>: This directory contains the '[[Template character]]'.

Revision as of 14:56, 25 January 2015

In this tutorial you will learn how to load and create the 'Template character'.

Steps

  1. Re-download the 'Beta patch' using the Account manager and re-install it. Do this even if the version is the same.
    (If you already have downloaded the 'Beta patch', delete it first in order to re-download it)
  2. Download the latest version of the 'Tutorial resource pack'. In the '3. Advanced Modding / 1. Creating character' directory you will see the following files:
    • pack_character: This directory contains the 'Template character'.
    • testini: This directory contains the files that you can use in Test mode.
  3. Copy the pack_character directory to your ./pack directory.
  4. Use the Filemaker to convert the 'Template character' to the game .obj files. Use e.g. this 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/char_template/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/char_template directory.
    Also the textures should be compressed an added to the ./pack/pack_character/scenes/textures directory.
  6. To test the converted 'Template character' 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;
     
      pack2        = "pack/pack_character";
     
      save_key     = "";
    }
     
    #define TEST_RUN "run_char.ini"

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

  7. Copy the testini files from the 'Tutorial resource pack' to your ./testini directory. Because we use #define TEST_RUN "run_char.ini" the correct script 'run_char.ini' is used.
  8. Open the ./testini/run_char.ini file. It uses mode = CHAR; in order to test the character.
  9. Now start XStoryPlayer using your shortcut to run in test mode. You should see the template character.
  10. Now open the ./pack/pack_character/sources/scenes/char_template/body.ma</li> in Maya. It contains the rigged template model.
    Also checkout the <code>body.ini
    file to take a look at the settings used for the character.