Changes between Initial Version and Version 1 of Basic3DImplementation


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Timestamp:
Jun 13, 2012, 1:19:54 AM (12 years ago)
Author:
Pureon
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  • Basic3DImplementation

    v1 v1  
     1'''  0 A.D. basic 3D implementation guide'''  [[BR]] In this guide we will be using [http://www.blender.org/ Blender] to create the 3D model, [http://www.gimp.org/ GIMP] for textures, and [http://notepad-plus-plus.org/ Notepad++] for basic coding. All three of these programs are free and opensource, although other programs may be used to achieve similar results. You must also have an Alpha release of 0 A.D. installed on your computer. (SVN versions can also be used)
     2
     3To keep things simple, we are going to create a simple crate.
     4
     5
     6[[BR]]'''Actor file setup'''
     7[[BR]]Lets begin by creating an 'actor' xml file that will link our 3D model with the texture file and crucially make them visible in Atlas (0 A.D.'s Map/Scenario Editor).
     8
     9 * Navigate to the 'mods' folder in the game's installation directory: binaries\data\mods
     10
     11 * In the mods folder you will have a 'public.zip' file that needs to be extracted into a folder also called 'public' within the 'mods' folder.
     12
     13 * Once the public zip is extracted, navigate to the following folder: binaries\data\mods\public\art\actors\props\special\eyecandy
     14
     15 * Make a duplicate of the actor file called 'crate_a.xml' and call it 'crate_test.xml'
     16
     17 * Open the 'crate_test.xml' file in Notepad ++ (or any code editor). You will see this:[[BR]]
     18 [[Image(http://i173.photobucket.com/albums/w73/purepics/0AD/actoropen.gif)]][[BR]]
     19
     20 * We need to change the file locations for 'mesh' and 'texture' to these:[[BR]]
     21 <mesh>props/wrld_crate_test.dae</mesh>[[BR]]
     22 <texture>props/crate_test.png</texture>
     23
     24 * Save the file (as 'crate_test.xml') and close Notepad ++
     25
     26[[BR]]'''Texture creation'''
     27[[BR]]Here we will create a basic texture file so that we can skin it onto our model later.
     28
     29 * First thing we need to do is find a texture we can use for 0 A.D. Remember our textures are released as [http://creativecommons.org/licenses/by-sa/3.0/ CC-BY-SA], so the texture you use must be compatible for it to be released. One of the websites we use is burningwell.org which has many public domain images. Search for 'wood' and I found [http://www.burningwell.org/gallery2/v/textures/buildings/fences/wood966.jpg.html this] texture
     30
     31 * Download the texture and open it in Gimp. Most of our texture files are square, so we're going to crop the texture and resize it to be 128x128 pixels
     32 
     33 * Save PNG file called 'crate_test.png'
     34
     35 * Move PNG file to the following location: binaries\data\mods\public\art\textures\skins\props
     36
     37 
     38[[BR]]'''3D modeling'''
     39[[BR]]Here we will go through the basic requirements of creating a textured (UV Mapped) model and exporting it as a Collada DAE format 3D file
     40
     41 * Open Blender
     42
     43 * Select cube
     44
     45 * UV Map cube
     46
     47 * Export as DAE
     48 
     49 * Move the DAE file to the following location: binaries\data\mods\public\art\meshes\props
     50
     51[[BR]]'''Viewing model in Atlas'''
     52[[BR]]After saving the actor file, creating the texture, and exporting the 3D model, we can now open 0 A.D.'s Atlas Editor to view the crate in-game
     53
     54 * Run 0 A.D. and in the menu select Tools & Options > Scenario Editor
     55
     56 * Open Atlas
     57
     58 * In the Actors(all) list find props\special\eyecandy\crate_test.xml