54 | | ToDo |
| 54 | Go to your data/worlds folder an create "youprojectname.oxw". Open it and enter the following code: |
| 55 | {{{ |
| 56 | <WorldDataFile> |
| 57 | <name>Your Project Name</name> |
| 58 | |
| 59 | <WorldEntities> |
| 60 | |
| 61 | <BspEntity> |
| 62 | <Name>worlds/baseq3/maps/yourmapname.bsp</Name> |
| 63 | </BspEntity> |
| 64 | |
| 65 | <FPSPlayer> |
| 66 | <name>Player</name> |
| 67 | <abs-coor>Y,Z,X</abs-coor> |
| 68 | <model>models/creatures/droidika.md2, 10</model> |
| 69 | <md2texture>droidika.png</md2texture> |
| 70 | </FPSPlayer> |
| 71 | |
| 72 | </WorldEntities> |
| 73 | |
| 74 | <LightManager> |
| 75 | <Lights> |
| 76 | <Light> |
| 77 | <diffuse-color>1,1,1</diffuse-color> |
| 78 | <abs-coor>0,0,0</abs-coor> |
| 79 | </Light> |
| 80 | </Lights> |
| 81 | <ambient-color>1,1,1</ambient-color> |
| 82 | </LightManager> |
| 83 | |
| 84 | </WorldDataFile> |
| 85 | }}} |
| 86 | The name is your Project Name - it will be displayed in the levellist.[[br]] |
| 87 | The BSPEntitys name is the path to your bsp model.[[br]] |
| 88 | The FPSPlayer is your player in the game. You have to enter his start coordinates. Look into GTK-Radiant and search a nice place (it should be ~20 units over the ground). Enter the coordinates in the format Y,Z,X (that's because GTK-Radiant and Orxonox have two different coordinate systems).[[br]] |
| 89 | After that, we add a light to the map, otherwise it would be really dark. |
| 90 | |
| 91 | Open data/worlds/DefaultCampaign.oxc and enter the following code: |
| 92 | {{{ |
| 93 | <SinglePlayerWorld> |
| 94 | <identifier>#</identifier> |
| 95 | <nextid>0</nextid> |
| 96 | <name>Your Project Name</name> |
| 97 | <path>worlds/yourprojectname.oxw</path> |
| 98 | <menu-entry>1</menu-entry> |
| 99 | </SinglePlayerWorld> |
| 100 | }}} |
| 101 | Instead of "#" on the second line you have to enter a unique identifier number (best you increment the last identifier in the file).[[br]] |
| 102 | The name can be whatever you want.[[br]] |
| 103 | The path leads to your oxw file, which you have created right before.[[br]] |
| 104 | |
| 105 | Start Orxonox, click on "Play" and search your map in the levellist (usually at the end, depends on the identifier) and start the game.[[br]] |
| 106 | Have fun! :) |
| 107 | |
63 | | If you don't have "orxonox_common_textures.pk3" in your ...orxonox/data/worlds/baseq3 folder, download it [https://dev.orxonox.net/attachment/wiki/MappingForOrxonox/orxonox_common_textures.pk3?format=raw here].[[br]] |
64 | | If you got it, but the textures dont't appear in your texture-list, unzip the package (it's a zip folder) and move the textures in your ...orxonox/data/worlds/baseq3/textures/common folder and the common.shader file into the scripts folder. Now they should be available in GTK-Radiant. |
| 116 | If you don't have "orxonox_common_textures.pk3" in your ...orxonox/data/worlds/baseq3 folder, download it from [https://dev.orxonox.net/attachment/wiki/MappingForOrxonox/orxonox_common_textures.pk3?format=raw here].[[br]] |
| 117 | If you got the package, but the textures dont't appear in GTK-Radiant, unzip the package (it's a zip folder) and move the textures to your ...orxonox/data/worlds/baseq3/textures/common folder and the common.shader file into the scripts folder. Now they should be available in GTK-Radiant. |