PlaneShift
Development => Development Deliberation => Topic started by: Debci on August 31, 2010, 09:58:36 pm
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Hi everyone!
Im testing my own maps design on the planeshift client sources, I followed the guide:
http://pcdserver.shacknet.nu/psdoc/?q=node/21 (http://pcdserver.shacknet.nu/psdoc/?q=node/21)
But it only work with one map region, how i can add and connect more regions? Adding an object from blender?
Regards!
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unfortunately you have to create the portals manually.
the portal is define by the vertices that define the mesh, a target sector and optionally a warp transformation as well as a clipping setting
for examples check the portals in the planeshift world files (they're in cs' binary xml format, to convert them to regular xml compile docconv (part of cs) and run docconv -outds=tinyxml world_filename)
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unfortunately you have to create the portals manually.
the portal is define by the vertices that define the mesh, a target sector and optionally a warp transformation as well as a clipping setting
for examples check the portals in the planeshift world files (they're in cs' binary xml format, to convert them to regular xml compile docconv (part of cs) and run docconv -outds=tinyxml world_filename)
But in world folder I only can see zip files, and one xml, named lighting(this not are the portals...) what extension of files I want to search?
Regards
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they don't have an extension
in the world.zip, there are files like npcroom1, npcroom2, ...
those are the ones you're looking for
edit: you can also check this: http://crystal.svn.sourceforge.net/viewvc/crystal/CS/trunk/data/castle/world?revision=34475&view=markup
it's the castle map (default one for cs' walktest) which has some portals as well, so you can check that one, too
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they don't have an extension
in the world.zip, there are files like npcroom1, npcroom2, ...
those are the ones you're looking for
edit: you can also check this: http://crystal.svn.sourceforge.net/viewvc/crystal/CS/trunk/data/castle/world?revision=34475&view=markup
it's the castle map (default one for cs' walktest) which has some portals as well, so you can check that one, too
If I understanded this is the code of the portals:
<portal>
<v y="1.25" x="2.20533735273e-007" z="0.675000190735" />
<v y="-1.24999952316" x="-2.20533735273e-007" z="-0.675000190735" />
<v y="1.25" x="-3.17889679025e-008" z="-0.674999833107" />
<sector>basement03</sector>
<float />
</portal>
And the sector tags contains the sector of destiny of this portal?
Regards
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right, the most basic portal just contains of the vertices that define the portal surface and the sector it leads to
the <float /> tag is an example of a clipping tag that defines how things are clipped
additionally you may define a warp transformation (e.g. to rotate/move them in case they aren't designed in one big coordinate system)