Difference between revisions of "Installing template character"
From XStoryPlayer Wiki
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<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 | + | (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
- 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) - 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.
-
- Copy the
pack_character
directory to your./pack
directory. - 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;}
- 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. - 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. - 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. - Open the
./testini/run_char.ini
file. It usesmode = CHAR;
in order to test the character. - Now start XStoryPlayer using your shortcut to run in test mode. You should see the template character.
- Now open the
./pack/pack_character/sources/scenes/char_template/body.ma</li> in Maya. It contains the rigged template model.
file to take a look at the settings used for the character.
Also checkout the <code>body.ini