Author Topic: World creation.  (Read 1036 times)

psyche

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World creation.
« on: February 20, 2005, 02:57:49 pm »
I\'m still looking for an eventual world editor program in planeshift ... I found no document about it and no file that could correspond in the planeshift main directory.

So I tried to open the npcroom.zip file in the art/world directory and see it contains pictures and two other files : sound.xml and world.

\"world\" seem to be a xml file, but there are so many informations in it, that I can\'t imagine someone enter them manually ...

Could someone give me more information please. Is there a information source I still don\'t know ?

WizardsRule

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« Reply #1 on: February 20, 2005, 03:42:46 pm »
Even if you do find it, it wouldn\'t do you much good.

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AryHann

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« Reply #2 on: February 20, 2005, 05:14:14 pm »
The files that contains all the information about the \"environments\", that is cities, buildings, and so on, are in the files called \"world\" in the zips that you can find in /art/world/

Those files respect an XML syntax, and, well, I don\' t think they are so hard to understand.
Anyway, if you give a look at Crystal Space documentation you will find some good reference on how those files should be built.
Crystal Space documentation is available at their main site, http://www.crystalspace3d.org

Usually, for building a model, everybody use a modelling program, ie: Blender, 3d Studio Max, Maya, Milkshape, etc.etc.
Most of them have an exporter to Crystal Space: the exporter makes possible to get a 3d model in \"XML format\".
It is also true that somebody could enter the information manually. For example, flarge, a Crystal Space world, is made manually (at least, from what I know).

Other information?

Ary
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psyche

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« Reply #3 on: February 22, 2005, 08:32:47 pm »
Thank you.

bitula

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« Reply #4 on: February 23, 2005, 01:15:21 pm »
There is an exe utility for blender, which converts .bind to world xml. You can create portals, sectors, cameras and even ligh effects in Blender, then convert it. Just read the Blender tutorials. (thus you dont have to do anything manually: although I agree that the xml file is quite simple to understand, but it doesnt make any sense to edit it manually, since you cant guess the coordinatae without seeing it in 3D.).