Author Topic: New Documentation: Need help!  (Read 2504 times)

Induane

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New Documentation: Need help!
« on: August 16, 2006, 12:55:39 am »
Greetings all!   

Issue:  PlaneShift is a great open source project.  When a new developer, be it story writer, coder, 3d artist, 2d artist, or settings master, joins a project he/she must learn the ropes.  There is currently very little documentation on how to contribute to planeshift in the various ways in which it is possible.  I aim to change this.  And so I launch the PlaneShift unified documentation project.  The idea is to make it very much like a wiki, however I'm going to have a few admins approve entries.  Also this requires no wiki skills.  You can send us tutorials in openoffice.org, msoffice formats, or whatever - anything common, and we'll approve it and place it on the site.  I'm going to require that an admin test the documents submitted to ensure they are acurate and simple to follow. 

So I'm asking for people who have contributed before or simply know how to do something to help by writing it up and sending it to me at oldspiceap@gmail.com or in a pm here on the forums.   The site is currently located at http://vaalnor.mine.nu/psdoc

I've added some compiling guides as a start, and plan on adding some artists tutorials as well.  You can also post your howto's in this thread and I'll make an attempt to add them to the site.  If anyone has any questions, suggestions, etc, please let me know.  Hopefully we can make it easier for new developers to begin helping without having to have current devs spend their time helping new devs.

sesmi

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Re: New Documentation: Need help!
« Reply #1 on: August 16, 2006, 02:36:41 am »
......

Really if you want to be a developer you should already KNOW something...

Induane

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Re: New Documentation: Need help!
« Reply #2 on: August 16, 2006, 02:50:11 am »
People have to get to know stuff from somewhere.

Karyuu

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Re: New Documentation: Need help!
« Reply #3 on: August 16, 2006, 08:18:55 am »
I've been asked several times on how to work with textures and PS models, so I have a PM saved away that I have forward to a few folks on working with viewmesh.


 There are a ton of benefits to using it, especially when you are doing texture work. For one, it loads in a second instead of the several minutes PlaneShift can take, you can zoom in and out -very- far or close, you can rotate the camera to all imaginable angles, and you can play all the animations the model has, in place. [ You can also layer the animations one onto another, so you get a weird little morph between them - useless, but fun sometimes :} ]

First, get the Crystal Space Binary Artist Package and install it. This is a precompiled package of Crystal Space that is mainly geared towards artists that want to work on Crystal Space data (levels, models, etc.). It contains walktest (main test application), viewmesh (model viewer), cslight (to light maps), and a few others. Several of the demos are also included. Once you have run the install file, it's probably a good idea to make a shortcut to viewmesh.exe on your desktop - I use it way too often to browse for it time and time again. Then it's a matter of setting up your model files to work with the application!

Let's say that you need to view the male Ynnwn mesh. Go to the art folder within your PlaneShift directory and find characters.zip (you will find NPC models in npcs.zip). Open the archive and extract the entire folder of the model you want to work with, in this case ynnwnm, and put it into the directory where viewmesh is installed. For example I have it in C:\Program Files\CrystalSpace099, so the individual ynnwn files are in C:\Program Files\CrystalSpace099\ynnwnm.

The next step is editing the .cal3d file a little. Open ynnwnm.cal3d in any text editor, notepad works well, and first remove this bit of text, if the file has it. Some models don't:

Code: [Select]
    <shaders>
        <shader><file>/planeshift/art/shaders/colorize.xml</file></shader>
    </shaders>

Then you have to change the location of the texture files, since we've moved the folder:

Code: [Select]
    <textures>
        <texture name="ynnwnm_hair_text">    <file>/planeshift/models/ynnwnm/ynnwnm_hair.png</file></texture>
        <texture name="ynnwnm_head_texture"> <file>/planeshift/models/ynnwnm/ynnwnm_head.png</file></texture>
        <texture name="ynnwnm_torso_texture"><file>/planeshift/models/ynnwnm/ynnwnm_torso.png</file></texture>
        <texture name="ynnwnm_arm_texture">  <file>/planeshift/models/ynnwnm/ynnwnm_arm.png</file></texture>       
        <texture name="ynnwnm_hand_texture"> <file>/planeshift/models/ynnwnm/ynnwnm_hand.png</file></texture>
        <texture name="ynnwnm_legs_texture"> <file>/planeshift/models/ynnwnm/ynnwnm_legs.png</file></texture>       
        <texture name="ynnwnm_foot_texture"> <file>/planeshift/models/ynnwnm/ynnwnm_foot.png</file></texture>       
    </textures>

Delete "/planeshift/models/ynnwnm/" from each of those lines, so you only have the texture files themselves in the file path. Remember that if you have to change the names of the texture files, edit the .cal3d file as well to point to them.

Last step is to comment out a line:

Code: [Select]
    <!-- path specifies the OS-dependent directory path to where all the other files are located. optional.-->
    <path dir="/planeshift/models/ynnwnm/" />

You can either delete this entirely, or comment it out by moving that "-->" to the very end of the the path dir code. Save the file, and you're ready to import the thing into viewmesh.

Run the application, click "Load", scroll down under "Directory" and click on "this", then your ynnwnm folder, and choose ynnwnm.cal3d under Files, on the right. Hit OK. There's your basic loaded model:



Experiment with the three Camera Modes - I find that Normal Movement works best, but the others can be useful as well. Now click the "Ani" tab, choose an animation and click on the "Add" button to play it. "Stand" is the best one :} "Default" doesn't represent the model as it appears in-game. To remove the animation, highlight it and click on "Clear". "Faster" and "Slower" bring the model closer or farther, and stop makes it stop moving in that direction.

Those are the basics, and really the only things you will need when using the app. You can maximize the window too, so it takes up your whole screen and you get better detail. To view the model again after you have made some changes to the textures however, you will have to reload the whole application - there is no way to reload the model again separately.

You can change the background viewmesh uses as well. I have just found this out recently and it's been a real blessing. Within your install directory, open the Data folder and then standard.zip. Within that package you will find a file called stone4.gif - edit it into anything you want, pack it back in, and you're done!



I don't know if I'm loading this all in the most correct way possible, but it does what I want it to do and I'm satisfied ;)
« Last Edit: August 16, 2006, 08:30:49 am by Karyuu »
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Induane

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Re: New Documentation: Need help!
« Reply #4 on: August 16, 2006, 01:45:19 pm »
Excellent! Thank you very much Karyuu.  When I get home from work I'll try it out and try to get it online.  Much appriciated.

LigH

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Re: New Documentation: Need help!
« Reply #5 on: August 16, 2006, 04:04:49 pm »
If I had a working Windows version of "docconv", I could probably document how to re-texture one single house (I can't edit binary world files); I just wonder if I should... ;)

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Induane

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Re: New Documentation: Need help!
« Reply #6 on: August 16, 2006, 06:36:02 pm »
The documentation can be linux only, windows only, or work for both doesn't matter.  Either way I'll see if I can poke someone into a windows build guide which includes insturctions for compiling the extras like docconv

Cherppow

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Re: New Documentation: Need help!
« Reply #7 on: August 17, 2006, 12:38:56 pm »
Hi,

I remember Laanx Wheel of Wishes used to have a nice set of guidelines for 2d/3d that still apply. Maybe Orogor can be contacted, if he'd let you use those on your site. Additionally http://www.ps-mc.com/ has some tutorials on modeling/modding items. Finally, http://www.crystalspace3d.org/ is the CrystalSpace 3D homepage. Artists, especially 3D people, should check the "Creating Art" section.

When applying for art team, it's quite important to have some previous work to show. If it's PS related, all the sweeter. :)

Ps. Also as a personal note: Many people seem to think that developing is something heavenly, and that by joining the team they lift themselves high up among the clouds. I would say it's more like lowering oneself to the maintenance level. Be prepared to get your hands dirty. :)

- edit -

To Induane: I kind of gave the tutorial to josePhoenix, you'll have to discuss it with him. :) If he agrees, I've no problem with it. I guess the basics are still the same. I'd recommend using the latest versions of Blender and Blender2Crystal though. And .dds textures.
« Last Edit: August 24, 2006, 08:28:43 pm by Cherppow »

Induane

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Re: New Documentation: Need help!
« Reply #8 on: August 17, 2006, 01:47:17 pm »
Hehe your hat tutorial was one of my first ever references. :D I'm planning on integrating it if thats ok with you. 

P.S. Karyuu thanks for the little tutorial.  I've formatted it and placed it online at http://vaalnor.mine.nu/psdoc/?q=node/11
« Last Edit: August 17, 2006, 01:51:12 pm by Induane »

Induane

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Re: New Documentation: Need help!
« Reply #9 on: August 23, 2006, 06:59:57 pm »
Quick Update

Sorry to double post but its been so long I figure I won't be assaulted too terribly much.  I've updated the site with a few more tutorials, some new build guides, a new terrain tutorial thanks to wired_crawler, and a quick reference to what all those  odd sounding portal flags means.  Thanks to everyone who has helped so far and if anyone else has anything drop me a line!

LigH

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Re: New Documentation: Need help!
« Reply #10 on: August 24, 2006, 07:38:11 am »
Testing a Map in PlaneShift

404: The requested URL /psdoc/imagescs/box.png was not found on this server.
404: The requested URL /psdoc/imagescs/ingame.png was not found on this server.

Looks like you did a mistake with the file path names.
___

Working with ViewMesh

Each time I hover the left navigation menu, the whole thread content is toggled between half and full width in Opera. I guess you have a not correctly closed structuring tag (div/table) somewhere...
« Last Edit: August 24, 2006, 07:41:58 am by LigH »

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Induane

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Re: New Documentation: Need help!
« Reply #11 on: August 24, 2006, 01:56:28 pm »
Apparantly so  :whistling: hehe I"m fixing it now thanks!

Update: Fixed!  Much Appriciated.
« Last Edit: August 24, 2006, 02:00:49 pm by Induane »

LigH

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Re: New Documentation: Need help!
« Reply #12 on: August 24, 2006, 04:16:26 pm »
Not yet completely. To demonstrate the issue I face:



Very strange. Probably hard to kill.

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Caarrie

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Re: New Documentation: Need help!
« Reply #13 on: August 24, 2006, 04:31:06 pm »
Gag dont feel bad his site looks bad in konqueror too and he will not fix that problem either and it is worse then yours.

Illori

Induane

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Re: New Documentation: Need help!
« Reply #14 on: August 24, 2006, 04:40:16 pm »
Well in Konqueror it is a know bug in their CSS implementation.  I can't program to fix konqueror.  Its not that I wouldn't fix it if I could.

 I'll investigate the opera issue as it doesn't occur for me. What opera version do you have? Looks fine for me in 9.  Thanks for posting the issue, hopefully we can get it fixed! :D

Update: Several more tutorials are now online.
« Last Edit: September 10, 2006, 11:05:12 pm by Induane »