Hey there, as you may already know I am back to risen modding.
In order to start working on my new project "Skeleton Island", which will be released in stages - I need to recall basics of modding and work with in-game editor
( Baltrams Script_Extensions ).
Some information is available from Script_Extensions_en file, but I need some info about:
1. how to insert new meshes in-game and save them in world
2. how to enable free-flight camera in script_extensions editor
3. what tools will I need in order to:
- create collision for 3d meshes
- save .obj files and convert them to compatible with risen ._xmsh
- save animated ._xmac files ( example Ani_Hero_Armor_Don_Fighter._xmac )
- execute automatic skinning of animated 3d models with some Baltram tool ( I remember that there was some, but I don't remember a name )
- does Rimy3d read and save Risen 3 solid and animated meshes models ?
- is it possible to place grass with script_extensions editor ?
More questions to come
Ergebnis 1 bis 14 von 14
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15.10.2017 11:57 -
Risen "Skeleton island" mod - back to modding - questions about modding and in-game editor
#1Geändert von CzarnyAfgan (15.10.2017 um 12:12 Uhr)
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I'd recommend ceating your own (empty) World (e. g. World_Ski for SkeletonIsland or something), in which you basically add the old world. From there you copy a Levelmesh-Entity of your choice and change the Mesh- and Collision-Properties.
How good is your German? Here's a tutorial, which you could just paste into Google Translate. I just tested it, works surprisingly well and we're here for follow-up questions.
http://forum.worldofplayers.de/forum...1#post23388254
This one is dedicated to adding a Levelmesh. That's what you would need to do after you got your clone.
http://forum.worldofplayers.de/forum...1#post23388254
2. how to enable free-flight camera in script_extensions editor
https://www.worldofrisen.de/english/article_273.htm
3. what tools will I need in order to: ...
https://forum.worldofplayers.de/foru...55-Tool-Rimy3D
- is it possible to place grass with script_extensions editor ?
More questions to come
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Thats weird - game freezes and crashes when I am trying to add new Sector to vanilla game world with World AddSector Expansion01 command, where Expansion01 is the custom name
another problem:
World AddLayer Levelmesh_Landscape Expansion01
Levelmesh Landscape is not physicalGeändert von CzarnyAfgan (17.10.2017 um 21:49 Uhr)
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All the files that you want to modify need to be "physical", which means unpacked. It is NOT possible to modify files that are inside a .pak archive.
So you need to have the folder Risen\data\common\projects\World and in it the files World.wrl and World.wrldatasc without write-protection. Also you need to unpack Levelmesh_Landscape.sec, if you really want to add a custom layer to that sector. (However I do not think this is a good idea. Better create your own sector and add the new layer to that.)
Of course, as always, you need to have a mountlist_packed.ini with "NoPhysical=false" in your Risen\bin directory.
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Ok, got it. Another question - let's say I want to enhance vanilla map with few small additions - one of them are ground torches along main Faranga trails.
What I do now is:
I find existing ground torch, clone it and move. When I want to save it "permanently" and attach to my Layer ( Layer01 in this case ) what I find time consuming and what I do now is:
1. I select an entity and open "edit mode" with ctrl + alt + space
2. I do left click and clone it, then move the new entity
3. I select the new entity, type DynEntity GetGuid Obj_LS_Torch_Ground_01
4. Then I get it's GUID
5. Then type DynEntity ` to automaticly get latest guid #68281291H67A7 (example ) SetLayer Layer01
It's very time consuming, any better way ? Maybe someting to just select an entity and type DynEntity Focused SetLayer01 ? Or anything
Regards
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If you have an entity attached to the cursor you can do Alt + LeftClick. This places the entity in the active layer.
You can set the active layer with the console variable #l (alternatively, you can select an entity in that layer an press Alt + Space).
By the way: The variable #e always holds the currently selected entity.
You can find all this info and more in the documentation.
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Okay, let's say I have ready solid mesh in ._xsmh format ( the watchtower in this case )
[Bild: watchtowe_qrwqrpx.png]
What should I do to insert it in the game world - I mean what's the easiest method to insert a solid mesh ?
I remember I have placed some pink box in-game once ( it was long ago ), but I don't remember how
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You need both a visual mesh (._xmsh in data\common\meshes) and a collision mesh (._xcom in data\common\physics).
- Spawn a suitable template, something that has a mesh and a collision mesh and not much more, for example: DynEntity Spawn Obj_Dec_Crate_Group_02
- Select the new entity in the editor and press space to open the property editor. Change the name to something unique (like "Watchtower").
- Open the property set "Mesh" and change the "MeshFileName" property to your own mesh file name. (Note: If you change a property, you always need to press enter while your cursor is in the text field. Otherwise the change will not be saved.)
- Open the property set "CollisionShape", then open (on the left) "00: Mesh" and change the "CollisionMesh" property to your own collision mesh file name but with the ending .xnvmsh instead of ._xcom!
- Then close the property editor and update the (still selected) entity: DynEntity Update #e
- If you want, you can even create your own template (.tple) from it: DynEntity ExportAsTemplate #e (for this, the folder data\common\template needs to exist before the game is started)
Done!
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Okay, Done too!
Three questions:
1. How can I see the object collision with script_extensions ? I mean there was an option of preview with key combination alt+F4 or something ? Collision appeared in red.
2. How can I take screenshot in Risen ?
3. Why my Y transform key doesn't work, when Z & X do
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It is CTRL_L+Q. For this, you need to set up the DebugKeys as described in section 1 of the Script_Extensions documentation.
It's F1 and as with 1. you need to have DebugKeys set up. The screenshots are saved in %localappdata%\Risen\ScreenShots.
The editor is set up for german keyboards where the keys after [LeftShift] are [<], [Y] and [X] (they are used for the Z- Y- and X axes in that order). On keyboards from other countries, the [<] key is often missing completely. Also, [Z] and [Y] can be swapped. To use the Editor on a non German keyboard you need to remap the keys with something like AutoHotkey: see this thread.
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XcomPose error ( I am trying to create and save collision mesh for vanilla game map ( a bit modified )
"Failed to cook triangle mesh" then "Error writing to file. Please check if this file is write protected or open in some other applications"
- Risen patched to 1.11 ( eng. )
- Antivirus disabled
- Projects. PAK unpacked
- Projects. P00 unpacked
- lib_baltr installed
[Bild: errorpng_qrsxsea.png]
Too much polycount ?
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Geändert von Baltram (23.10.2017 um 17:40 Uhr)
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Thanks, adding collision with Rimy works, but can I specify physic material with Editor ? ( I don't see such option in Rimy3d )
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Just set up the material names (as explained here) in your 3D editor.