Author Topic: adding models etc  (Read 535 times)

Mathious

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adding models etc
« on: May 02, 2004, 01:15:44 pm »
Um... first post so i apologise if this topic has been discussed elsewhere (although i couldnt find anything on it -hence this message).

Im just wondering if anyone knows what software is needed to add custom buildings / characters into PS.
I noticed a thread Mogura did about how to customize characters, but I want to import my own models into the game (as npcs for now).

I am using 3DS Max 5 on windows xp (if that makes any difference).

Cheers.
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Kiva

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« Reply #1 on: May 02, 2004, 08:20:33 pm »
First off, you can\'t import your own stuff into PS, because you\'d need to import them into the server map, and you can\'t do that. :) All you can do is change the models and looks of current things.

How you do that, well... On the LWW site there is a MAX -> CS stuff exporter, but I have no idea if there is a CS -> MAX thing... You\'d have to ask one of the devs about guidance on such a thing. :)

Edit: Actually, I have no idea if those model files are even saved in CS format, but I know some of the stuff can be found throughout the PlaneShift folder as .spr files.
« Last Edit: May 02, 2004, 08:22:44 pm by Kiva »
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Mathious

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Hmmmm...
« Reply #2 on: May 03, 2004, 02:05:57 pm »
...I know I cant upload stuff to the server - unless I set up my own server....
Basically I think I need to learn how to get models in before I start making my own full Planeshift world, but thats kind of the end objective.

If anyone can give me a definitive answer to this one I would be much much grateful, but thanks anyhow Gronomist - ile look into that max to cs thing!
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orogor

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« Reply #3 on: May 04, 2004, 01:29:10 am »
i don think than there s any CS => max exporter
I did finaly found a work :))

Mathious

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« Reply #4 on: May 04, 2004, 04:51:11 pm »
..... heard from psybur that the only way to nick models out of the existing PS map is by using notepad and editing the world file manually..............doh.
I dont even understand all the stuff in the world file - its all greek to me, i gather that its divided into sectors of the level, then objects, then mapping coordinates for sadi objects..... but if theres no way to export this to a 3d editor then its all a bit useless.
Shame cos i wanted to keep some of the original stuff in the level im gonna upload to my server....
if anyone has any input on this t\'would be most appreciated....
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Mathious

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« Reply #5 on: May 04, 2004, 10:22:09 pm »
Ok well im half way there- managed to download the crystal space engine, which means i cant actually test my levels (using walktest) without having to connect with the psclient (also means i get error feedback!).

Only problem I have now is interpreting the weird xml type language that CS levels are built with - which to be honest is seeming a little impossible for a man of little skills such as myself.

If anyone can understand these files, and would like to show me how (in laymans terms- not like the crystal space guide) or could suggest a 3d app which can render and edit CS files WYSIWYG stylee, then that would be great :)
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