Changes between Version 4 and Version 5 of ArtDesignDocument


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Timestamp:
Jan 7, 2009, 2:54:09 AM (15 years ago)
Author:
Jason
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  • ArtDesignDocument

    v4 v5  
    11'''[ INTRODUCTION]'''
    22
    3 '''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image001.jpg''')]]'''
     3'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image001.jpg)]]'''
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    55'''All work reserved by Wildfire Games'''[[BR]] [[BR]] '''Statement of Confidentiality'''[[BR]] The information contained in this document is proprietary to Wildfire Games. Wildfire Games submits this[[BR]] document to its members with the understanding that you (the reader) are under the strictest confidence and accept that[[BR]] the following information will not be disclosed, duplicated or used, in whole or in part, without the prior written consent of[[BR]] Wildfire Games.
     
    110110The following diagram displays the basic flow of art pipeline as content is created for the game.  It starts up in the top left and is completed at the bottom right.  The remainder of this document will be used to describe these processes in more detail.  This section’s intent however is to provide you with a brief overview.
    111111
    112 '''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image002.gif''')]]'''
     112'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image002.gif)]]'''
    113113
    114114'''1)      Design Document'''
     
    352352The first thing we want to do is get everything orientated in one common location. The reason being is that each prop is anchored by a prop point. When we export the prop object, its orientation is based off its local axis. So, the idea is - we need the prop objects pre-positioned to ensure proper alignment in the game.
    353353
    354 ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]]   the props:[[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image011.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image012.gif''')]]'''[[BR]][[BR]][[BR]]||'''Step 2 - Pivot   Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]]   next should move our object to the centre of the 3dsmax world. In order to do   that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image013.gif''')]]'''[[BR]][[BR]][[BR]]Click   on the hierarchy tab, then click the pivot button, then the "Affect   Pivot Only" button.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image014.gif''')]]'''[[BR]][[BR]][[BR]]Centre   your pivot (X,Y) to the centre of your structure (or where you want it to be   anchored in the game).[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image015.gif''')]]'''[[BR]][[BR]][[BR]]The Z   is a bit different; we want to position this to the bottom of the structure.   If we put it in the middle, then your structure would be 'buried' halfway in   the game's terrain. Not good.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image016.gif''')]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the   'Affect Pivot Only' button.[[BR]][[BR]]||
    355 
    356 ||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world.   You can do this by just inputting zeros in the world coordinates at the   bottom of the screen.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image017.gif''')]]'''[[BR]][[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image018.gif''')]]'''[[BR]][[BR]]The   next step is to separate the props again from the object. So first we select   all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image019.gif''')]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image020.gif''')]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the   structure too.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image021.gif''')]]'''[[BR]][[BR]][[BR]][[BR]]||'''Step 4 - Setting   the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need   to create one.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image022.gif''')]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]]   then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image023.gif''')]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place   a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image024.gif''')]]'''[[BR]][[BR]][[BR]]||
    357 
    358 ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]]   structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image025.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image026.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image027.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop   point included! Repeat the same export for the prop point.[[BR]][[BR]]||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]]   xml code.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image028.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will   appear in Atlas). We are also pointing to the newly created *.pmd file. We   call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed   to go there.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image029.gif''')]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up'   by the code above). We are also pointing to the newly created PMD file. We   call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but   for the beginner, this is a good way to start. You will find yourself   refining your procedures with experience.||
     354||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]]   the props:[[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image011.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image012.gif''')]]'''[[BR]][[BR]]||'''Step 2 - Pivot   Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]]   next should move our object to the centre of the 3dsmax world. In order to do   that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image013.gif''')]]'''[[BR]][[BR]][[BR]]Click   on the hierarchy tab, then click the pivot button, then the "Affect   Pivot Only" button.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image014.gif''')]]'''[[BR]][[BR]][[BR]]Centre   your pivot (X,Y) to the centre of your structure (or where you want it to be   anchored in the game).[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image015.gif''')]]'''[[BR]][[BR]][[BR]]The Z   is a bit different; we want to position this to the bottom of the structure.   If we put it in the middle, then your structure would be 'buried' halfway in   the game's terrain. Not good.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image016.gif''')]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the   'Affect Pivot Only' button.[[BR]]||
     355
     356||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world.   You can do this by just inputting zeros in the world coordinates at the   bottom of the screen.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image017.gif''')]]'''[[BR]][[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image018.gif''')]]'''[[BR]][[BR]]The   next step is to separate the props again from the object. So first we select   all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image019.gif''')]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image020.gif''')]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the   structure too.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image021.gif''')]]'''[[BR]][[BR]][[BR]]||'''Step 4 - Setting   the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need   to create one.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image022.gif''')]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]]   then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image023.gif''')]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place   a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image024.gif''')]]'''[[BR]][[BR]]||
     357
     358||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]]   structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image025.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image026.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image027.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop   point included! Repeat the same export for the prop point.[[BR]]||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]]   xml code.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image028.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will   appear in Atlas). We are also pointing to the newly created *.pmd file. We   call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed   to go there.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image029.gif''')]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up'   by the code above). We are also pointing to the newly created PMD file. We   call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but   for the beginner, this is a good way to start. You will find yourself   refining your procedures with experience.||
    359359
    360360'''[[BR]] [ Skins and Textures]'''