CreatingNewLand

Version 9 (rom74, 11/24/2011 10:02 pm)

1 3 dfighter
h1. Creating new land ( WIP )
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 3 dfighter
h2. Assumptions
6 1 dfighter
7 5 dfighter
* You have downloaded and set up the Ryzom asset repository, and mounted it to W:\
8 5 dfighter
* You have checked out the RyzomCore source code, and mounted it to R:\
9 5 dfighter
* You have mounted R:\code\ryzom\common\data_leveldesign as L:\
10 5 dfighter
* You have downloaded the newbieland assets and merged them into the Ryzom asset repository
11 5 dfighter
* You have copied the leveldesign tools package's contents to R:\code\ryzom\tools\leveldesign\install
12 5 dfighter
* You have processed the Ryzom asset repository, with the Python scripts in R:\code\nel\tools\build_gamedata
13 4 dfighter
 
14 1 dfighter
15 1 dfighter
h2. I. Create the landscape using the world editor
16 4 dfighter
17 1 dfighter
h3. 1. Setup
18 1 dfighter
19 4 dfighter
a.) Decide what you will call your new land, I called my first one "developerland".
20 4 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".
21 4 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.
22 4 dfighter
d.) Start up the world editor from R:\code\ryzom\tools\leveldesign\install
23 4 dfighter
e.) Click Project->New Landscape
24 4 dfighter
f.) Click File->Save
25 4 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
26 4 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.
27 4 dfighter
i.) Click Project->Settings, and set the directory created in b.) as the data directory
28 4 dfighter
j.) Set the "context" to "default"
29 4 dfighter
k.) Click OK and wait until the world editor loads the data found in there.
30 4 dfighter
l.) Save the project again
31 4 dfighter
32 1 dfighter
h3. 2. "Painting"
33 1 dfighter
34 4 dfighter
a.) Click View->Zone
35 4 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 ).
36 6 dfighter
37 6 dfighter
!01.jpg!
38 6 dfighter
39 4 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.
40 4 dfighter
d.) Bring that brick to the upper left corner using the middle mouse button. This will make your screen show only valid areas.
41 4 dfighter
e.) Paint your land using the bricks mentioned before!
42 4 dfighter
f.) Save the project
43 1 dfighter
44 4 dfighter
45 1 dfighter
h3. 3. Finally
46 1 dfighter
47 4 dfighter
a.) Copy your .land file from R:\code\ryzom\tools\leveldesign\install\continents\ to W:\Database\Landscape\ligo\jungle\
48 4 dfighter
b.) Click File->Export snapshot, then click OK. This will be the ingame map, we will work with this a bit later.
49 4 dfighter
50 1 dfighter
h2. II. Create sheets using Georges editor
51 4 dfighter
52 1 dfighter
h3. 1. Setup
53 1 dfighter
54 4 dfighter
a.) Go to L:\leveldesign\World
55 4 dfighter
b.) Create a new subdirectory, with the same name as your land ( "developerland" in my case ).
56 4 dfighter
c.) Copy the files from L:\leveldesign\World\newbieland to this new subdirectory
57 4 dfighter
d.) Rename newbieland.continent to <yourland>.continent where <yourland> is the name of your land ( "developerland" in my case ).
58 4 dfighter
e.) Open up continent.cfg with an editor
59 4 dfighter
f.) Change the "LandFile" setting to the .land file's path you copied in 3.a
60 1 dfighter
61 1 dfighter
62 4 dfighter
h3. 2. Edit the Ryzom world sheets
63 1 dfighter
64 4 dfighter
a.) Open L:\leveldesign\World\Ryzom.world with Georges
65 4 dfighter
b.) Right click on the last entry in the "continents list" and click "insert".
66 6 dfighter
67 6 dfighter
!02.jpg!
68 6 dfighter
69 4 dfighter
c.) Rename the created new entry to the name of your land ( "developerland" in my case )
70 4 dfighter
d.) Switch back to the world editor window
71 8 dfighter
e.) Move your mouse pointer first to the upper left and then the lower right corners of your land ( red dots on the picture ).
72 4 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 ).
73 6 dfighter
74 6 dfighter
!04.jpg!
75 6 dfighter
76 4 dfighter
g.) Go back to the Georges editor with your land's sheet open.
77 4 dfighter
h.) Fill in the "selection name" and "continent name" fields with the name of your land ( "developerland" in my case ).
78 6 dfighter
79 6 dfighter
!05.jpg!
80 6 dfighter
81 4 dfighter
i.) Fill in the minx,maxx,miny,maxy fields using the data you wrote down in f.)
82 4 dfighter
j.) Find the "maps list" section, and add a new entry using the same procedure as before ( click and insert ).
83 4 dfighter
k.) Rename the new sheet to your land's name but with a "cont_" prefix. ( "cont_developerland" in my case )
84 4 dfighter
l.) Fill in the same minx,maxx, etc data you filled into the previous sheet.
85 4 dfighter
m.) Fill in the name of the sheet into the "name" field, fill in the name of your land into the "contname" field.
86 4 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 )
87 6 dfighter
88 6 dfighter
!07.jpg!
89 6 dfighter
90 4 dfighter
o.) Save your work with Georges
91 2 dfighter
92 4 dfighter
h3. 3.Edit the land sheets
93 4 dfighter
94 4 dfighter
a.) Go to the subdirectory you created in II.1.b
95 4 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!
96 6 dfighter
97 6 dfighter
!08.jpg!
98 6 dfighter
99 6 dfighter
100 4 dfighter
c.) Change the "Name", "PacsRBank", "PacsGR", "LandscapeIG", "WorldMap" fields. Change the word "Newbieland" to your land's name in the.
101 4 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 ).
102 4 dfighter
e.) Find the "villages" section in the list and then delete all of them except "start_village_newbieland"  one.
103 6 dfighter
104 6 dfighter
!09.jpg!
105 6 dfighter
106 4 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.
107 4 dfighter
g.) Find the "ZCs" section and delete all ZCs.
108 4 dfighter
h.) Find the "Landmarks" section and delete all of them.
109 4 dfighter
i.) Save your changes.
110 4 dfighter
111 4 dfighter
h2. III. Creating the region primitives
112 4 dfighter
113 4 dfighter
h3. 1. Setup
114 4 dfighter
115 4 dfighter
a.) go to L:\primitives, and create a sub-directory, with the same name as your land ( "developerland" in my case ).
116 4 dfighter
b.) go back to the world editor
117 4 dfighter
c.) Click project->new primitive
118 4 dfighter
d.) Save the project, when asked navigate to L:\primitives\<nameofyourland>, where <nameofyourland> is the name of your land. ( "developerland" in my case ).
119 4 dfighter
e.) Type in "region_<nameofyourland>", and hit enter.
120 4 dfighter
f.) Go to L:\primitives, and open the file "file_index.cfg" with an editor.
121 4 dfighter
g.) Add your primitive file's name to the end of that list there, using the same convention you see there. Don't forget that the numbers there need to be unique. In my case I added: "region_developerland.primitive", "768",
122 4 dfighter
h.) Open "primitives.cfg" with an editor.
123 4 dfighter
i.) Now you again need to add your primitive file with the same conventions you see there. In my case I added this text after the "MAPEND",
124 4 dfighter
125 4 dfighter
<pre>
126 2 dfighter
	/////////////////////////
127 2 dfighter
	// DEVELOPER LAND
128 2 dfighter
	/////////////////////////
129 2 dfighter
	"CONTINENT developerland",
130 2 dfighter
	"MAP developerland",
131 2 dfighter
		"MAP developerland_all",
132 2 dfighter
			"FILE region_developerland.primitive",
133 2 dfighter
		"MAPEND",
134 2 dfighter
	"MAPEND",
135 4 dfighter
</pre>
136 2 dfighter
137 4 dfighter
h2. 2. Creating  the region, starting point, etc
138 1 dfighter
139 4 dfighter
a.) Right click on the primitive, and click "Add continent".
140 4 dfighter
b.) Right click on the continent, click properties, and fill in name of your land to the name field.
141 6 dfighter
142 6 dfighter
!10.jpg!
143 6 dfighter
144 4 dfighter
c.) Select your land from the "sheet" drop-down menu.
145 4 dfighter
d.) Right click on the continent again ( this time it has the same title as your land now ), and click "Add place".
146 4 dfighter
e.) Right click on the place, click properties, and change the name field to "starting_place".
147 4 dfighter
f.) Right click on the place, and click "Add teleport_spawn_zone".
148 4 dfighter
g.) Right click on the teleport spawn zone, and hit properties, then change the name to "player_spawn_point".
149 4 dfighter
h.) Click on the spawn zone/point again, you will notice a filled grey rectangle "light up" in the 10_AQ zone, right click on it and select "move".
150 6 dfighter
151 6 dfighter
!11.jpg!
152 6 dfighter
153 4 dfighter
i.) Click on the rectangle and move it to wherever you'd like in the map. I moved it to 14_BH.
154 4 dfighter
j.) Click on the place, hit space to enter "edit points" mode, then hit f11 to enter add points mode.
155 9 rom74
k.) Add some points around the rectangle you moved to create a "zone". *Points must be draw in counterclockwise*. When you are done, hit f5 to return to "select" mode.
156 6 dfighter
157 6 dfighter
!13.jpg!
158 6 dfighter
159 4 dfighter
l.) Right click on "start villages" and click "Add start_village". Right click on the new village, and rename it to whatever you'd like, I named mine "developerland_start_village".
160 4 dfighter
m.) Right click on the village and click "Add start_point".
161 4 dfighter
n.) Right click on the start point and hit "properties". Rename it to whatever you'd like, I named mine "developerland_start_point".
162 4 dfighter
o.) Fill in the "spawn zone" field with the name of the spawn zone you created in f,g,h.
163 9 rom74
p.) Now click on the continent, and enter point editing mode again, then add some points around your continent. *Points must be draw in counterclockwise*
164 6 dfighter
165 6 dfighter
!15.jpg!
166 6 dfighter
167 4 dfighter
q.) Save your work!
168 1 dfighter
169 4 dfighter
h2. 3. Adding the primitive information to the Georges sheet(s)
170 4 dfighter
171 4 dfighter
a.) Go back to your continent's Georges sheet. ( L:\leveldesign\World\developerland\developerland.continent in my case ).
172 4 dfighter
b.) Find the village we left in the villages list ( it says "start_village_newbieland" ).
173 4 dfighter
c.) Rename it to match the starting village you added in the world editor. ( In my case "developerland_start_village" ).
174 4 dfighter
d.) Edit the "zone" field to match the zone you placed that village ( the place where starting_place and player_spawn_point is, in my case it's 14_BH ).
175 4 dfighter
e.) Save the sheet!
176 7 dfighter
177 7 dfighter
178 7 dfighter
You should now progress to [[BuildNewLandWithPipeline|Building land created with the world editor using the build pipeline ( WIP )]]