PlaneShift

Development => Development Deliberation => Topic started by: DarkCore on June 27, 2006, 12:10:23 am

Title: A couple of questions
Post by: DarkCore on June 27, 2006, 12:10:23 am
I have a couple of questions that I would like answered.

1. What extension do the levels and models in the game use?
2. What program do you use to make your models?
3. What program do you use to make the lands?
4. Where can I find the new build guide for Visual C++?
5. Does PlaneShift's source code allow us to compile with Visual C++ 2005 express? If yes do I need to install the Platform SDK?
Title: Re: A couple of questions
Post by: DaveG on June 27, 2006, 12:22:00 am
1) 3dsmax and blender are both used
2) see #1
3) Talad's been futzing with a new terrain editor called FreeWorld3D (http://www.freeworld3d.org/)
4) The full guide is on CVS here (http://planeshift.cvs.sourceforge.net/*checkout*/planeshift/planeshift/docs/compiling.html).  Use the menu up top to select OS and compiler.
5) Yes, I recently started using it.  You'll need the SDK; instructions are in the guide.
Title: Re: A couple of questions
Post by: DarkCore on June 27, 2006, 12:28:20 am
For question #1 I would have to export my models as blender? Becuase in the game they are in .zip files.
Title: Re: A couple of questions
Post by: acraig on June 27, 2006, 12:29:30 am
They are exported from blender using a blender to cal3d convertor.  From there they are packed up into the zip files.
Title: Re: A couple of questions
Post by: DarkCore on June 27, 2006, 12:51:29 am
So if I make a model, import it into blender, export it to cal3d, then zip up the model and textures it will work?
Title: Re: A couple of questions
Post by: acraig on June 27, 2006, 01:20:51 am
When you export from Blender you should get:
a CSF file ( skeleton )
CAF files ( animations )
CMF ( meshes )

And a bunch of texture files ( we use .dds  format )

We zip those up into a file.   

I have not done this process myself ( programmer here ) but that is the usual process.  There is also a .cal3d file but not sure if that is generate by the process as well or is something that we hand craft.   
Title: Re: A couple of questions
Post by: DarkCore on June 27, 2006, 01:44:48 am
Thanks!

*edit*

Another quick question!

I use TerraED Pro and L3DT for terrian generators/editors will that work? If it dosn't is thier a free one?

Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. :) --Karyuu
Title: Re: A couple of questions
Post by: AryHann on June 27, 2006, 05:23:29 pm
Not all the models needs to be exported as cal3d! Just animated one!
3dsmax has a quite proper exporter, written in maxscript by Talad which follows pretty well what PS needs to have for the models.
For Blender you should use the exporter for CS.

I heard rumours for which a lot of people is encountering problems with the "new" guide for MSVC. Even though the content shouldnt' have changed so much, you might have some troubles. If you do, you can still spot the old layout-content guide or you can send me an email since I have been using MSVC for about 2 years in PS context and I have been updating and maintaining for more than 10 months the "old layout" guides.

You won't get the cal3d files automatically working in PS. It depends on what you have to do. Anyway, it is good to test their functionality with a software called viewmesh which is built once you build CS.
Title: Re: A couple of questions
Post by: DaveG on June 27, 2006, 05:37:57 pm
Rolenun's changes should make the new guide stuff for MSVC much better now.  (mostly steps in bad orders for first-time builders)  If there are still problems, send them to me and we'll keep tweaking it.
Title: Re: A couple of questions
Post by: Telchar on January 13, 2007, 04:28:13 pm
3) Talad's been futzing with a new terrain editor called FreeWorld3D (http://www.freeworld3d.org/)
How do you convert a Freeworld3d map file into a CrystalSpace world file ?

Edit: Sorry, i hadn't seen the export tool.