Editing Blender To Zero-K
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The core_other.dds is the tex2 file, so it is split into RGB channels and each of these channels appropriately processed and connected to the relevant part of the material. | The core_other.dds is the tex2 file, so it is split into RGB channels and each of these channels appropriately processed and connected to the relevant part of the material. | ||
− | Finally the core_normals.dds contains a direct-x formatted normal map, so it is converted to an openGL format by inverting just the Green | + | Finally the core_normals.dds contains a direct-x formatted normal map, so it is converted to an openGL format by inverting just the Red and Green channels and is then passed through the normal calculation node to convert the image into a vector map, and then the vector map passed to the shader. |
TODO: Provide a blend file here that already has this material set up, just need to plug in textures. Or just include atlas texture. Airpad_packed.blend is sadly larger than 2mb so the wiki will not host it. | TODO: Provide a blend file here that already has this material set up, just need to plug in textures. Or just include atlas texture. Airpad_packed.blend is sadly larger than 2mb so the wiki will not host it. | ||
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}</pre> | }</pre> | ||
− | Obviously if you are not using the atlas textures you will need to replace those names with the actual texture files you intend to use. There are several other things that may need to be in this file, but as these differ per-unit you will need to decide what, if anything, to provide | + | Obviously if you are not using the atlas textures you will need to replace those names with the actual texture files you intend to use. There are several other things that may need to be in this file, but as these differ per-unit you will need to decide what, if anything, to provide. |
== Set up Zero-K mod that contains and uses your files == | == Set up Zero-K mod that contains and uses your files == | ||
− | To get Zero-K to see your files and locally test your units (new or otherwise) you | + | To get Zero-K to see your files and locally test your units (new or otherwise) you should use a mod. |
− | This is selectable in local skirmish mode (and theoretically you can distribute them to test in multiplayer) which allows you to check everything works in the engine without requiring any changes to the official repositories or a local development copy of the game - all you need is a working copy of Zero-K | + | This is selectable in local skirmish mode (and theoretically you can distribute them to test in multiplayer) which allows you to check everything works in the engine without requiring any changes to the official repositories or even building a local development copy of the game - all you need is a working copy of Zero-K. |
=== Making the mod === | === Making the mod === | ||
Inside the Zero-K folder there is a games subfolder. Inside that are numerous things, but if you make a new subfolder with a name ending in .sdd it will be read by the engine on startup. A base mod is available to download [File:BaseMod.sdd.zip here] to build from if you would like an example. More details on mod creation can be found here: [[Mod Creation]] | Inside the Zero-K folder there is a games subfolder. Inside that are numerous things, but if you make a new subfolder with a name ending in .sdd it will be read by the engine on startup. A base mod is available to download [File:BaseMod.sdd.zip here] to build from if you would like an example. More details on mod creation can be found here: [[Mod Creation]] | ||
− | Create a mod and fill out the modinfo.lua, making sure to change the name and description so you can tell it apart when you are selecting it | + | Create a mod and fill out the modinfo.lua, making sure to change the name and description so you can tell it apart when you are selecting it. |
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=== File locations === | === File locations === | ||
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Once you've selected your mod you should start the skirmish and attempt to test whatever you've actually changed. At one point while doing this, Zero-K would not load because the interpreter for the mod's unitdef files was more strict than the main game's, so you may wish to follow the format used in the base mod (it overwrites lotus turrets) more exactly if you have this problem. | Once you've selected your mod you should start the skirmish and attempt to test whatever you've actually changed. At one point while doing this, Zero-K would not load because the interpreter for the mod's unitdef files was more strict than the main game's, so you may wish to follow the format used in the base mod (it overwrites lotus turrets) more exactly if you have this problem. | ||
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== Fix whatever isn't right == | == Fix whatever isn't right == | ||
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Then run <pre>/luarules buildicon {unitname}</pre>. You can run it with no unit name and instead buildicons if you want to generate buildicons for every unit in the game. It should output the icons to your Zero-K folder under the /buildicons folder. You will then have to move it to the /unitpics folder of your mod, name it appropriately, and check it works. | Then run <pre>/luarules buildicon {unitname}</pre>. You can run it with no unit name and instead buildicons if you want to generate buildicons for every unit in the game. It should output the icons to your Zero-K folder under the /buildicons folder. You will then have to move it to the /unitpics folder of your mod, name it appropriately, and check it works. | ||
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