Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changes between Version 9 and Version 10 of content/tools/MappingForOrxonox


Ignore:
Timestamp:
Dec 9, 2006, 1:36:12 AM (18 years ago)
Author:
landauf
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • content/tools/MappingForOrxonox

    v9 v10  
    5252
    5353== Implementation ==
    54 ToDo
     54Go 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}}}
     86The name is your Project Name - it will be displayed in the levellist.[[br]]
     87The BSPEntitys name is the path to your bsp model.[[br]]
     88The 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]]
     89After that, we add a light to the map, otherwise it would be really dark.
     90
     91Open 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}}}
     101Instead of "#" on the second line you have to enter a unique identifier number (best you increment the last identifier in the file).[[br]]
     102The name can be whatever you want.[[br]]
     103The path leads to your oxw file, which you have created right before.[[br]]
     104
     105Start Orxonox, click on "Play" and search your map in the levellist (usually at the end, depends on the identifier) and start the game.[[br]]
     106Have fun! :)
     107
    55108
    56109{{{
     
    61114The "orxonox_common_textures.pk3" package contains several common textures for GTK-Radiant. With them you can realize special things in your maps like invisible walls or cubes without collision.
    62115
    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.
     116If 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]]
     117If 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.
    65118
    66119If the texture are in the editor, but have no effect, you should export the common.shader file to the scripts folder.