Changes between Version 21 and Version 22 of ArtDesignDocument


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Timestamp:
Oct 8, 2010, 3:09:52 AM (14 years ago)
Author:
Erik Johansson
Comment:

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  • ArtDesignDocument

    v21 v22  
    133133
    134134==== General ====
    135 
    136135 * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game.
    137136 * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton.
     
    141140
    142141==== Blender ====
    143 
    144142 * In Blender, select the "Triangles" option in the exporter, and make sure it's only exporting one mesh (e.g. with "Only Export Selection").
    145143
    146144==== 3ds Max ====
    147 
    148145 * Download and install !ColladaMax, from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1.
    149146 * Open/create a model in Max. If it is a skeletal model, it should have our standard structure and be named Bip01.
    150147 * If there is more than one mesh in the scene, you need to indicate which one should be exported:
    151   * Either: select one of the meshes, then do ''File'' -> ''Export Selected'' (and remember to select the right mesh each time you export);
    152   * or open the ''Properties'' dialog for one of the meshes, and set the ''User Defined Properties'' to `export`, and then do ''File'' -> ''Export''. The other meshes will still be exported, but ignored when loaded into the game.
     148   * Either: select one of the meshes, then do ''File'' -> ''Export Selected'' (and remember to select the right mesh each time you export);
     149   * or open the ''Properties'' dialog for one of the meshes, and set the ''User Defined Properties'' to `export`, and then do ''File'' -> ''Export''. The other meshes will still be exported, but ignored when loaded into the game.
    153150 * When selecting the filename to export, specify the '''lowercase''' extension `.dae`. The default is uppercase, which won't work.
    154151 * Place the file into the game in the same way as you would with PMD or PSA files (in the `/meshes` and `/animations` directories, respectively).
     
    156153
    157154==== Sketchup ====
    158 
    159155Note: This has only been used to export files from Sketchup and import them into Blender.  This should work for other programs.
    160156
     
    167163
    168164==== XSI ====
    169 
    170165 * Use XSI 6.0.
    171166 * For skeletal models/animations:
    172   * Rename the skeleton to Biped (so the root object is called `Biped_GlobalSRT`), so the game knows what skeleton structure to use.
     167   * Rename the skeleton to Biped (so the root object is called `Biped_GlobalSRT`), so the game knows what skeleton structure to use.
    173168 * Export with ''File'' -> ''Crosswalk'' -> ''Export'' -> ''Format'' = ''COLLADA 1.4.1''.
    174169 * Enable ''Export XSI Normals''. Enable ''Convert Geometry to Triangles'' if the mesh is not already triangles.
     
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    533528== SVN ==
    534 For instructions on committing your work, see [TortoiseSVN_Guide here].
     529For instructions on committing your work, see [TortoiseSVN_Guide here].
    535530
    536531----
    537532=== Folder Structure ===
    538 DATA[[BR]] +MODS[[BR]] +OFFICIAL[[BR]] +ART[[BR]] ¦ACTORS[[BR]] ¦ ¦FAUNA[[BR]] ¦ ¦FLORA[[BR]] ¦ ¦GEOLOGY[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦ ¦FAUNA[[BR]] ¦ ¦ ¦FLORA[[BR]] ¦ ¦ ¦GEOLOGY[[BR]] ¦ ¦ ¦STRUCTURES[[BR]] ¦ ¦ ¦TEMP[[BR]] ¦ ¦ +UNITS[[BR]] ¦ ¦STRUCTURES[[BR]] ¦ ¦TEMP[[BR]] ¦ +UNITS[[BR]] ¦ANIMATION[[BR]] ¦ ¦BIPED[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦MECHANICAL[[BR]] ¦ ¦QUADRAPED[[BR]] ¦ +SIMPLE[[BR]] ¦MATERIALS[[BR]] ¦MESHES[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦SKELETONS[[BR]] +TEXTURES[[BR]] ¦ANIMATED[[BR]] ¦CURSORS[[BR]] ¦PARTICLES[[BR]] ¦SKIES[[BR]] ¦SKINS[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦TERRAIN[[BR]] ¦ ¦ALPHAMAPS[[BR]] ¦ +TYPES[[BR]] +UI
     533DATA[[BR]] +MODS[[BR]] +PUBLIC or INTERNAL (substructure is the same)[[BR]] +ART[[BR]] ¦ACTORS[[BR]] ¦ ¦FAUNA[[BR]] ¦ ¦FLORA[[BR]] ¦ ¦GEOLOGY[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦ ¦FAUNA[[BR]] ¦ ¦ ¦FLORA[[BR]] ¦ ¦ ¦GEOLOGY[[BR]] ¦ ¦ ¦STRUCTURES[[BR]] ¦ ¦ ¦TEMP[[BR]] ¦ ¦ +UNITS[[BR]] ¦ ¦STRUCTURES[[BR]] ¦ ¦TEMP[[BR]] ¦ +UNITS[[BR]] ¦ANIMATION[[BR]] ¦ ¦BIPED[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦MECHANICAL[[BR]] ¦ ¦QUADRAPED[[BR]] ¦ +SIMPLE[[BR]] ¦MATERIALS[[BR]] ¦MESHES[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦SKELETONS[[BR]] +TEXTURES[[BR]] ¦ANIMATED[[BR]] ¦CURSORS[[BR]] ¦PARTICLES[[BR]] ¦SKIES[[BR]] ¦SKINS[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦TERRAIN[[BR]] ¦ ¦ALPHAMAPS[[BR]] ¦ +TYPES[[BR]] +UI
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