CreatingNewLand
Version 1 (dfighter, 03/25/2011 12:16 am)
1 | 1 | dfighter | Creating new land ( WIP ) |
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2 | 1 | dfighter | |
3 | 1 | dfighter | This document will show you how to build a very minimalistic continent using materials that come with Ryzom Core. |
4 | 1 | dfighter | |
5 | 1 | dfighter | Assumptions |
6 | 1 | dfighter | 1.) You have downloaded and set up the Ryzom asset repository, and mounted it to W:\ |
7 | 1 | dfighter | 2.) You have checked out the RyzomCore source code, and mounted it to R:\ |
8 | 1 | dfighter | 3.) You have mounted R:\code\ryzom\common\data_leveldesign as L:\ |
9 | 1 | dfighter | 4.) You have downloaded the newbieland assets and merged them into the Ryzom asset repository |
10 | 1 | dfighter | 5.) You have copied the leveldesign tools package's contents to R:\code\ryzom\tools\leveldesign\install |
11 | 1 | dfighter | 6.) You have processed the Ryzom asset repository, with the Python scripts in R:\code\nel\tools\build_gamedata |
12 | 1 | dfighter | |
13 | 1 | dfighter | |
14 | 1 | dfighter | I. Create the landscape using the world editor |
15 | 1 | dfighter | |
16 | 1 | dfighter | 1. Setup |
17 | 1 | dfighter | a.) Decide what you will call your new land, I called my first one "developerland". |
18 | 1 | dfighter | b.) Create a new subdirectory in R:\code\ryzom\tools\leveldesign\install\continents with the same name as your land, so for me this is "developerland". |
19 | 1 | dfighter | c.) Copy all the contents, except the "pacs" directory and the "newbieland.land" file, from the "newbieland" subdirectory to the directory you've just created. |
20 | 1 | dfighter | d.) Start up the world editor from R:\code\ryzom\tools\leveldesign\install |
21 | 1 | dfighter | e.) Click Project->New Landscape |
22 | 1 | dfighter | f.) Click File->Save |
23 | 1 | dfighter | g.) Navigate to R:\code\ryzom\tools\leveldesign\install\world_editor_continents and type in the name of your land as filename ( in my case again this is "developerland" ), and hit enter |
24 | 1 | dfighter | h.) Navigate to R:\code\ryzom\tools\leveldesign\install\continents\, enter the directory that bears the name of your land, and again type in the name of your land ( in my case "developerland" ), and hit enter. |
25 | 1 | dfighter | i.) Click Project->Settings, and set the directory created in b.) as the data directory |
26 | 1 | dfighter | j.) Set the "context" to "default" |
27 | 1 | dfighter | k.) Click OK and wait until the world editor loads the data found in there. |
28 | 1 | dfighter | l.) Save the project again |
29 | 1 | dfighter | |
30 | 1 | dfighter | 2.) "Painting" |
31 | 1 | dfighter | a.) Click View->Zone |
32 | 1 | dfighter | b.) Select "passable" and "no" as the first filter category, this will show you all available LIGO bricks (in the newbieland set, since it has no passable bricks ). |
33 | 1 | dfighter | c.) Click Edit->Goto Position, set 0,0 and hit Goto. This will set the screen's center as 0,0 1_AA, lay a "crevasse_1" brick there to mark it. |
34 | 1 | dfighter | d.) Bring that brick to the upper left corner using the middle mouse button. This will make your screen show only valid areas. |
35 | 1 | dfighter | e.) Paint your land using the bricks mentioned before! |
36 | 1 | dfighter | f.) Save the project |
37 | 1 | dfighter | |
38 | 1 | dfighter | 3.) Finally |
39 | 1 | dfighter | a.) Copy your .land file from R:\code\ryzom\tools\leveldesign\install\continents\ to W:\Database\Landscape\ligo\jungle\ |
40 | 1 | dfighter | b.) Click File->Export snapshot, then click OK. This will be the ingame map, we will work with this a bit later. |
41 | 1 | dfighter | |
42 | 1 | dfighter | II. Create sheets using Georges editor |
43 | 1 | dfighter | 1.) Setup |
44 | 1 | dfighter | a.) Go to L:\leveldesign\World |
45 | 1 | dfighter | b.) Create a new subdirectory, with the same name as your land ( "developerland" in my case ). |
46 | 1 | dfighter | c.) Copy the files from L:\leveldesign\World\newbieland to this new subdirectory |
47 | 1 | dfighter | d.) Rename newbieland.continent to <yourland>.continent where <yourland> is the name of your land ( "developerland" in my case ). |
48 | 1 | dfighter | e.) Open up continent.cfg with an editor |
49 | 1 | dfighter | f.) Change the "LandFile" setting to the .land file's path you copied in 3.a |
50 | 1 | dfighter | |
51 | 1 | dfighter | 2.) Edit the Ryzom world sheets |
52 | 1 | dfighter | a.) Open L:\leveldesign\World\Ryzom.world with Georges |
53 | 1 | dfighter | b.) Right click on the last entry in the "continents list" and click "insert". |
54 | 1 | dfighter | c.) Rename the created new entry to the name of your land ( "developerland" in my case ) |
55 | 1 | dfighter | d.) Switch back to the world editor window |
56 | 1 | dfighter | e.) Move your mouse pointer first to the upper right and then the lower left corners of your land ( red dots on the picture ). |
57 | 1 | dfighter | f.) Write down the data highlighted on the picture with blue outline. One of them is a zone identifier ( 1_AA ), the other is the x,y coordinate pair ( 0,0 ). |
58 | 1 | dfighter | g.) Go back to the Georges editor with your land's sheet open. |
59 | 1 | dfighter | h.) Fill in the "selection name" and "continent name" fields with the name of your land ( "developerland" in my case ). |
60 | 1 | dfighter | i.) Fill in the minx,maxx,miny,maxy fields using the data you wrote down in f.) |
61 | 1 | dfighter | j.) Find the "maps list" section, and add a new entry using the same procedure as before ( click and insert ). |
62 | 1 | dfighter | k.) Rename the new sheet to your land's name but with a "cont_" prefix. ( "cont_developerland" in my case ) |
63 | 1 | dfighter | l.) Fill in the same minx,maxx, etc data you filled into the previous sheet. |
64 | 1 | dfighter | m.) Fill in the name of the sheet into the "name" field, fill in the name of your land into the "contname" field. |
65 | 1 | dfighter | n.) Fill in the "bitmap" field, in the format of "<landname>_Map.tga" where <landname> is the name of your land. ( "developerland" in my case ) |
66 | 1 | dfighter | o.) Save your work with Georges |
67 | 1 | dfighter | |
68 | 1 | dfighter | 3.) Edit the land sheets |
69 | 1 | dfighter | a.) Go to the subdirectory you created in II.1.b |
70 | 1 | dfighter | b.) Open the .continent file there with Georges. This file is basically the sheet of Newbieland so we will have to customize it to our needs! |
71 | 1 | dfighter | c.) Change the "Name", "PacsRBank", "PacsGR", "LandscapeIG", "WorldMap" fields. Change the word "Newbieland" to your land's name in the. |
72 | 1 | dfighter | d.) Change the ZoneMin, and ZoneMax fields to reflect the data you wrote down in II.2.f. ( ZoneMin is 1_AA, ZoneMAx is 17_BK in my case ). |
73 | 1 | dfighter | e.) Find the "villages" section in the list and then delete all of them except "start_village_newbieland" one. |
74 | 1 | dfighter | f.) Delete the iglist of "start_village_newbieland". ( Remember this is a simplistic land, no buildings and such ). We will return to here later. |
75 | 1 | dfighter | g.) Find the "ZCs" section and delete all ZCs. |
76 | 1 | dfighter | h.) Find the "Landmarks" section and delete all of them. |
77 | 1 | dfighter | i.) Save your changes. |
78 | 1 | dfighter | |
79 | 1 | dfighter | |
80 | 1 | dfighter | III. Creating the region primitives |
81 | 1 | dfighter | 1.) Setup |
82 | 1 | dfighter | a.) go to L:\primitives, and create a sub-directory, with the same name as your land ( "developerland" in my case ). |
83 | 1 | dfighter | b.) go back to the world editor |
84 | 1 | dfighter | c.) Click project->new primitive |
85 | 1 | dfighter | d.) Save the project, when asked navigate to L:\primitives\<nameofyourland>, where <nameofyourland> is the name of your land. ( "developerland" in my case ). |
86 | 1 | dfighter | e.) Type in "region_<nameofyourland>", and hit enter. |
87 | 1 | dfighter | f.) |