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		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aileya</id>
		<title>Ryzom Forge Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aileya"/>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/wiki/Special:Contributions/Aileya"/>
		<updated>2026-06-03T12:31:17Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2612</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2612"/>
				<updated>2014-09-25T20:40:31Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
Die Seite '''{{FULLPAGENAME}}''' enthält die Artikel der Ziele des Grafikteams. Anfänger und Interessierte, die mehr wissen möchten, können ebenfalls noch einmal unter '''[[Tutorial fuer Aussenstehende]]''' vorbeischauen.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Todo-Liste=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Wohnungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Yubo Frame&lt;br /&gt;
|Anarkia&lt;br /&gt;
|https://farm6.staticflickr.com/5585/14946275858_c7f955d8b8_o.png&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Bodoc Frame&lt;br /&gt;
|Anarkia&lt;br /&gt;
|https://farm3.staticflickr.com/2920/14514209658_d8d979aa54_o.png&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawnbare Objekte==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ausstattungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Andere Aufgaben==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weiterführendes : Die Rolle des Grafikteams =&lt;br /&gt;
&lt;br /&gt;
Realisierung der Assets durch künsterlischer Leitung und unterstützt von NeL/Client. Dazu gibt es folgende Schritte:&lt;br /&gt;
&lt;br /&gt;
* '''Konzept/Design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''Modelierung''' : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''Texturierung''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''Rigging / Skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''Animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:DE]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2155</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2155"/>
				<updated>2014-08-28T23:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
Die Seite '''{{FULLPAGENAME}}''' enthält die Artikel der Ziele des Grafikteams. Anfänger und Interessierte, die mehr wissen möchten, können ebenfalls noch einmal unter '''[[Tutorial fuer Aussenstehende]]''' vorbeischauen.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Todo-Liste=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Wohnungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawnbare Objekte==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ausstattungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Andere Aufgaben==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weiterführendes : Die Rolle des Grafikteams =&lt;br /&gt;
&lt;br /&gt;
Realisierung der Assets durch künsterlischer Leitung und unterstützt von NeL/Client. Dazu gibt es folgende Schritte:&lt;br /&gt;
&lt;br /&gt;
* '''Konzept/Design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''Modelierung''' : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''Texturierung''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''Rigging / Skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''Animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2154</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2154"/>
				<updated>2014-08-28T23:47:59Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
Die Seite '''{{FULLPAGENAME}}''' enthält die Artikel der Ziele des Grafikteams. Anfänger und Interessierte, die mehr wissen möchten, können ebenfalls noch einmal unter '''[[Tutorial fuer Aussenstehende]]''' vorbeischauen.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
{{ToTrad|ES|ES translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Todo-Liste=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Wohnungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawnbare Objekte==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ausstattungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Andere Aufgaben==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weiterführendes : Die Rolle des Grafikteams =&lt;br /&gt;
&lt;br /&gt;
Realisierung der Assets durch künsterlischer Leitung und unterstützt von NeL/Client. Dazu gibt es folgende Schritte:&lt;br /&gt;
&lt;br /&gt;
* '''Konzept/Design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''Modelierung''' : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''Texturierung''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''Rigging / Skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''Animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2153</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2153"/>
				<updated>2014-08-28T23:47:46Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
Die Seite '''{{FULLPAGENAME}}''' enthält die Artikel der Ziele des Grafikteams. Anfänger und Interessierte, die mehr wissen möchten, können ebenfalls noch einmal unter '''[[Tutorial_fuer_Aussenstehende]]''' vorbeischauen.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
{{ToTrad|ES|ES translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Todo-Liste=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Wohnungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawnbare Objekte==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ausstattungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Andere Aufgaben==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weiterführendes : Die Rolle des Grafikteams =&lt;br /&gt;
&lt;br /&gt;
Realisierung der Assets durch künsterlischer Leitung und unterstützt von NeL/Client. Dazu gibt es folgende Schritte:&lt;br /&gt;
&lt;br /&gt;
* '''Konzept/Design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''Modelierung''' : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''Texturierung''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''Rigging / Skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''Animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2152</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2152"/>
				<updated>2014-08-28T23:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
The '''{{FULLPAGENAME}}''' page holds the articles about the objectives of the Graphic team. Beginners and interested to know more can have a look on the '''[[Tutorial for outsiders]]'''.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
{{ToTrad|ES|ES translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Todo-Liste=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Wohnungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawnbare Objekte==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ausstattungsgegenstände==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Andere Aufgaben==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weiterführendes : Die Rolle des Grafikteams =&lt;br /&gt;
&lt;br /&gt;
Realisierung der Assets durch künsterlischer Leitung und unterstützt von NeL/Client. Dazu gibt es folgende Schritte:&lt;br /&gt;
&lt;br /&gt;
* '''Konzept/Design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''Modelierung''' : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''Texturierung''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''Rigging / Skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''Animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2151</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=2151"/>
				<updated>2014-08-28T23:33:22Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|DE|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
The '''{{FULLPAGENAME}}''' page holds the articles about the objectives of the Graphic team. Beginners and interested to know more can have a look on the '''[[Tutorial for outsiders]]'''.&lt;br /&gt;
&lt;br /&gt;
=Frewiliige=&lt;br /&gt;
&lt;br /&gt;
 Die Freiwilligen des Grafikteams sind über [[EN IRC|IRC]] erreichbar.&lt;br /&gt;
&lt;br /&gt;
* '''Aileya''' : professional artist 2D-3D.&lt;br /&gt;
* '''Anarkia'''  : professional artist 2D-3D.&lt;br /&gt;
* '''Hideaki974''': 2D-3D artist.&lt;br /&gt;
* '''Pouffie'''&lt;br /&gt;
* '''Ryuujin''' : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.&lt;br /&gt;
* '''SIELA1915'''&lt;br /&gt;
* '''velogfx'''&lt;br /&gt;
* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map.&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
{{ToTrad|DE|DE translation needed please.}}&lt;br /&gt;
{{ToTrad|ES|ES translation needed please.}}&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[:forge:3DSMax_supports|3DMAx supports]]&lt;br /&gt;
* [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]]&lt;br /&gt;
* [[:forge:Polygon_counts|Polygon counts]]&lt;br /&gt;
* [[:forge:EN_textures|Textures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=To do list=&lt;br /&gt;
&lt;br /&gt;
''Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world.''&lt;br /&gt;
&lt;br /&gt;
''Please don't hesitate to assign you a task!''&lt;br /&gt;
&lt;br /&gt;
==Appartment objects==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Matis drinking glasses&lt;br /&gt;
|Aileya and Anarkia&lt;br /&gt;
|[[file:Ma_drinkingglass_ingame2.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Fyros drinking glasses&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Fyros-drinking-glasses.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
||Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Dc522-clip-109kb.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï drinking glass&lt;br /&gt;
|Ryuujin&lt;br /&gt;
|[[file:Floating_Glass_Previs3.png|256px|center|thumb]]&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker drinking glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder drinking glass&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hunting trophy like http://urlz.fr/Bpb&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's trophy you'd like to create.&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cup (trophy) for the winner of a tournament&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cube amber&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Paper, ink and pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis mini atys plants/trees like bonsai&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker wfishbowl with fish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros mini flame of Justice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï glowing levitating sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chest to link with the appartment inventar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and shields to hang on the wall&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flowers in a flowerpot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas string lights&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Candle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Atysmas candy in a bowl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days bowl with easter eggs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refugee Days spring flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anlor Winn ghost&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawned objects==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Objects&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Fyros banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:fyros_flag.jpg|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Zorai_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Matis banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Matis_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Tryker banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|[[file:Tryker_flag.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Karavan banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kami banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ranger banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trytonnist banner&lt;br /&gt;
|Aileya&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lampions for Lakeland festivals like http://urlz.fr/Bpq&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A baneer for each city&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wait for the assemblies ideas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small pillow to sit on&lt;br /&gt;
|&lt;br /&gt;
|Very  flat, no collision box, so players sit still on the ground but with a very flat pillow under their butts to sit on&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Very flat table&lt;br /&gt;
|&lt;br /&gt;
|So it can act as a real table for the typical on-the-ground-sitting of the ryzom characters) like http://urlz.fr/Bpk&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scenery for weddings, like http://urlz.fr/Bpl&lt;br /&gt;
||&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fyros book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matis book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tryker book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Zoraï book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marauder book shelf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipable items==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Teddy-gubani&lt;br /&gt;
|Madi&lt;br /&gt;
|[[file:Peluche-05.png|256px|center|thumb]]&lt;br /&gt;
|Over&lt;br /&gt;
|Ready to be added ingame, need a client patch&lt;br /&gt;
|-&lt;br /&gt;
|Plushy&lt;br /&gt;
|&lt;br /&gt;
|Be free to choose any animal's plushy you'd like to create&lt;br /&gt;
|To to&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Golf clubs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do, needed for Halloween 2014&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Notepad and quill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bunch of flowers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Book&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gift (needed for Christmas 2014)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easter egg (needed for Easter 2015)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other tasks==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Tasks&lt;br /&gt;
!Assigned to&lt;br /&gt;
!Display&lt;br /&gt;
!Progress&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Already existing assets list&lt;br /&gt;
|Osquallo&lt;br /&gt;
|http://forge.ryzom.com/wiki/EN_Already_made_stuff&lt;br /&gt;
|WIP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tools&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the names of the useful tools for the graphic group + links if useful&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Complete the &amp;quot;Tutorials&amp;quot; part of this page&lt;br /&gt;
|&lt;br /&gt;
|Please write the titles of the useful tutorials for the graphic group + links&lt;br /&gt;
|To do&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= To know more: the roles of the graphic work =&lt;br /&gt;
&lt;br /&gt;
Realisation of assets from the datas fed by the artistic direction and supported by the NeL/Client. There are a few steps:&lt;br /&gt;
&lt;br /&gt;
* '''concept/design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''modelin'''g : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''texturing''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''rigging / skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''animation''' : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Ryzom_Site_Forum&amp;diff=1202</id>
		<title>Ryzom Site Forum</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Ryzom_Site_Forum&amp;diff=1202"/>
				<updated>2014-07-30T23:47:00Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--{{TabLang|DE|DE|EN|ES|​​FR|RU}}--&amp;gt;&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
*'''DE:''' Administratorenforum Site (Google-Übersetzung) &lt;br /&gt;
*'''EN:''' Administrator's Forum Site&lt;br /&gt;
*'''ES:''' Foro de los ''bibliotecarios'' del sitio&lt;br /&gt;
*'''FR:''' Forum d'administration du site&lt;br /&gt;
*'''RU:''' Форум для администраторов сайтов (перевод Google)&lt;br /&gt;
==Créer un modèle &amp;quot;brouillon&amp;quot; ? / To do a &amp;quot;draft&amp;quot; template? ==&lt;br /&gt;
‎*'''FR:''' [[user:Laofa]] demande de créer &lt;br /&gt;
**des modèles pour les catégories &lt;br /&gt;
**et un modèle &amp;quot;brouillon&amp;quot;.&lt;br /&gt;
*EN: Laofa ask for templates for&lt;br /&gt;
** categories &lt;br /&gt;
**and drafts&lt;br /&gt;
===Answer===&lt;br /&gt;
*'''FR:''' il existe maintenant &lt;br /&gt;
**le modèle &amp;lt;nowiki&amp;gt;{{CategoryTab}}&amp;lt;/nowiki&amp;gt; qui remplit la page documentaire d'une catégorie avec un texte et des onglets de navigations minimum.&lt;br /&gt;
**le modèle &amp;lt;nowiki&amp;gt;{{WIP}}&amp;lt;/nowiki&amp;gt; qui appose une bannière indiquant que la page est en travaux et est mis dans la catégorie adéquate [[:category:WIP]]&lt;br /&gt;
*EN: there are now &lt;br /&gt;
**the &amp;lt;nowiki&amp;gt;{{CategoryTab}}&amp;lt;/nowiki&amp;gt; that fills the category page documention with the minimum text and navigation tabs. &lt;br /&gt;
**the &amp;lt;nowiki&amp;gt;{{WIP}}&amp;lt;/nowiki&amp;gt; which put a banner indicating that the page is under construction and is placed in the appropriate category [[:category:WIP]]&lt;br /&gt;
==Outil pour trouver quoi traduire/Tool to find what to translate==&lt;br /&gt;
*'''FR:''' Laofa demande avec URGENCE de mettre en place quelque chose pour indiquer  qu'une traduction est requise.&lt;br /&gt;
*EN: Laofa request with EMERGENCY to set up something to indicate that translation is required. &lt;br /&gt;
===Answer===&lt;br /&gt;
*'''FR:'''Si quelqu'un a une bonne idée...?&lt;br /&gt;
*EN: If anyone has a good idea...?&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Admin]][[Category:DE]][[Category:EN]][[Category:ES]][[Category:FR]][[Category:RU]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Ryzom_Site_Forum&amp;diff=1201</id>
		<title>Ryzom Site Forum</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Ryzom_Site_Forum&amp;diff=1201"/>
				<updated>2014-07-30T23:46:50Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--{{TabLang|DE|DE|EN|ES|​​FR|RU}}--&amp;gt;&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
*'''DE:''' Administratorenforum Site (Google-Übersetzung) &lt;br /&gt;
*'''EN:''' Administrator's Forum Site&lt;br /&gt;
*'''ES:''' Foro de los ''bibliotecarios'' del sitio&lt;br /&gt;
*'''FR:''' Forum d'administration du site&lt;br /&gt;
*'''RU:''' Форум для администраторов сайтов (перевод Google)&lt;br /&gt;
==Créer un modèle &amp;quot;brouillon&amp;quot; ? / To do a &amp;quot;draft&amp;quot; template? ==&lt;br /&gt;
‎*'''FR:''' [[user:Laofa]] demande de créer &lt;br /&gt;
**des modèles pour les catégories &lt;br /&gt;
**et un modèle &amp;quot;brouillon&amp;quot;.&lt;br /&gt;
*EN: Laofa ask for templates for&lt;br /&gt;
** categories &lt;br /&gt;
**and drafts&lt;br /&gt;
===Answer===&lt;br /&gt;
*'''FR:''' il existe maintenant &lt;br /&gt;
**le modèle &amp;lt;nowiki&amp;gt;{{CategoryTab}}&amp;lt;/nowiki&amp;gt; qui remplit la page documentaire d'une catégorie avec un texte et des onglets de navigations minimum.&lt;br /&gt;
**le modèle &amp;lt;nowiki&amp;gt;{{WIP}}&amp;lt;/nowiki&amp;gt; qui appose une bannière indiquant que la page est en travaux et est mis dans la catégorie adéquate [[:category:WIP]]&lt;br /&gt;
*EN: there are now &lt;br /&gt;
**the &amp;lt;nowiki&amp;gt;{{CategoryTab}}&amp;lt;/nowiki&amp;gt; that fills the category page documention with the minimum text and navigation tabs. &lt;br /&gt;
**the &amp;lt;nowiki&amp;gt;{{WIP}}&amp;lt;/nowiki&amp;gt; which put a banner indicating that the page is under construction and is placed in the appropriate category [[:category:WIP]]&lt;br /&gt;
==Outil pour trouver quoi traduire/Tool to find what to translate==&lt;br /&gt;
*'''FR:''' Laofa demande avec URGENCE de mettre en place quelque chose pour indiquer  qu'une traduction est requise.&lt;br /&gt;
*EN: Laofa request with EMERGENCY to set up something to indicate that translation is required. &lt;br /&gt;
===Answer===&lt;br /&gt;
*'''FR:'''Si quelqu'un a une bonne idée...?&lt;br /&gt;
*EN: If anyone has a good idea...?&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Admin]][[Category:DE]][[Category:EN]][[Category:ES]][[Category:FR]][[Category:RU]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1200</id>
		<title>Texturen</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1200"/>
				<updated>2014-07-30T23:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|Texturen|EN_textures|ES|Textures environnementales|RU}}&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
= Environmental Texutres conception and preparation =&lt;br /&gt;
&lt;br /&gt;
&amp;quot; Tutorial not yet finished &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The environmental textures are those used in the 3D modeler (at the moment 3DSMax) on the quadpatches serving to represent the environment (ground and natural reliefs). They have to be created under a very precise format and then prepared inside a tileset (an ensemble of tiles with similar textures) which are regrouped in a &amp;quot;tilebank&amp;quot;, allowing the creation of a complete environment for a continent type.&lt;br /&gt;
&lt;br /&gt;
== Creating the pictures ==&lt;br /&gt;
&lt;br /&gt;
The tiles need to be 128x128 pixels OR 256x256 piexels exactly. They absolutely must respect some content constraints: the top and bottom pixel bands have to be identical for a whole tileset, as must be the right and left bands. This allows the system to superimpose those borders so they are only one pixel in the rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_01.png]]&lt;br /&gt;
&lt;br /&gt;
For the 256 textures, they have to be taken as a set of 4 128x128 tiles. It is therefore vital that the border be compatible with the 128 of the same tileset.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_02.png]]&lt;br /&gt;
&lt;br /&gt;
The center portions will have to be merged one with the other, as if they were 2 tiles of 128x128, so it's important to consider this in the motif (the two pixel lines in the middle will become a single one).&lt;br /&gt;
&lt;br /&gt;
Example: starting with a high definition of a ground:&lt;br /&gt;
[http:''www.cgtextures.com/texview.php?id=5611&amp;amp;PHPSESSID=k872lvlfkds965i1un8a43o4b1 Gravel0031_1_L.jpg], taken from the excellent website [http:''www.cgtextures.com cgtextures.com].&lt;br /&gt;
&lt;br /&gt;
I reduce its size to a quarter to increase content and acutance of the small zones. I select 128x128 pixels, &amp;quot;ctrl+C/Ctrl+V &amp;gt; Paste as a new picture&amp;quot;. I now have a 128x128 pixels picture.&lt;br /&gt;
&lt;br /&gt;
I'll make the picture repeatable to avoid the visually shocking string that can happen when you serial paste it. Filters exist, but I'd rather control the string from begining to ending and explain it at length for this tutorial.&lt;br /&gt;
&lt;br /&gt;
I do &amp;quot;Layer&amp;gt; Transform &amp;gt; Offset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_03.png]]&lt;br /&gt;
&lt;br /&gt;
I get an offset of the picture starting from:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_04.png]]&lt;br /&gt;
&lt;br /&gt;
and we get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_05.png]]&lt;br /&gt;
&lt;br /&gt;
We can guess the junctions due to the offset in the middle parts of the picture, so I correct it with the &amp;quot;buffer&amp;quot; tool, for example, or by redrawing it manually the way I want it. I get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_06.png]]&lt;br /&gt;
&lt;br /&gt;
We now can get a new &amp;quot;offset&amp;quot; to get back the original picture, but with new soft transitions at the borders.&lt;br /&gt;
&lt;br /&gt;
To be sure the borders fit perfectly, I select a 1 pixel band at the top and copy it at the bottom. I do the same with the left band, setting it to the right. Then I select a 1 pixel band around the picture and copy/paste it in a new layer I name &amp;quot;border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_07.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's this border I must keep for every picture. I can now make different selections of my reference picture and copy them in a layer under that border, apply to them the same treatment as I did to the first picture and each time export the result in a different uncompressed tga, respecting the naming conventions for the pictures of a tileset: &amp;lt;nowiki&amp;gt;[NAME]&amp;lt;now&amp;lt;/nowiki&amp;gt; can be organised in subparts to be defined: by region, by surface (ground/walls), by type of soil...&lt;br /&gt;
I save my gimp file with the layer name named by the number of the first tile of the string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_08.png]]&lt;br /&gt;
&lt;br /&gt;
I repeat the import operation with several soils and each time, I offset them and make sure the junction with the border layer is soft enough. I name each layer in relation with the [ID] number of the corresponding TGA so I can easily find or modify the source. This is even more important when I amek tiles for a different seaons, changing the colors, adding details or anything. It is good to create at least 4 to 6 128x128 tiles for a tileset. It allows for different rendering.&lt;br /&gt;
For commodity, I put all the first tilels in a layer file with the name and specificities of that particular string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_09.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create the tilebank ==&lt;br /&gt;
A Tilebank is a set of tilesets (usually linked to an ecosystem), a group of tiles presenting a particular type of surface. It's with those that we paint the ground.&lt;br /&gt;
&lt;br /&gt;
Start the TileBank creation software.&lt;br /&gt;
It's the software tile_edit_r.exe (Windows only) on&lt;br /&gt;
[http:''ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows|NelTools] to be downloaded and installed.&lt;br /&gt;
&lt;br /&gt;
Left click on the button besides &amp;quot;Absolute path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_00.png]]&lt;br /&gt;
&lt;br /&gt;
Change the path for the path of the texture tiles. If you start from a RyzomCore install, it should be:&lt;br /&gt;
&amp;lt;pre&amp;gt;W:\Database\landscape\_texture_tiles\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Create the first type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add land&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_a.png]]&lt;br /&gt;
&lt;br /&gt;
Name the land as you wish (an ecosystem's name seems better), &amp;quot;ashtarie&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_b.png]]&lt;br /&gt;
&lt;br /&gt;
and click &amp;quot;OK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_c.png]]&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_d.png]]&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;grass&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_a.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_b.png]]&lt;br /&gt;
&lt;br /&gt;
click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_c.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create a second type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot; to have a second model of terrain for this example. You should add as many as you need in your ecosystem.&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;moss&amp;quot; in our example and click ok, like the one before.&lt;br /&gt;
&lt;br /&gt;
=== Attributing textures to the Tilesets ===&lt;br /&gt;
Select a Tileset (&amp;quot;grass&amp;quot; in our example) and do &amp;quot;Edit tileset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_edit_land.png]]&lt;br /&gt;
&lt;br /&gt;
A new window will appear, allowing you to add new pictures to this tileset. We can see several fields:&lt;br /&gt;
&lt;br /&gt;
* Textures&amp;quot;: allowing you to indicate the kind of texture, diffuse or additive (alpha can't be picked)&lt;br /&gt;
* &amp;quot;Size&amp;quot;: influences the size with which the texture will be used in the edition tool&lt;br /&gt;
* &amp;quot;Text info&amp;quot;: allowing you to show the index number or the name of each picture under it to the right&lt;br /&gt;
* &amp;quot;Tiles&amp;quot;: indicates which type of tiles it is: their size for the shown texture or if they are transition textures (tiles with an alpha permitting the transition between tilesets) or Displace tiles (visually alterating the ground's geometry to make it less plain).&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_bank.png]]&lt;br /&gt;
&lt;br /&gt;
==== Diffuse textures ====&lt;br /&gt;
&lt;br /&gt;
We will start by adding textures of the Diffuse type, 128x128: we therefore select those two options in Texture and in Tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_128.png]]&lt;br /&gt;
&lt;br /&gt;
Right click into the empty space to the right and select &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_menu.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate to the place where the tiles from that string will be kept (non compressed TGA), select them all and validate. They will be added.&lt;br /&gt;
Do the same for the 256x256 textures that are also of the Diffuse type: select the two options, right click and select &amp;quot;Add&amp;quot;, then add files.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;quot;Note:&amp;quot;&amp;quot; We can then add additive textures the same way, but I've not found yet how to use those textures. I've seen some used to represent the burning branches of the Flamming Forest of Ryzom, but I don't know their theoretical use.&lt;br /&gt;
&lt;br /&gt;
==== Transitional textures ====&lt;br /&gt;
Once those textures are saved, we can add transition textures, which will allow visually pleasant transitions between the various materials.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Diffuse and Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
Select each of the texture in the window to the right, &amp;quot;right-click &amp;gt; Replace&amp;quot; and choose randomly another texture from the same string.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Alhpha&amp;quot; and &amp;quot;Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_alpha_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right-click  &amp;gt; Batch load&amp;quot; and go the the file &amp;quot;Transitions&amp;quot; (if you use the graphic datas from RyzomCore) and choose &amp;quot;alpha_noise_00.tga&amp;quot;, click &amp;quot;ok&amp;quot;. A window will ask if you wish to use the alpha tile rotation, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Displacement textures ====&lt;br /&gt;
&lt;br /&gt;
We can add Displacement tiles if we wish, but it's not a must (and I'm not sure it's even implemented).&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Tiles &amp;gt; Displace&amp;quot; and fill at least 6 squares with textures in levels of grey which will be used to deform the terrain.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_displacement.png]]&lt;br /&gt;
&lt;br /&gt;
==== Link the tilesets to effects of contact ====&lt;br /&gt;
Save it all, close  it and come back to the &amp;quot;Tile bank manager&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Select your tileset and write in &amp;quot;Surface data&amp;quot; the surface number of that texture. Those numbers change the sounds and particles used when soomeone walks on this tileset.&lt;br /&gt;
&lt;br /&gt;
In RyzomCore, we know that :&lt;br /&gt;
12 : grass&lt;br /&gt;
21 : dust&lt;br /&gt;
&lt;br /&gt;
==== Use in 3DSMax ====&lt;br /&gt;
You then save the tilebank. You can now use it to texture terrains in 3DSMax with the right plugin.&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, once a quadpatch of 160x160m has been created, it's ready to receive textures. You then have to apply the Modifyer &amp;quot;Nelconvert&amp;quot;, then &amp;quot;NelEdit&amp;quot;, and finally, &amp;quot;Nel Painter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go into the Tool tab, choose &amp;quot;Nel Tile Bank&amp;quot; and chose the tilebank you wish.&lt;br /&gt;
&lt;br /&gt;
Come back to the Modifier menue, choose &amp;quot;Top&amp;quot; in the viewport and click on &amp;quot;Paint&amp;quot;. The commands required to manage the application of the textures are the following:&lt;br /&gt;
&lt;br /&gt;
[[File:nelpaintercheatsheet.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category: Graphik]] [[Category:3D]] [[Category: Texturen]] [[Category: DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Infographie&amp;diff=1199</id>
		<title>FR Infographie</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Infographie&amp;diff=1199"/>
				<updated>2014-07-30T23:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|FR|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
{{toTrad}}&lt;br /&gt;
&lt;br /&gt;
La page '''{{FULLPAGENAME}}''' présente les grandes lignes du projet. Les débutants et curieux pourront commencer à consulter '''[[voir le cours &amp;quot;Tutorial for outsiders&amp;quot; à traduire|un petit cours d'introduction]]'''.&lt;br /&gt;
&lt;br /&gt;
== Graphisme ==&lt;br /&gt;
A partir de données de direction artistique, réalisation d'assets intégrables et supportés par le NeL/Client. On différencie plusieurs étapes : &lt;br /&gt;
* '''concept / design''' : création de visuels ou validation de visuels déjà existants cohérents avec la Lore et l'univers de Ryzom. - Pré-requis fortement conseillés : bon niveau en dessin / illustration.&lt;br /&gt;
* '''modeling''' : réalisation d'un mesh en fonction du concept, des contraintes techniques liées au NeL et au client Ryzom, et dépliage des UVs.&lt;br /&gt;
* '''texturing''' : réalisation d'une image targa (.tga) qui s'appliquera au mesh 3D en fonction des UVs dépliés, et conforme aux visuels déjà existants du jeu.  - Pré-requis fortement conseillés : bon niveau en dessin et/ou observation.&lt;br /&gt;
* '''rigging / skinning''' : réalisation d'une armature animable et application de celle-ci au mesh 3D [Si besoin d'animation !]&lt;br /&gt;
* '''animation'''  : création d'image-clés et d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.&lt;br /&gt;
&lt;br /&gt;
==Transfert et stockage d'images sur le Wiki==&lt;br /&gt;
Toutes les images sont sur le même [http://atys.wiki.ryzom.com/wiki/Ryzom_Commons:About Ryzom Commons] afin d'être partagées par tous dans Ryzom. Cet espace est doté d'une '''[http://atys.wiki.ryzom.com/wiki/Main_Page interface conviviale]''' autogérée par les bénévoles.&lt;br /&gt;
Cela présente plusieurs avantages dont le déport de la base sur un autre serveur en cas de surcharge.&lt;br /&gt;
&lt;br /&gt;
Le transfert de toutes imagse se fait à partir [http://atys.wiki.ryzom.com/wiki/Special:Upload Special Upload] du menu ''tool''. (Un transfert de masse est à l'étude (2014-07-27). Pour vérifier en vrac ce qui y a été stocké, l'URL suivante peut être utile: http://atys.wiki.ryzom.com/wiki/Special:ListFiles .&lt;br /&gt;
&lt;br /&gt;
La fusion n'a pas pu être réalisée pour les images du site FR. Ces dernière peuvent néanmoins se retrouver à partir dune URL comme celle-ci: http://atys.wiki.ryzom.com/w/index.php?title=Special%3ASearch&amp;amp;profile=images&amp;amp;search=&amp;amp;fulltext=Search&lt;br /&gt;
&lt;br /&gt;
Les images stockées dans l'espace fr sont néanmoins utilisables pour tout le monde comme le témoigne cette imagette: [[file:SysOp.png]] .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== À contacter sur [[FR IRC|IRC]] ==&lt;br /&gt;
* '''Aikrana''' (points forts : artiste 2D-3D pro)&lt;br /&gt;
* '''Wiedii''' (points forts : modélisation LD/HD, retopo, détails via texture/Normal-map)&lt;br /&gt;
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets&amp;lt;-&amp;gt;graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.&lt;br /&gt;
&lt;br /&gt;
Toutes les &amp;lt;u&amp;gt;images&amp;lt;/u&amp;gt; sont regroupées dans un  «''[http://atys.wiki.ryzom.com/wiki/ Common]''» partageable pour tous.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] &lt;br /&gt;
[[Category:Graphic]]&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom‎}}&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Infographic&amp;diff=1198</id>
		<title>EN Infographic</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Infographic&amp;diff=1198"/>
				<updated>2014-07-30T23:43:44Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad|EN|unfinished translation, please, revision needed}}&lt;br /&gt;
&lt;br /&gt;
The '''{{FULLPAGENAME}}''' page holds the articles about the objectives of the Graphic team. Beginners and interested to know more can have a look on the '''[[Tutorial for outsiders]]'''.&lt;br /&gt;
&lt;br /&gt;
== Graphism ==&lt;br /&gt;
Realisation of assets from the datas fed by the artistic direction and supported by the NeL/Client. There are a few steps:&lt;br /&gt;
&lt;br /&gt;
* '''concept/design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''modelin'''g : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''texturing''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''rigging / skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''animation''' : creation of key-pictures and&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]  [[Category:Graphic]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=1197</id>
		<title>Grafikprojekte</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Grafikprojekte&amp;diff=1197"/>
				<updated>2014-07-30T23:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Created page with &amp;quot;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}} &amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;  {{toTrad}}  The '''{{FULLPAGENAME}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Grafikprojekte|Graphic Projects|Proyectos de Grafismo|Projet Graphique|RU}}&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ Your text ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{toTrad}}&lt;br /&gt;
&lt;br /&gt;
The '''{{FULLPAGENAME}}''' page holds the articles about the objectives of the Graphic team. Beginners and interested to know more can have a look on the '''[[Tutorial for outsiders]]'''.&lt;br /&gt;
&lt;br /&gt;
== Graphism ==&lt;br /&gt;
Realisation of assets from the datas fed by the artistic direction and supported by the NeL/Client. There are a few steps:&lt;br /&gt;
&lt;br /&gt;
* '''concept/design''' : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.&lt;br /&gt;
* '''modelin'''g : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.&lt;br /&gt;
* '''texturing''' : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.&lt;br /&gt;
* '''rigging / skinning''' : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)&lt;br /&gt;
* '''animation''' : creation of key-pictures and&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ Your text ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category:DE]]  [[Category:Graphik]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Tutorials&amp;diff=1195</id>
		<title>FR Tutorials</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Tutorials&amp;diff=1195"/>
				<updated>2014-07-30T23:39:27Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{tabLang|FR|Tutorials DE|EN Tutorials|ES Tutorials|FR Tutorials|RU Tutorials}}&lt;br /&gt;
{{toDelete|2014-08-28}}&lt;br /&gt;
'''FR Tutorial''' appartient au portail '''Ryzom Forge'''.&lt;br /&gt;
Elle décrit  les catégories de tutoriaux.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=== Les Tutoriaux ===&lt;br /&gt;
Page générale des [[:Category:Tutorials|Tutoriaux]].&lt;br /&gt;
* '''[[:Category:Graphic|Graphisme]]''' : A partir de données de direction artistique, réalisation d'assets intégrables et supportés par le NeL/Client. Concept/design, modélisation, texturing, rigging/skinning,animation...&lt;br /&gt;
* '''[[:Category:Leveldesign|Level Design]]''' : La réflexion sur ce qui fait d'un continent un lieu vivant, riche en possibilités et en challenges pour les joueurs. Cela traite à la fois du background, l'histoire du lieu qui se découvre au fur et à mesure de la progression des joueurs (rites, cubes d'ambre), de l'écosystème (mobs, zones d'agro, patrouilles, cartographie, matières premières), mais aussi des interactions avec l'univers de la zone ( PNJ, Tribus, quêtes, missions).&lt;br /&gt;
* '''[[:Category:Dev|Devs/intégration]]''' : Intégrer les créations dans un ensemble exportable vers le serveur de Ryzom.&lt;br /&gt;
* '''[[:Category:Support|Support]]''' : Informations sur le support sous les différents OS : Linux, Mac, Windows.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:FR]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Tutorials&amp;diff=1194</id>
		<title>EN Tutorials</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Tutorials&amp;diff=1194"/>
				<updated>2014-07-30T23:39:12Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{tabLang|EN|Tutorials DE|EN Tutorials|ES Tutorials|FR Tutorials|RU Tutorials}}&lt;br /&gt;
{{toDelete|2014-08-28}}&lt;br /&gt;
'''FR Tutorial''' appartient au portail '''Ryzom Forge'''.&lt;br /&gt;
Elle décrit  les catégories de tutoriaux.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
Main page of the [[:Category:Tutoriaux|Tutorials]].&lt;br /&gt;
* [[:Category:Graphic|Graphism]] : data from art direction, full implementation (from modeling to animation) of integrated and supported by Nel / Client assets. &lt;br /&gt;
* [[:Category:Leveldesign|Level Design]] : Reflexion on what makes it for a new continent alive, rich of possibilities and challenging for the players. A matter of background/history of the place which is to be discovered step by step by the players (rites, amber cubes), of ecosystem (mobs, aggro areas, patrols, map, materials) and of interactions with the characters of the zone (NPC, tribes, quests, missions).&lt;br /&gt;
* [[:Category:Dev|Devs/intégration]] : integrate the creations in a set exportable to the Ryzom server.&lt;br /&gt;
* [[:Category:Support|Support]] : Informations about support for the many OS : Linux, Mac, Windows. &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:EN]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=DE_Tutorials&amp;diff=1192</id>
		<title>DE Tutorials</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=DE_Tutorials&amp;diff=1192"/>
				<updated>2014-07-30T23:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Aileya moved page DE Tutorials to Tutorials DE over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{tabLang|DE|DE Tutorials|EN Tutorials|ES Tutorials|FR Tutorials|RU Tutorials}}&lt;br /&gt;
{{toDelete|2014-08-28}}&lt;br /&gt;
'''DE Tutorial''' erscheint auf der Portalseite '''Ryzom Forge'''.&lt;br /&gt;
Es beschreibt die Kategorien der Tutorials.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
[[:Category:Tutorials|Tutorials]] Hauptseite.&lt;br /&gt;
* [[:Category:Graphic|Grafiken]] : Grafiken aus der Datenbank, vollständige Umsetzung (von der Modelierung bis hin zur Animation) der Integration und Unterstützung der NeL / Client Assets.&lt;br /&gt;
* [[:Category:Leveldesign|Leveldesign]] : Besinnung über das, was für einen neuen lebendigen Kontinent benötigt wird, reich an Möglichkeiten und Herausforderungen für die Spieler. Eine Frage des Hintergrundes/Geschichte des Ortes, welches Schritt für Schritt von den Spielern (Riten, Bernsteinwürfel), vom Ökosystem (Monster, Aggro-Areale, Patroullien, Karten, Materialien) und durch Interaktionen mit den Charakteren der Zone (NPC, Stämme, Missionen) entdeckt werden will.&lt;br /&gt;
* [[:Category:Dev|Entwickler/Integration]] : Integrierbare Kreationen exportierbar für den Ryzom-Server.&lt;br /&gt;
* [[:Category:Support|Support]] : Informationen über Unterstützung der vielen Betriebssysteme: Linux, Mac, Windows.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:DE]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1191</id>
		<title>Texturen</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1191"/>
				<updated>2014-07-30T23:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|Texturen|EN_textures|ES|Textures environnementales|RU}}&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
= Environmental Texutres conception and preparation =&lt;br /&gt;
&lt;br /&gt;
&amp;quot; Tutorial not yet finished &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The environmental textures are those used in the 3D modeler (at the moment 3DSMax) on the quadpatches serving to represent the environment (ground and natural reliefs). They have to be created under a very precise format and then prepared inside a tileset (an ensemble of tiles with similar textures) which are regrouped in a &amp;quot;tilebank&amp;quot;, allowing the creation of a complete environment for a continent type.&lt;br /&gt;
&lt;br /&gt;
== Creating the pictures ==&lt;br /&gt;
&lt;br /&gt;
The tiles need to be 128x128 pixels OR 256x256 piexels exactly. They absolutely must respect some content constraints: the top and bottom pixel bands have to be identical for a whole tileset, as must be the right and left bands. This allows the system to superimpose those borders so they are only one pixel in the rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_01.png]]&lt;br /&gt;
&lt;br /&gt;
For the 256 textures, they have to be taken as a set of 4 128x128 tiles. It is therefore vital that the border be compatible with the 128 of the same tileset.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_02.png]]&lt;br /&gt;
&lt;br /&gt;
The center portions will have to be merged one with the other, as if they were 2 tiles of 128x128, so it's important to consider this in the motif (the two pixel lines in the middle will become a single one).&lt;br /&gt;
&lt;br /&gt;
Example: starting with a high definition of a ground:&lt;br /&gt;
[http:''www.cgtextures.com/texview.php?id=5611&amp;amp;PHPSESSID=k872lvlfkds965i1un8a43o4b1 Gravel0031_1_L.jpg], taken from the excellent website [http:''www.cgtextures.com cgtextures.com].&lt;br /&gt;
&lt;br /&gt;
I reduce its size to a quarter to increase content and acutance of the small zones. I select 128x128 pixels, &amp;quot;ctrl+C/Ctrl+V &amp;gt; Paste as a new picture&amp;quot;. I now have a 128x128 pixels picture.&lt;br /&gt;
&lt;br /&gt;
I'll make the picture repeatable to avoid the visually shocking string that can happen when you serial paste it. Filters exist, but I'd rather control the string from begining to ending and explain it at length for this tutorial.&lt;br /&gt;
&lt;br /&gt;
I do &amp;quot;Layer&amp;gt; Transform &amp;gt; Offset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_03.png]]&lt;br /&gt;
&lt;br /&gt;
I get an offset of the picture starting from:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_04.png]]&lt;br /&gt;
&lt;br /&gt;
and we get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_05.png]]&lt;br /&gt;
&lt;br /&gt;
We can guess the junctions due to the offset in the middle parts of the picture, so I correct it with the &amp;quot;buffer&amp;quot; tool, for example, or by redrawing it manually the way I want it. I get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_06.png]]&lt;br /&gt;
&lt;br /&gt;
We now can get a new &amp;quot;offset&amp;quot; to get back the original picture, but with new soft transitions at the borders.&lt;br /&gt;
&lt;br /&gt;
To be sure the borders fit perfectly, I select a 1 pixel band at the top and copy it at the bottom. I do the same with the left band, setting it to the right. Then I select a 1 pixel band around the picture and copy/paste it in a new layer I name &amp;quot;border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_07.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's this border I must keep for every picture. I can now make different selections of my reference picture and copy them in a layer under that border, apply to them the same treatment as I did to the first picture and each time export the result in a different uncompressed tga, respecting the naming conventions for the pictures of a tileset: &amp;lt;nowiki&amp;gt;[NAME]&amp;lt;now&amp;lt;/nowiki&amp;gt; can be organised in subparts to be defined: by region, by surface (ground/walls), by type of soil...&lt;br /&gt;
I save my gimp file with the layer name named by the number of the first tile of the string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_08.png]]&lt;br /&gt;
&lt;br /&gt;
I repeat the import operation with several soils and each time, I offset them and make sure the junction with the border layer is soft enough. I name each layer in relation with the [ID] number of the corresponding TGA so I can easily find or modify the source. This is even more important when I amek tiles for a different seaons, changing the colors, adding details or anything. It is good to create at least 4 to 6 128x128 tiles for a tileset. It allows for different rendering.&lt;br /&gt;
For commodity, I put all the first tilels in a layer file with the name and specificities of that particular string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_09.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create the tilebank ==&lt;br /&gt;
A Tilebank is a set of tilesets (usually linked to an ecosystem), a group of tiles presenting a particular type of surface. It's with those that we paint the ground.&lt;br /&gt;
&lt;br /&gt;
Start the TileBank creation software.&lt;br /&gt;
It's the software tile_edit_r.exe (Windows only) on&lt;br /&gt;
[http:''ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows|NelTools] to be downloaded and installed.&lt;br /&gt;
&lt;br /&gt;
Left click on the button besides &amp;quot;Absolute path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_00.png]]&lt;br /&gt;
&lt;br /&gt;
Change the path for the path of the texture tiles. If you start from a RyzomCore install, it should be:&lt;br /&gt;
&amp;lt;pre&amp;gt;W:\Database\landscape\_texture_tiles\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Create the first type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add land&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_a.png]]&lt;br /&gt;
&lt;br /&gt;
Name the land as you wish (an ecosystem's name seems better), &amp;quot;ashtarie&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_b.png]]&lt;br /&gt;
&lt;br /&gt;
and click &amp;quot;OK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_c.png]]&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_d.png]]&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;grass&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_a.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_b.png]]&lt;br /&gt;
&lt;br /&gt;
click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_c.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create a second type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot; to have a second model of terrain for this example. You should add as many as you need in your ecosystem.&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;moss&amp;quot; in our example and click ok, like the one before.&lt;br /&gt;
&lt;br /&gt;
=== Attributing textures to the Tilesets ===&lt;br /&gt;
Select a Tileset (&amp;quot;grass&amp;quot; in our example) and do &amp;quot;Edit tileset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_edit_land.png]]&lt;br /&gt;
&lt;br /&gt;
A new window will appear, allowing you to add new pictures to this tileset. We can see several fields:&lt;br /&gt;
&lt;br /&gt;
* Textures&amp;quot;: allowing you to indicate the kind of texture, diffuse or additive (alpha can't be picked)&lt;br /&gt;
* &amp;quot;Size&amp;quot;: influences the size with which the texture will be used in the edition tool&lt;br /&gt;
* &amp;quot;Text info&amp;quot;: allowing you to show the index number or the name of each picture under it to the right&lt;br /&gt;
* &amp;quot;Tiles&amp;quot;: indicates which type of tiles it is: their size for the shown texture or if they are transition textures (tiles with an alpha permitting the transition between tilesets) or Displace tiles (visually alterating the ground's geometry to make it less plain).&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_bank.png]]&lt;br /&gt;
&lt;br /&gt;
==== Diffuse textures ====&lt;br /&gt;
&lt;br /&gt;
We will start by adding textures of the Diffuse type, 128x128: we therefore select those two options in Texture and in Tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_128.png]]&lt;br /&gt;
&lt;br /&gt;
Right click into the empty space to the right and select &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_menu.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate to the place where the tiles from that string will be kept (non compressed TGA), select them all and validate. They will be added.&lt;br /&gt;
Do the same for the 256x256 textures that are also of the Diffuse type: select the two options, right click and select &amp;quot;Add&amp;quot;, then add files.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;quot;Note:&amp;quot;&amp;quot; We can then add additive textures the same way, but I've not found yet how to use those textures. I've seen some used to represent the burning branches of the Flamming Forest of Ryzom, but I don't know their theoretical use.&lt;br /&gt;
&lt;br /&gt;
==== Transitional textures ====&lt;br /&gt;
Once those textures are saved, we can add transition textures, which will allow visually pleasant transitions between the various materials.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Diffuse and Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
Select each of the texture in the window to the right, &amp;quot;right-click &amp;gt; Replace&amp;quot; and choose randomly another texture from the same string.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Alhpha&amp;quot; and &amp;quot;Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_alpha_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right-click  &amp;gt; Batch load&amp;quot; and go the the file &amp;quot;Transitions&amp;quot; (if you use the graphic datas from RyzomCore) and choose &amp;quot;alpha_noise_00.tga&amp;quot;, click &amp;quot;ok&amp;quot;. A window will ask if you wish to use the alpha tile rotation, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Displacement textures ====&lt;br /&gt;
&lt;br /&gt;
We can add Displacement tiles if we wish, but it's not a must (and I'm not sure it's even implemented).&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Tiles &amp;gt; Displace&amp;quot; and fill at least 6 squares with textures in levels of grey which will be used to deform the terrain.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_displacement.png]]&lt;br /&gt;
&lt;br /&gt;
==== Link the tilesets to effects of contact ====&lt;br /&gt;
Save it all, close  it and come back to the &amp;quot;Tile bank manager&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Select your tileset and write in &amp;quot;Surface data&amp;quot; the surface number of that texture. Those numbers change the sounds and particles used when soomeone walks on this tileset.&lt;br /&gt;
&lt;br /&gt;
In RyzomCore, we know that :&lt;br /&gt;
12 : grass&lt;br /&gt;
21 : dust&lt;br /&gt;
&lt;br /&gt;
==== Use in 3DSMax ====&lt;br /&gt;
You then save the tilebank. You can now use it to texture terrains in 3DSMax with the right plugin.&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, once a quadpatch of 160x160m has been created, it's ready to receive textures. You then have to apply the Modifyer &amp;quot;Nelconvert&amp;quot;, then &amp;quot;NelEdit&amp;quot;, and finally, &amp;quot;Nel Painter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go into the Tool tab, choose &amp;quot;Nel Tile Bank&amp;quot; and chose the tilebank you wish.&lt;br /&gt;
&lt;br /&gt;
Come back to the Modifier menue, choose &amp;quot;Top&amp;quot; in the viewport and click on &amp;quot;Paint&amp;quot;. The commands required to manage the application of the textures are the following:&lt;br /&gt;
&lt;br /&gt;
[[File:nelpaintercheatsheet.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category: Graphic]] [[Category:3D]] [[Category: Textures]] [[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1190</id>
		<title>Texturen</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Texturen&amp;diff=1190"/>
				<updated>2014-07-30T23:36:53Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Created page with &amp;quot;{{tabLang|DE|Texturen|EN_Textures|ES|Textures environnementales|RU}} {{ToTrad}} = Environmental Texutres conception and preparation =  &amp;quot; Tutorial not yet finished &amp;quot;  The envir...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|Texturen|EN_Textures|ES|Textures environnementales|RU}}&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
= Environmental Texutres conception and preparation =&lt;br /&gt;
&lt;br /&gt;
&amp;quot; Tutorial not yet finished &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The environmental textures are those used in the 3D modeler (at the moment 3DSMax) on the quadpatches serving to represent the environment (ground and natural reliefs). They have to be created under a very precise format and then prepared inside a tileset (an ensemble of tiles with similar textures) which are regrouped in a &amp;quot;tilebank&amp;quot;, allowing the creation of a complete environment for a continent type.&lt;br /&gt;
&lt;br /&gt;
== Creating the pictures ==&lt;br /&gt;
&lt;br /&gt;
The tiles need to be 128x128 pixels OR 256x256 piexels exactly. They absolutely must respect some content constraints: the top and bottom pixel bands have to be identical for a whole tileset, as must be the right and left bands. This allows the system to superimpose those borders so they are only one pixel in the rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_01.png]]&lt;br /&gt;
&lt;br /&gt;
For the 256 textures, they have to be taken as a set of 4 128x128 tiles. It is therefore vital that the border be compatible with the 128 of the same tileset.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_02.png]]&lt;br /&gt;
&lt;br /&gt;
The center portions will have to be merged one with the other, as if they were 2 tiles of 128x128, so it's important to consider this in the motif (the two pixel lines in the middle will become a single one).&lt;br /&gt;
&lt;br /&gt;
Example: starting with a high definition of a ground:&lt;br /&gt;
[http:''www.cgtextures.com/texview.php?id=5611&amp;amp;PHPSESSID=k872lvlfkds965i1un8a43o4b1 Gravel0031_1_L.jpg], taken from the excellent website [http:''www.cgtextures.com cgtextures.com].&lt;br /&gt;
&lt;br /&gt;
I reduce its size to a quarter to increase content and acutance of the small zones. I select 128x128 pixels, &amp;quot;ctrl+C/Ctrl+V &amp;gt; Paste as a new picture&amp;quot;. I now have a 128x128 pixels picture.&lt;br /&gt;
&lt;br /&gt;
I'll make the picture repeatable to avoid the visually shocking string that can happen when you serial paste it. Filters exist, but I'd rather control the string from begining to ending and explain it at length for this tutorial.&lt;br /&gt;
&lt;br /&gt;
I do &amp;quot;Layer&amp;gt; Transform &amp;gt; Offset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_03.png]]&lt;br /&gt;
&lt;br /&gt;
I get an offset of the picture starting from:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_04.png]]&lt;br /&gt;
&lt;br /&gt;
and we get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_05.png]]&lt;br /&gt;
&lt;br /&gt;
We can guess the junctions due to the offset in the middle parts of the picture, so I correct it with the &amp;quot;buffer&amp;quot; tool, for example, or by redrawing it manually the way I want it. I get:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_06.png]]&lt;br /&gt;
&lt;br /&gt;
We now can get a new &amp;quot;offset&amp;quot; to get back the original picture, but with new soft transitions at the borders.&lt;br /&gt;
&lt;br /&gt;
To be sure the borders fit perfectly, I select a 1 pixel band at the top and copy it at the bottom. I do the same with the left band, setting it to the right. Then I select a 1 pixel band around the picture and copy/paste it in a new layer I name &amp;quot;border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_07.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's this border I must keep for every picture. I can now make different selections of my reference picture and copy them in a layer under that border, apply to them the same treatment as I did to the first picture and each time export the result in a different uncompressed tga, respecting the naming conventions for the pictures of a tileset: &amp;lt;nowiki&amp;gt;[NAME]&amp;lt;now&amp;lt;/nowiki&amp;gt; can be organised in subparts to be defined: by region, by surface (ground/walls), by type of soil...&lt;br /&gt;
I save my gimp file with the layer name named by the number of the first tile of the string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_08.png]]&lt;br /&gt;
&lt;br /&gt;
I repeat the import operation with several soils and each time, I offset them and make sure the junction with the border layer is soft enough. I name each layer in relation with the [ID] number of the corresponding TGA so I can easily find or modify the source. This is even more important when I amek tiles for a different seaons, changing the colors, adding details or anything. It is good to create at least 4 to 6 128x128 tiles for a tileset. It allows for different rendering.&lt;br /&gt;
For commodity, I put all the first tilels in a layer file with the name and specificities of that particular string:&lt;br /&gt;
&lt;br /&gt;
[[File:Tiling_09.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create the tilebank ==&lt;br /&gt;
A Tilebank is a set of tilesets (usually linked to an ecosystem), a group of tiles presenting a particular type of surface. It's with those that we paint the ground.&lt;br /&gt;
&lt;br /&gt;
Start the TileBank creation software.&lt;br /&gt;
It's the software tile_edit_r.exe (Windows only) on&lt;br /&gt;
[http:''ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows|NelTools] to be downloaded and installed.&lt;br /&gt;
&lt;br /&gt;
Left click on the button besides &amp;quot;Absolute path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_00.png]]&lt;br /&gt;
&lt;br /&gt;
Change the path for the path of the texture tiles. If you start from a RyzomCore install, it should be:&lt;br /&gt;
&amp;lt;pre&amp;gt;W:\Database\landscape\_texture_tiles\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Create the first type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add land&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_a.png]]&lt;br /&gt;
&lt;br /&gt;
Name the land as you wish (an ecosystem's name seems better), &amp;quot;ashtarie&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_b.png]]&lt;br /&gt;
&lt;br /&gt;
and click &amp;quot;OK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_c.png]]&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_step_d.png]]&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;grass&amp;quot; in our example&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_a.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_b.png]]&lt;br /&gt;
&lt;br /&gt;
click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_tileset_to_land_c.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create a second type of terrain ===&lt;br /&gt;
Click on &amp;quot;Add tile set&amp;quot; to have a second model of terrain for this example. You should add as many as you need in your ecosystem.&lt;br /&gt;
&lt;br /&gt;
Name this terrain (see the [[Conventions_de_nommage|Conventions de nommage]]) from its aspect, it will be easier to keep it sorted, &amp;quot;moss&amp;quot; in our example and click ok, like the one before.&lt;br /&gt;
&lt;br /&gt;
=== Attributing textures to the Tilesets ===&lt;br /&gt;
Select a Tileset (&amp;quot;grass&amp;quot; in our example) and do &amp;quot;Edit tileset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_edit_land.png]]&lt;br /&gt;
&lt;br /&gt;
A new window will appear, allowing you to add new pictures to this tileset. We can see several fields:&lt;br /&gt;
&lt;br /&gt;
* Textures&amp;quot;: allowing you to indicate the kind of texture, diffuse or additive (alpha can't be picked)&lt;br /&gt;
* &amp;quot;Size&amp;quot;: influences the size with which the texture will be used in the edition tool&lt;br /&gt;
* &amp;quot;Text info&amp;quot;: allowing you to show the index number or the name of each picture under it to the right&lt;br /&gt;
* &amp;quot;Tiles&amp;quot;: indicates which type of tiles it is: their size for the shown texture or if they are transition textures (tiles with an alpha permitting the transition between tilesets) or Displace tiles (visually alterating the ground's geometry to make it less plain).&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_bank.png]]&lt;br /&gt;
&lt;br /&gt;
==== Diffuse textures ====&lt;br /&gt;
&lt;br /&gt;
We will start by adding textures of the Diffuse type, 128x128: we therefore select those two options in Texture and in Tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_128.png]]&lt;br /&gt;
&lt;br /&gt;
Right click into the empty space to the right and select &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_menu.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate to the place where the tiles from that string will be kept (non compressed TGA), select them all and validate. They will be added.&lt;br /&gt;
Do the same for the 256x256 textures that are also of the Diffuse type: select the two options, right click and select &amp;quot;Add&amp;quot;, then add files.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;quot;Note:&amp;quot;&amp;quot; We can then add additive textures the same way, but I've not found yet how to use those textures. I've seen some used to represent the burning branches of the Flamming Forest of Ryzom, but I don't know their theoretical use.&lt;br /&gt;
&lt;br /&gt;
==== Transitional textures ====&lt;br /&gt;
Once those textures are saved, we can add transition textures, which will allow visually pleasant transitions between the various materials.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Diffuse and Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_diffuse_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
Select each of the texture in the window to the right, &amp;quot;right-click &amp;gt; Replace&amp;quot; and choose randomly another texture from the same string.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Texture &amp;gt; Alhpha&amp;quot; and &amp;quot;Tiles &amp;gt; Transition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_alpha_transitions.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right-click  &amp;gt; Batch load&amp;quot; and go the the file &amp;quot;Transitions&amp;quot; (if you use the graphic datas from RyzomCore) and choose &amp;quot;alpha_noise_00.tga&amp;quot;, click &amp;quot;ok&amp;quot;. A window will ask if you wish to use the alpha tile rotation, accept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Displacement textures ====&lt;br /&gt;
&lt;br /&gt;
We can add Displacement tiles if we wish, but it's not a must (and I'm not sure it's even implemented).&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Tiles &amp;gt; Displace&amp;quot; and fill at least 6 squares with textures in levels of grey which will be used to deform the terrain.&lt;br /&gt;
&lt;br /&gt;
[[File:tile_bank_manager_add_displacement.png]]&lt;br /&gt;
&lt;br /&gt;
==== Link the tilesets to effects of contact ====&lt;br /&gt;
Save it all, close  it and come back to the &amp;quot;Tile bank manager&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Select your tileset and write in &amp;quot;Surface data&amp;quot; the surface number of that texture. Those numbers change the sounds and particles used when soomeone walks on this tileset.&lt;br /&gt;
&lt;br /&gt;
In RyzomCore, we know that :&lt;br /&gt;
12 : grass&lt;br /&gt;
21 : dust&lt;br /&gt;
&lt;br /&gt;
==== Use in 3DSMax ====&lt;br /&gt;
You then save the tilebank. You can now use it to texture terrains in 3DSMax with the right plugin.&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, once a quadpatch of 160x160m has been created, it's ready to receive textures. You then have to apply the Modifyer &amp;quot;Nelconvert&amp;quot;, then &amp;quot;NelEdit&amp;quot;, and finally, &amp;quot;Nel Painter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go into the Tool tab, choose &amp;quot;Nel Tile Bank&amp;quot; and chose the tilebank you wish.&lt;br /&gt;
&lt;br /&gt;
Come back to the Modifier menue, choose &amp;quot;Top&amp;quot; in the viewport and click on &amp;quot;Paint&amp;quot;. The commands required to manage the application of the textures are the following:&lt;br /&gt;
&lt;br /&gt;
[[File:nelpaintercheatsheet.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Tutorials]] [[Category: Graphic]] [[Category:3D]] [[Category: Textures]] [[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Entwickler&amp;diff=1189</id>
		<title>Entwickler</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Entwickler&amp;diff=1189"/>
				<updated>2014-07-30T23:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|{{FULLPAGENAME}}|EN Dev|ES|FR_Dev|RU}}&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
= Dev/Integration =&lt;br /&gt;
&lt;br /&gt;
Um die Erschaffung der verschiedenen Pools in exportierpare Formate zum Ryzom-Server zu integrieren, wird es erforderlich sein, die dafür nötigen  Werkzeuge und Infrastrukturen zu entwickeln, die nötig sind für die Entwiicklung der neuen Zone zusammen mit der Projektcommunity.&lt;br /&gt;
&lt;br /&gt;
Making the Ryzom, NEL and RyzomCore tools available on the various platforms (OVQT/WorldEditor): on the project Khaganat, a dedicated linux server makes possible to compile linux 32 bits, linux 64 bits, windows 32 bits and windows 64 bits clients (using wine): http://buildbot.khaganat.net/. This experiment is directly related the the Linux pole project of Ryzom, but integrates the windows platform.  We need to focus on that experience to globalise this project of a compiling farm to all of the NEL/Ryzom tools necessary to the New Zone project. It would be sad not to take advantage of the extended user base of those tools to stabilize or improve them, taking advantage of the users feedback and their patches. With that in mind, a coordination with the RyzomCore group would be a plus (especially since a GSoC project about the adjustment and improvement of OVQT has been approved for 2014).&lt;br /&gt;
&lt;br /&gt;
*The graphic pipeline: this comprises the tools and scripts permitting the generation (but not only the generation) of the client's graphic files. This pipeline uses 3DSMax to export 3D models towards NEL. Two approches are envisioned here:&lt;br /&gt;
&lt;br /&gt;
*Client comp solution: as for the NEL/Ryzom tools, we need to make available to the community a way for everybody to configure at home a pipeline for the files necessary to the server. We also need to provide an adequate configuration for the New Zone project and a unified assets base.&lt;br /&gt;
&lt;br /&gt;
* Server solution: the Ryzom pipeline configuration isn't a meager task. In addition, it requires a owner tool. The 3D modelisation being mostly the field of an artist community whose not necessarily all that good with informatics, the idea is to propose a &amp;quot;pipeline&amp;quot; public server permitting the automatic generation of the NEL files following the sending of the originals by this community. Take note that offline tools like OVQT permits us to see those 3D models in NEL format without needing to place them in a game server.&lt;br /&gt;
&lt;br /&gt;
'''Note''': The Khaganat team has already configured a virtual machine with 3DSMax to be able to work under linux, they use of Wine for the cross compilation with Microsoft Visual C++ under linux. The idea is to see if it's possible to get the pipline to work on a linux server with 3DSMax using wine for exporting the &amp;quot;.max&amp;quot; files.&lt;br /&gt;
Another note: the pipeline's scripts have been reprogrammed in Python and work under Linux.&lt;br /&gt;
&lt;br /&gt;
* The test server: the organisation surrounding a test server depends on the choice made for its hosting: either on the Ryzom test server or by the community. The experience of the Khaganat team could also be adapted to this project. The have a virtual machine (VM) virtualbox with a game server that could function at the same time as a game client on a user computer for testing. This VM also disposes of a script to regenerate the client's datasheets of the game without needing to use the pipeline (except for the graphic files). It's used by the members of the project Khaganat for their object insertion tests and the elements of the world: armors, mobs, etc.&lt;br /&gt;
&lt;br /&gt;
== To contact on IRC ==&lt;br /&gt;
&lt;br /&gt;
*Madi&lt;br /&gt;
*Kervala&lt;br /&gt;
*Emiro&lt;br /&gt;
&lt;br /&gt;
{{In_Category|Dev}}&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category: Tutorials]] [[Category:Dev]] [[Category: DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Support&amp;diff=1188</id>
		<title>FR Support</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_Support&amp;diff=1188"/>
				<updated>2014-07-30T21:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|FR|Support DE|EN Support|ES|FR Support|RU}}&lt;br /&gt;
&lt;br /&gt;
= Support =&lt;br /&gt;
Créer les tutoriaux sur comment installer Ryzom sous Linux, Mac et Windows et sur comment résoudre les problèmes courants rencontrés sur les diverses plateformes. Cette partie du wiki est l'endroit idéale pour stocker toutes les astuces pour dépanner quand le client rencontre des problèmes !&lt;br /&gt;
&lt;br /&gt;
Lorsque vous créez un tutoriel, n'oubliez pas d'ajouter trois types de catégories :&lt;br /&gt;
*Linux, Mac, Windows ou Tout OS&lt;br /&gt;
*Support&lt;br /&gt;
*Tutoriaux&lt;br /&gt;
&lt;br /&gt;
== À contacter sur [[FR IRC|IRC]] ==&lt;br /&gt;
Dans le domain du support, différenciez bien les CSR (capables de vous apporter une aide allant bien au delà des conseils) des bénévoles joueurs qui ne peuvent que vous aider avec des mots, mais n'ont aucun pouvoir pour vous aider à changer de nom ou enlever un bannissement.&lt;br /&gt;
&lt;br /&gt;
Note : Améliorer la liste ci-dessous en notant les noms des CSR et leur domaine de prédilection, en précisant qui est CSR, Anim ou autre, et aussi quelle langue peut parler chacun (avec une note estimée par eux de 1/5, 5 étant &amp;quot;parle parfaitement&amp;quot; et 1 &amp;quot;pourra aider avec un traducteur&amp;quot; ?).&lt;br /&gt;
&lt;br /&gt;
=== Pour Linux ===&lt;br /&gt;
* CSR Emiro (Deutsch, English)&lt;br /&gt;
*Glorf (Français, English)&lt;br /&gt;
* Madi (Français, English)&lt;br /&gt;
*Zatalyz (Français, Simple English)&lt;br /&gt;
*Daulath (Français, English ?)&lt;br /&gt;
*Zorroargh (Français, Español, Basic English)&lt;br /&gt;
*Shikitiwa (Français, English)&lt;br /&gt;
*Kervala (Français, English)&lt;br /&gt;
&lt;br /&gt;
=== Pour Mac ===&lt;br /&gt;
*Lod (Français, ?)&lt;br /&gt;
*Jazzy (Français, ?)&lt;br /&gt;
&lt;br /&gt;
=== Pour Windows ===&lt;br /&gt;
* CSR Emiro (Deutsch, English)&lt;br /&gt;
* CSR Aileya (Deutsch, English)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Support&amp;diff=1187</id>
		<title>EN Support</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Support&amp;diff=1187"/>
				<updated>2014-07-30T21:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|Support DE|EN Support|ES|FR Support|RU}}&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
Creating tutorials on how to install Ryzom under Linux, Mac and Windows and how to troubleshoot the most common problems on the various platforms. This part of the Wiki is the ideal place to store tricks that will be useful when a customer's got troubles!&lt;br /&gt;
&lt;br /&gt;
When you create a tutorial, don't forget to add three types of categories:&lt;br /&gt;
*Linux, Mac, Windows or any OS&lt;br /&gt;
*Support&lt;br /&gt;
*Tutorials&lt;br /&gt;
&lt;br /&gt;
==To contact on [[EN IRC|IRC]]==&lt;br /&gt;
For support, make a difference between CSRs (able to help you with more than advices) and volunteer players who can only help you with words, but have no power to help you change your name or remove your ban.&lt;br /&gt;
&lt;br /&gt;
Note: improve the following list by adding the names of the CSR and their specialties, precising who's a CSR, an Anim or anything else and also which language each of them can speak (with an estimation of their mastery of each language going from 1 to 5, 5 being perfect and 1 being &amp;quot;can help with a translator&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== On Linux===&lt;br /&gt;
*CSR Emiro (Deutsch, English)&lt;br /&gt;
*Glorf (French, English)&lt;br /&gt;
*Madi (French, English)&lt;br /&gt;
*Zatalyz (French, simple English)&lt;br /&gt;
*Daulath (French, English?)&lt;br /&gt;
*Zorroargh (French, Spanish, English?)&lt;br /&gt;
*Shikitiwa (?)&lt;br /&gt;
*Kervala (French, English)&lt;br /&gt;
&lt;br /&gt;
=== On Mac ===&lt;br /&gt;
*Lod (Français, ?)&lt;br /&gt;
*Jazzy (Français, ?)&lt;br /&gt;
&lt;br /&gt;
=== On Windows ===&lt;br /&gt;
*CSR Emiro (Deutsch, English)&lt;br /&gt;
*CSR Aileya (Deutsch, English)&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Support]]&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Support_DE&amp;diff=1184</id>
		<title>Support DE</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Support_DE&amp;diff=1184"/>
				<updated>2014-07-30T21:50:55Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Aileya moved page DE Support to Support DE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|DE Support|EN Support|ES|FR Support|RU}}&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
Erschaffung von Anleitungen wie man Ryzom unter Linux, Mac und Windows installiert und die meisten üblichen Probleme auf den verschiedenen Plattformen behebt.. Dieser Teil der Wiki ist der ideale Platz, um Tricks zu speichern, die sich als nützlich erweisen können, wenn Kunden in Schwierigkeiten sind!&lt;br /&gt;
&lt;br /&gt;
Wenn Du ein Tutorial verfasst, vergiss nicht, eine der drei Kategorietypen einzutragen: &lt;br /&gt;
*Linux, Mac, Windows or any OS&lt;br /&gt;
*Support&lt;br /&gt;
*Tutorials&lt;br /&gt;
&lt;br /&gt;
==Für Kontaktaufnahme im [[DE IRC|IRC]]==&lt;br /&gt;
Für den Support unterscheidet bitte zwischen CSRs (fähig, mit mehr als nur Ratschlägen zu helfen) und Spielerfreiwilligen, die nur mit Worten helfen können, aber nicht das Recht haben, etwa einen Namen zu ändern oder eine Sperre aufzuheben.&lt;br /&gt;
&lt;br /&gt;
Anmerkung: Verbessert die nachstehende Liste durch Hinzufügen von CSR und ihren Spezialitäten, präzisiert, wer CSR, (Senior) GM oder Event Manager ist und welche Sprachen sie sprechen auf den Beherrschugnsstufen 1 bis 5, wobei 5 &amp;quot;perfekt&amp;quot; bedeutet und 1 &amp;quot;kann helfen mit Unterstützung durch Übersetzer&amp;quot;&lt;br /&gt;
=== Für Linux===&lt;br /&gt;
*CSR Emiro (Deutsch, English)&lt;br /&gt;
*Glorf (French, English)&lt;br /&gt;
*Madi (French, English)&lt;br /&gt;
*Zatalyz (French, simple English)&lt;br /&gt;
*Daulath (French, English?)&lt;br /&gt;
*Zorroargh (French, Spanish, English?)&lt;br /&gt;
*Shikitiwa (?)&lt;br /&gt;
*Kervala (French, English)&lt;br /&gt;
&lt;br /&gt;
=== Für Mac ===&lt;br /&gt;
*Lod (Français, ?)&lt;br /&gt;
*Jazzy (Français, ?)&lt;br /&gt;
&lt;br /&gt;
=== Für Windows ===&lt;br /&gt;
*CSR Emiro (Deutsch, English)&lt;br /&gt;
*CSR Aileya (Deutsch, English)&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Support]]&lt;br /&gt;
[[Category: DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1140</id>
		<title>News DE</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1140"/>
				<updated>2014-07-29T01:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Aileya moved page DE News to News DE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|DE_News|EN_News|ES_News|FR_News|RU_News}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] Ryzom Forge Status und Werkzeuge==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Winch Gate glaubt am Ryzom Forge Projekt und möchte diesen mit allen nützlichen Werkzeugen und Hilfe unterstützen:&lt;br /&gt;
* Über 10 Accounts werden auf dem Yubo (Testserver) mit Event Manager Rechten für Ryzom Forge bereit gestellt, zur Benutzung technischer Dinge.&lt;br /&gt;
* ARCC wird als Ryzom Forge Werkzeug eingeführt (auf dem Testserver) (nicht vor September). Dies berechtigt die Hinzufügen von Missionen etc.&lt;br /&gt;
* Das WebIG Forum (http://app.ryzom.com/app_forum/) wird zukünftig ein &amp;quot;Ryzom Forge&amp;quot; Teil haben, sobald die Sprachforen zusammengefürht wurden. Unsere erste Aufgabe ist es die Subforen für den &amp;quot;Ryzom Forge&amp;quot; Teil zu bestimmen.&lt;br /&gt;
=&amp;gt; Ryzom Forge wird zum Knotenpunkt Ryzoms, Verknüpft auf all die anderen Projekte, Werkzeuge und Leute.&lt;br /&gt;
&lt;br /&gt;
ZUR ERINNERUNG: Alle Ryzom Forge entwicklungen unterliegen der CC-by-SA Lizenz.&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] ARCC==&lt;br /&gt;
* Ulukyn arbeitet an der Version4 vom ARCC, für mehr effizienz.&lt;br /&gt;
* EineARCC-Anleitung wurde von Bepock geschrieben (FR, vom Event Team), bisher nicht übersetzt, da diese noch in Arbeit ist: http://forge.ryzom.com/wiki/ARCC_intro .&lt;br /&gt;
* Eine aufwendigere Anleitung wird von Bepock geschrieben, sobald die Basis-Anleitung fertig ist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1139</id>
		<title>News DE</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1139"/>
				<updated>2014-07-29T01:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|DE_News|EN_News|ES_News|FR_News|RU_News}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] Ryzom Forge Status und Werkzeuge==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Winch Gate glaubt am Ryzom Forge Projekt und möchte diesen mit allen nützlichen Werkzeugen und Hilfe unterstützen:&lt;br /&gt;
* Über 10 Accounts werden auf dem Yubo (Testserver) mit Event Manager Rechten für Ryzom Forge bereit gestellt, zur Benutzung technischer Dinge.&lt;br /&gt;
* ARCC wird als Ryzom Forge Werkzeug eingeführt (auf dem Testserver) (nicht vor September). Dies berechtigt die Hinzufügen von Missionen etc.&lt;br /&gt;
* Das WebIG Forum (http://app.ryzom.com/app_forum/) wird zukünftig ein &amp;quot;Ryzom Forge&amp;quot; Teil haben, sobald die Sprachforen zusammengefürht wurden. Unsere erste Aufgabe ist es die Subforen für den &amp;quot;Ryzom Forge&amp;quot; Teil zu bestimmen.&lt;br /&gt;
=&amp;gt; Ryzom Forge wird zum Knotenpunkt Ryzoms, Verknüpft auf all die anderen Projekte, Werkzeuge und Leute.&lt;br /&gt;
&lt;br /&gt;
ZUR ERINNERUNG: Alle Ryzom Forge entwicklungen unterliegen der CC-by-SA Lizenz.&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] ARCC==&lt;br /&gt;
* Ulukyn arbeitet an der Version4 vom ARCC, für mehr effizienz.&lt;br /&gt;
* EineARCC-Anleitung wurde von Bepock geschrieben (FR, vom Event Team), bisher nicht übersetzt, da diese noch in Arbeit ist: http://forge.ryzom.com/wiki/ARCC_intro .&lt;br /&gt;
* Eine aufwendigere Anleitung wird von Bepock geschrieben, sobald die Basis-Anleitung fertig ist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1138</id>
		<title>News DE</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_DE&amp;diff=1138"/>
				<updated>2014-07-29T01:35:38Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Created page with &amp;quot;{{TabLang|DE|DE_News|EN_News|ES_News|FR_News|RU_News}}  {{ToTrad}}  ==2014/29/07 [Winch Gate] Ryzom Forge Status und Werkzeuge==   Winch Gate glaubt am Ryzom Forge Projekt und...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|DE_News|EN_News|ES_News|FR_News|RU_News}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] Ryzom Forge Status und Werkzeuge==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Winch Gate glaubt am Ryzom Forge Projekt und möchte diesen mit allen nützlichen Werkzeugen und Hilfe unterstützen:&lt;br /&gt;
* Über 10 Accounts werden auf dem Yubo (Testserver) mit Event Manager Rechten für Ryzom Forge bereit gestellt, zur Benutzung technischer Dinge.&lt;br /&gt;
* ARCC wird als Ryzom Forge Werkzeug eingeführt (auf dem Testserver) (nicht vor September). Dies berechtigt die Hinzufügen von Missionen etc.&lt;br /&gt;
* Das WebIG Forum (http://app.ryzom.com/app_forum/) wird zukünftig ein &amp;quot;Ryzom Forge&amp;quot; Teil haben, sobald die Sprachforen zusammengefürht wurden. Unsere erste Aufgabe ist es die Subforen für den &amp;quot;Ryzom Forge&amp;quot; Teil zu bestimmen.&lt;br /&gt;
=&amp;gt; Ryzom Forge wird zum Knotenpunkt Ryzoms, Verknüpft auf all die anderen Projekte, Werkzeuge und Leute.&lt;br /&gt;
&lt;br /&gt;
ZUR ERINNERUNG: Alle Ryzom Forge entwicklungen unterliegen der CC-by-SA Lizenz.&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] ARCC==&lt;br /&gt;
* Ulukyn arbeitet an der Version4 vom ARCC, für mehr effizienz.&lt;br /&gt;
* EineARCC-Anleitung wurde von Bepock geschrieben (FR, vom Event Team), bisher nicht übersetzt, da diese noch in Arbeit ist: http://forge.ryzom.com/wiki/ARCC_intro .&lt;br /&gt;
* Eine aufwendigere Anleitung wird von Bepock geschrieben, sobald die Basis-Anleitung fertig ist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_EN&amp;diff=1133</id>
		<title>News EN</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=News_EN&amp;diff=1133"/>
				<updated>2014-07-29T01:12:14Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Aileya moved page EN News to News EN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE_News|EN_News|ES_News|FR_News|RU_News}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] Ryzom Forge status and tools==&lt;br /&gt;
&lt;br /&gt;
Winch Gate believes in Ryzom Forge project and wants to support it giving it all the tools and help useful:&lt;br /&gt;
*About 10 accounts on the Yubo (tests shard), with Event Managers rights to be able to use the technical things, will be given to Ryzom Forge for the tests.&lt;br /&gt;
*ARCC will be included as a Ryzom Forge tool (on Ryzom test server) (not before september). This will permit to add missions and so. &lt;br /&gt;
*The webIg forum (http://app.ryzom.com/app_forum/ ) will have a &amp;quot;Ryzom Forge&amp;quot; part as soon as the languages forums will be merged. Our first task is to definite the sub-forums for &amp;quot;Ryzom Forge&amp;quot; part.&lt;br /&gt;
=&amp;gt; Ryzom Forge is becoming the hub of Ryzom, linking all the other projects, tools and people.&lt;br /&gt;
&lt;br /&gt;
REMINDER: all Ryzom Forge creations will have a CC-by-SA licence.&lt;br /&gt;
&lt;br /&gt;
==2014/29/07 [Winch Gate] ARCC==&lt;br /&gt;
*Ulukyn is working on a v4 of ARCC to make it more efficient.&lt;br /&gt;
*An ARCC manual is beeing written by Bepock (FR, from Event Team), not translated yet because WIP: http://forge.ryzom.com/wiki/ARCC_intro .&lt;br /&gt;
*A more elaborate manual will be written by Bepock when the basic one will be finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1129</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1129"/>
				<updated>2014-07-29T00:59:37Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Teddybaer|EN Teddybear|ES|FR_Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:DE]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1102</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1102"/>
				<updated>2014-07-28T01:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
(you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Material ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1101</id>
		<title>Tutorial fuer Aussenstehende</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1101"/>
				<updated>2014-07-28T01:36:12Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|Tutorial_fuer_Aussenstehende|Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''Dies ist nur ein Kurzztutorial für diejenigen, die bereits Übung mit dem Modelieren haben und 3ds Max mit den Nel Plugins nur als Exporter nutzen''&lt;br /&gt;
&lt;br /&gt;
Nachdem du dein Model erfolgreich in 3ds Max importiert hast (ich bevorzuge fbx für die Importierung) solltest du tun:&lt;br /&gt;
&lt;br /&gt;
=== FÜR DAS OBJEKT ===&lt;br /&gt;
(du kannst immer (Z) drücken, um die Kamera direkt auf dein Objekt zu bewegen)&lt;br /&gt;
* die Material ID überprüfen ''([[Media:Outsider2.png]])''&lt;br /&gt;
** füge 'Edit Poly' (nicht 'Editable Poly') aus der Dropdown-Liste hinzu, drücke (5) um in den Element-Modus zu wechseln, selektiere alles von deinem Objekt (strg + a), in der Material ID box sollte generell eine Zahl zwischen 1 und 100 stehen, anderenfalls wird diese sonst später eventuell nicht richtig unterstützt, also ändere diese auf 1, wenn sonst keine Mat ID benötigt wird&lt;br /&gt;
* auto smooth des Objekts ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (immer noch im Element-Modus und alles selektiert) scrolle runter bis 'Polygon: Smoothing Groups' und wähle 'Auto Smooth' mit einem generellen Wert von 45,0 - wenn das für dein Objekt nicht genügend ist, benutze die Nummern der Poly-Gruppen&lt;br /&gt;
* Transformation zurücksetzen (dies ist notwendig um später die benötigte .shape Datei zu erhalten) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** gehe zu 'Werkzeuge' (Hammer-Symbol) &amp;gt; Transformation &amp;gt; Transformation zurücksetzen&lt;br /&gt;
** gehe zurück zu 'Modizifieren' (das zweite Symbol) &amp;gt; Rechtsklick auf XForm &amp;gt; Alles zusammenklappen (dies sollte nun in 'Editable Poly' enden) ''([[Media:Outsider4.png]])''&lt;br /&gt;
* Du bist hier nun fertig :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
/drücke (M) um den Material Editor zu öffnen) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* rechtsklicke in der perspektiven Sicht und füge hinzu:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; deine Textur-Datei&lt;br /&gt;
*** verbinde dein Bitmap mit Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; deine Spiegelungs-Datei             &lt;br /&gt;
*** verbinde dein Bitmap mit Nel Materials 'fTexture_2'&lt;br /&gt;
* bereite das Nel Material für die InGame Benutzung vor&lt;br /&gt;
** in Nel Basic Parameter:&lt;br /&gt;
*** ändere Ambient and Diffuse Farbe zu 'weiß' und Opacity zu '100'&lt;br /&gt;
*** ändere die Spiegelung aufdie Farbe 'weiß', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** ändere den Shaders Type auf 'Specular'&lt;br /&gt;
*** demarkiere (deaktiviere!) 'Enable water splash' - Fragt mich nicht warum das automatisch aktiviert ist. Vielleicht waren die Leute Wasserjunkies  :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** überprüfe das alle Texturdateien korrekt sind&lt;br /&gt;
*** markiere (aktiviere) 'SpecularMap'&lt;br /&gt;
* Lasse deine Textur/Shader in 3ds Max anzeigen&lt;br /&gt;
** rechtsklicke auf deine Textur oder Shader in der perspektiven Sicht und wähle 'Zeige Material im Viewport an'&lt;br /&gt;
* Du bist hier nun fertig :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* gehe zu 'Werkzeuge'&lt;br /&gt;
** wähle 'Mehr...' &amp;gt; 'Nel Export' (eine neue Liste erscheint, genannt 'Parameters')&lt;br /&gt;
** gehe sicher, dass du dein Model selektiert hast und wähle 'Export model'&lt;br /&gt;
** vergebe deiner Datei einen guten Namen und speichere sie als NeL shape file (*.shape)&lt;br /&gt;
* Ja! Nun bist du fertig :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1100</id>
		<title>Tutorial fuer Aussenstehende</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1100"/>
				<updated>2014-07-28T01:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|DE|Tutorial_fuer_Aussenstehende|Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''Dies ist nur ein Kurzztutorial für diejenigen, die bereits Übung mit dem Modelieren haben und 3ds Max mit den Nel Plugins nur als Exporter nutzen''&lt;br /&gt;
&lt;br /&gt;
Nachdem du dein Model erfolgreich in 3ds Max importiert hast (ich bevorzuge fbx für die Importierung) solltest du tun:&lt;br /&gt;
&lt;br /&gt;
=== FÜR DAS OBJEKT ===&lt;br /&gt;
(du kannst immer (Z) drücken, um die Kamera direkt auf dein Objekt zu bewegen)&lt;br /&gt;
* die Material ID überprüfen ''([[Media:Outsider2.png]])''&lt;br /&gt;
** füge 'Edit Poly' (nicht 'Editable Poly') aus der Dropdown-Liste hinzu, drücke (5) um in den Element-Modus zu wechseln, selektiere alles von deinem Objekt (strg + a), in der Material ID box sollte generell eine Zahl zwischen 1 und 100 stehen, anderenfalls wird diese sonst später eventuell nicht richtig unterstützt, also ändere diese auf 1, wenn sonst keine Mat ID benötigt wird&lt;br /&gt;
* auto smooth des Objekts ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (immer noch im Element-Modus und alles selektiert) scrolle runter bis 'Polygon: Smoothing Groups' und wähle 'Auto Smooth' mit einem generellen Wert von 45,0 - wenn das für dein Objekt nicht genügend ist, benutze die Nummern der Poly-Gruppen&lt;br /&gt;
* Transformation zurücksetzen (dies ist notwendig um später die benötigte .shape Datei zu erhalten) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** gehe zu 'Werkzeuge' (Hammer-Symbol) &amp;gt; Transformation &amp;gt; Transformation zurücksetzen&lt;br /&gt;
** gehe zurück zu 'Modizifieren' (das zweite Symbol) &amp;gt; Rechtsklick auf XForm &amp;gt; Alles zusammenklappen (dies sollte nun in 'Editable Poly' enden) ''([[Media:Outsider4.png]])''&lt;br /&gt;
* Du bist hier nun fertig :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1099</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1099"/>
				<updated>2014-07-28T01:24:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Material ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1098</id>
		<title>Tutorial fuer Aussenstehende</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_fuer_Aussenstehende&amp;diff=1098"/>
				<updated>2014-07-28T01:21:41Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Created page with &amp;quot;{{tabLang|EN|DE Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}  ''Dies ist nur ein Kurzztutorial für diejenigen, die bereits Übung mit dem Modelieren habe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''Dies ist nur ein Kurzztutorial für diejenigen, die bereits Übung mit dem Modelieren haben und 3ds Max mit den Nel Plugins nur als Exporter nutzen''&lt;br /&gt;
&lt;br /&gt;
Nachdem du dein Model erfolgreich in 3ds Max importiert hast (ich bevorzuge fbx für die Importierung) solltest du tun:&lt;br /&gt;
&lt;br /&gt;
=== FÜR DAS OBJEKT ===&lt;br /&gt;
(du kannst immer (Z) drücken, um die Kamera direkt auf dein Objekt zu bewegen)&lt;br /&gt;
* die Material ID überprüfen ''([[Media:Outsider2.png]])''&lt;br /&gt;
** füge 'Edit Poly' (nicht 'Editable Poly') aus der Dropdown-Liste hinzu, drücke (5) um in den Element-Modus zu wechseln, selektiere alles von deinem Objekt (strg + a), in der Material ID box sollte generell eine Zahl zwischen 1 und 100 stehen, anderenfalls wird diese sonst später eventuell nicht richtig unterstützt, also ändere diese auf 1, wenn sonst keine Mat ID benötigt wird&lt;br /&gt;
* auto smooth des Objekts ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (immer noch im Element-Modus und alles selektiert) scrolle runter bis 'Polygon: Smoothing Groups' und wähle 'Auto Smooth' mit einem generellen Wert von 45,0 - wenn das für dein Objekt nicht genügend ist, benutze die Nummern der Poly-Gruppen&lt;br /&gt;
* Transformation zurücksetzen (dies ist notwendig um später die benötigte .shape Datei zu erhalten) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** gehe zu 'Werkzeuge' (Hammer-Symbol) &amp;gt; Transformation &amp;gt; Transformation zurücksetzen&lt;br /&gt;
** gehe zurück zu 'Modizifieren' (das zweite Symbol) &amp;gt; Rechtsklick auf XForm &amp;gt; Alles zusammenklappen (dies sollte nun in 'Editable Poly' enden) ''([[Media:Outsider4.png]])''&lt;br /&gt;
* Du bist hier nun fertig :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1097</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1097"/>
				<updated>2014-07-28T01:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Material ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1096</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1096"/>
				<updated>2014-07-28T00:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage ''([[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Material ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1095</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1095"/>
				<updated>2014-07-27T23:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE Tutorial_fuer_Aussenstehende|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage ''([[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1094</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1094"/>
				<updated>2014-07-27T23:21:47Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
''This is just a quick tutorial for the ones, who already know about modeling and only need 3ds Max with NeL Plugins as an exporter''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage ''([[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1093</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1093"/>
				<updated>2014-07-27T23:20:02Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage ''([[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;br /&gt;
* Yes! You are finally done :-)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1092</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1092"/>
				<updated>2014-07-27T23:19:16Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage ''([[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''([[Media:Outsider2.png]])''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''([[Media:Outsider2.png]])''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''([[Media:Outsider3.png]])''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected &lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly') ''([[Media:Outsider4.png]])''&lt;br /&gt;
* You are done here :-)&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor) ''([[Media:Outsider5.png]])''&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1091</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1091"/>
				<updated>2014-07-27T23:13:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
[[File:Outsider1.png|50px|thumb|right]]&lt;br /&gt;
[[File:Outsider2.png|50px|thumb|right]]&lt;br /&gt;
[[File:Outsider3.png|50px|thumb|right]]&lt;br /&gt;
*  preparing well edges for ingame usage ''(picture [[Media:Outsider1.png]])''&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID ''(picture #2)''&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object ''(picture #2)''&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later) ''(picture #3)''&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected&lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly')&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor)&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1090</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1090"/>
				<updated>2014-07-27T22:44:20Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}&lt;br /&gt;
&lt;br /&gt;
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:&lt;br /&gt;
&lt;br /&gt;
=== FOR THE OBJECT ===&lt;br /&gt;
*  preparing well edges for ingame usage&lt;br /&gt;
**  select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
** go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
* check for material ID&lt;br /&gt;
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
* auto smooth your object&lt;br /&gt;
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
* resetting XForm (this is important to export your model as a .shape later)&lt;br /&gt;
** go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected&lt;br /&gt;
** go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly')&lt;br /&gt;
&lt;br /&gt;
=== FOR THE MATERIAL ===&lt;br /&gt;
(press (M) to open the material editor)&lt;br /&gt;
* right click in the view and add:&lt;br /&gt;
** Materials &amp;gt; Nel Material&lt;br /&gt;
** Bitmap &amp;gt; Your texture file&lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
** Bitmap &amp;gt; Your specular file                &lt;br /&gt;
*** combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
* preparing Nel Material for ingame usage&lt;br /&gt;
** in Nel Basic Parameters:&lt;br /&gt;
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
*** changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
** in Nel Material&lt;br /&gt;
*** change Shaders Type to 'Specular'&lt;br /&gt;
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
** in Nel Textures&lt;br /&gt;
*** recheck that all texture files are fine&lt;br /&gt;
*** check (enable) 'SpecularMap'&lt;br /&gt;
* make your texture/shader shown in 3ds Max&lt;br /&gt;
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
&lt;br /&gt;
=== EXPORT ===&lt;br /&gt;
* go to 'Utilities' &lt;br /&gt;
** select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
** make sure you have your model selected and choose 'Export model'&lt;br /&gt;
** give your file a good name and save it as a NeL shape file (*.shape)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1089</id>
		<title>Tutorial for outsiders</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Tutorial_for_outsiders&amp;diff=1089"/>
				<updated>2014-07-27T22:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: Created page with &amp;quot;after you imported your model succesfully inside 3ds max (i recommend fbx for import) you have to do:  FOR THE OBJECT: - preparing well edges for ingame usage -- select your o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;after you imported your model succesfully inside 3ds max (i recommend fbx for import) you have to do:&lt;br /&gt;
&lt;br /&gt;
FOR THE OBJECT:&lt;br /&gt;
- preparing well edges for ingame usage&lt;br /&gt;
-- select your object (you can always press (Z) to move the camera directly to your selected object)&lt;br /&gt;
-- go to 'Modify' &amp;gt; open dropdown list &amp;gt; select Nel Convert (this will add 'Rykol Patchmesh Convert')&lt;br /&gt;
- check for material ID&lt;br /&gt;
-- add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary&lt;br /&gt;
- auto smooth your object&lt;br /&gt;
-- (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups&lt;br /&gt;
- resetting XForm (this is important to export your model as a .shape later)&lt;br /&gt;
-- go to 'Utilities' (hammer icon) &amp;gt; Reset XForm &amp;gt; Reset Selected&lt;br /&gt;
-- go back to 'Modify' (second icon) &amp;gt; Right click on XForm &amp;gt; Collapse All (this should now end in 'Editable Poly')&lt;br /&gt;
&lt;br /&gt;
FOR THE MATERIAL:&lt;br /&gt;
(press (M) to open the material editor)&lt;br /&gt;
- right click in the view and add:&lt;br /&gt;
-- Materials &amp;gt; Nel Material&lt;br /&gt;
-- Bitmap &amp;gt; Your texture file&lt;br /&gt;
--- combine your bitmap with the Nel Materials 'fTexture_1'&lt;br /&gt;
-- Bitmap &amp;gt; Your specular file                &lt;br /&gt;
--- combine your bitmap with the Nel Materials 'fTexture_2'&lt;br /&gt;
- preparing Nel Material for ingame usage&lt;br /&gt;
-- in Nel Basic Parameters:&lt;br /&gt;
--- changing Ambient and Diffuse color to 'white' and Opacity to '100'&lt;br /&gt;
--- changing Specular color to 'white', Level: '2', Glossiness: '9'&lt;br /&gt;
-- in Nel Material&lt;br /&gt;
--- change Shaders Type to 'Specular'&lt;br /&gt;
--- unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)&lt;br /&gt;
-- in Nel Textures&lt;br /&gt;
--- recheck all texture files are fine&lt;br /&gt;
--- check (enable) 'SpecularMap'&lt;br /&gt;
- make your texture/shader shown in 3ds Max&lt;br /&gt;
-- right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'&lt;br /&gt;
&lt;br /&gt;
 EXPORT:&lt;br /&gt;
- go to 'Utilities' &lt;br /&gt;
-- select 'More...' &amp;gt; 'Nel Export' (a new list appeared called 'Parameters')&lt;br /&gt;
-- make sure you have selected your model and choose 'Export model'&lt;br /&gt;
-- give your file a good name and save it as a NeL shape file (*.shape)&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1049</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1049"/>
				<updated>2014-07-26T23:35:08Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Teddybaer|EN Teddybear|ES|FR_Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1047</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1047"/>
				<updated>2014-07-26T23:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Teddybär|EN Teddybear|ES|FR_Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1045</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1045"/>
				<updated>2014-07-26T23:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|DE|Teddybär|EN_TeddyBear|ES|FR_Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1042</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1042"/>
				<updated>2014-07-26T23:31:19Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TabLang|DE|Teddybär|EN_TeddyBear|ES|FR Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1041</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1041"/>
				<updated>2014-07-26T23:30:23Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TabLang|DE|TeddyBaer|EN TeddyBear|ES|FR Peluche|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1039</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1039"/>
				<updated>2014-07-26T23:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TabLang|DE|DE|EN|ES|{{Teddybär}}|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1038</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1038"/>
				<updated>2014-07-26T23:28:59Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TabLang|DE|DE|EN|ES|Teddybär|RU}}&lt;br /&gt;
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{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1037</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1037"/>
				<updated>2014-07-26T23:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TabLang|DE|DE|EN|ES|Teddybaer|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1036</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1036"/>
				<updated>2014-07-26T23:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|FR_Peluche|TeddyBaer|EN_TeddyBear|ES|{{Teddybär}}|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1035</id>
		<title>Teddybaer</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Teddybaer&amp;diff=1035"/>
				<updated>2014-07-26T23:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Aileya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|FR_Peluche|TeddyBaer|TeddyBear|ES|{{Teddybär}}|RU}}&lt;br /&gt;
&lt;br /&gt;
{{ToTrad}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇩↓⇊⇓⬇ votre texte ⬇⇓⇊↓⇩ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Übersetzung steht noch aus und folgt sobald wie möglich! - if you want to complete it, please update this line so that no one will edit it in the meantime)&lt;br /&gt;
&lt;br /&gt;
The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals. &lt;br /&gt;
&lt;br /&gt;
=Object of the month: creating and deploying cudlly toys &amp;quot;Atys' mobs&amp;quot; in game=&lt;br /&gt;
&lt;br /&gt;
[[File:00-tuto-peluche.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite for modelising only the cuddly toy:&lt;br /&gt;
&lt;br /&gt;
* Having installed Ryzom assets and properly set-up the repositories (NEL tools expect to find the assets in the W:\database folder).&lt;br /&gt;
* Having installed 3DSMax and set-up the NEL plugin (Beware the plugin works only with versions 32bits of 3DSMax, and from version 9 till version 2012).&lt;br /&gt;
* Advised but not mandatory: having installed the NEL tool &amp;quot;''tga2dds.exe''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Prerequisite for deploying the cuddly toy on a game server:&lt;br /&gt;
&lt;br /&gt;
* Having compiled and installed a game server, and having set-up a client to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.&lt;br /&gt;
&lt;br /&gt;
Some usefeul linkds for these prerequisites:&lt;br /&gt;
&lt;br /&gt;
* Downloading the assets and tools: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
* Set-up of the readers: https://ryzomcore.atlassian.net/wiki/display/RC/How+to+set+up+the+Build+Pipeline&lt;br /&gt;
* Insalling the NEL plugin of 3DSMax: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Max+Plugins&lt;br /&gt;
&lt;br /&gt;
==  Step 1: choosing the model we'll use for our cuddly toy ==&lt;br /&gt;
&lt;br /&gt;
All 3d models for Ryzom fauna are gathered in the &amp;quot;W:\database\stuff\tryker\agents\monsters&amp;quot; folder, by creature family. In this tutorial, we'll use the &amp;quot;Gubani&amp;quot; model, which is located in the &amp;quot;horse&amp;quot; (&amp;quot;cheval&amp;quot; in French) folder, to create our cuddly toy:&lt;br /&gt;
&lt;br /&gt;
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:01-tuto-peluche-dossiers-mobs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 2: Getting the model and creating a dedicated work folder  ==&lt;br /&gt;
&lt;br /&gt;
In 3DSMax, open the &amp;quot;W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
Use the menu =&amp;gt; &amp;quot;File&amp;quot; =&amp;gt; &amp;quot;Manage&amp;quot; =&amp;gt; &amp;quot;Asset Tracking&amp;quot; to check the list of the files used in this model, especially the textures. Notice this two files:&lt;br /&gt;
&lt;br /&gt;
* The 3d model: &amp;quot;tr_mo_h12.max&amp;quot;&lt;br /&gt;
* The texture for the gubani: &amp;quot;ju_mo_h12.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:02-tuto-peluche-asset-tracking.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So we'll create a &amp;quot;soft-toy&amp;quot; folder, in the &amp;quot;W:\database\stuff\generique\agents\accessories&amp;quot; folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max&lt;br /&gt;
&lt;br /&gt;
* the first &amp;quot;ge_&amp;quot; prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryker, fy: fyros, etc...).&lt;br /&gt;
* the second prefix in the file name specifies the type of model (hom: male homin, mo: monster, wea: weapon, etc...). Here &amp;quot;acc&amp;quot; for _acc_essory.&lt;br /&gt;
* and last, the name of our model &amp;quot;teddy-gubani&amp;quot;, which will be suffixed with a number, in order to be able to create several variants of the teddy-gubani.&lt;br /&gt;
&lt;br /&gt;
For the texture, we should also copy it under &amp;quot;W:\database\stuff\generique\agents\_textures\accessories&amp;quot;, but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: &amp;quot;ge_acc_teddy-gubani_01.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ryzom core knwo only how to show textures with a &amp;quot;.tga&amp;quot; or &amp;quot;.dds&amp;quot; format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the &amp;quot;.png&amp;quot; image into a &amp;quot;.tga&amp;quot; one. That's the one we'll keep for edition. We'll use the NEL tool &amp;quot;'tga2dds'&amp;quot; to generate a texture image under &amp;quot;.dds&amp;quot; format for the 3d model. That's the one which well be used in 3DSMax.&lt;br /&gt;
&lt;br /&gt;
  tga2dds ge_acc_teddy-gubani_01.tga&lt;br /&gt;
&lt;br /&gt;
If you don't have this tool, you gan keep the &amp;quot;.tga&amp;quot; version. It will work for the IG tests.&lt;br /&gt;
In the &amp;quot;soft-toy&amp;quot; folder, you should now have as a result:&lt;br /&gt;
&lt;br /&gt;
[[File:03-tuto-peluche-dossier-soft-toy.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==  Step 3: Cleaing the 3D model using 3DSMax ==&lt;br /&gt;
The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:04-tuto-peluche-animation.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Select with the mouse the &amp;quot;Gubani&amp;quot; model. In the right panel, select the &amp;quot;''modify''&amp;quot; tab. You should see the mesh called &amp;quot;TR_MO_H12&amp;quot; and in the  stack one modifier called &amp;quot;physical&amp;quot;. We will delete&lt;br /&gt;
&lt;br /&gt;
[[File:05-tuto-peluche-physique.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu &amp;quot;Tools&amp;quot;=&amp;gt; &amp;quot;New Scene Explorer&amp;quot; et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.&lt;br /&gt;
&lt;br /&gt;
Then we will open the scene explorer screen  via the &amp;quot;Tools&amp;quot; menu =&amp;gt; &amp;quot;New Scene Explorer&amp;quot; and delete all the elements constituting the skeleton of the model and keep only the animal mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:06-tuto-peluche-bones-01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Now we have only one element in our &amp;quot;scene&amp;quot;: the Gubani mesh &amp;quot;TR_MO_H12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the right panel, we will rename the mesh &amp;quot;ge_acc_tedy-gubani_01&amp;quot;. This name will be used by the export &amp;quot;NEL&amp;quot; to name the generated file when exporting to &amp;quot;shape&amp;quot; NEL format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:07-tuto-peluche-nettoyer-modele-fin.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==  Étape 4 : Modifier le mapping des textures du modèle  ==&lt;br /&gt;
&lt;br /&gt;
Dans cette partie, nous allons revoir la texturation du modèle 3d. A priori, il faudrait juste changer la texture de base «ju_mo_h12.png» pour pointer sur la notre «ge_acc_teddy-gubani_01.dds» (ou «.tga» à défaut) puis l'adapter comme nous le voulons visuellement. Cependant, cela va être un peu plus compliqué :&lt;br /&gt;
&lt;br /&gt;
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture &amp;quot;ju_mo_h12.png&amp;quot; to point to our &amp;quot;ge_acc_teddy-gubani_01.dds&amp;quot;  texture (or the &amp;quot;. tga&amp;quot; one). However, this will be a bit more complicated: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First we open the &amp;quot;Material Editor&amp;quot; (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named &amp;quot;Map # 1 Nel Multi Bitmap&amp;quot; by double clicking on it (3). In the right sidebar, a description of its properties (4) appear. The &amp;quot;Nel Multi Bitmap&amp;quot; allow to specify  8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by and environmental objects to specify a different texture for each season. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:08-tuto-peluche-texture.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The ID 1  slot is used for textures of Tryker ecosystem, the second solt (ID 2) for the Fyros ecosystem Fyros. The third slot (ID 3) for Zoraï ecosystem and the fourth  one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being ponly resent in jungle primes root. Only slots 3 and 4 are used&lt;br /&gt;
&lt;br /&gt;
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter. &lt;br /&gt;
&lt;br /&gt;
[[File:09-tuto-peluche-multi-texture.png]]&lt;br /&gt;
&lt;br /&gt;
We will not use this mechanism. We will therefore deleted the &amp;quot;NEL Multi Bitmap&amp;quot; and replace it with a simple &amp;quot;Bitmap&amp;quot; by dragging the mouse from  the output of &amp;quot;1 tTexture 1&amp;quot; as shown in the above image. When release the mouse, a menu appears (2), select &amp;quot;Bitmap&amp;quot; entry: &lt;br /&gt;
&lt;br /&gt;
[[File:10-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then select our texture &amp;quot;W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds&amp;quot; (or &amp;quot;.tga&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:11-tuto-peluche-bitmap.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Repeat the operation on the other &amp;quot;Nel Multi Bitmap&amp;quot; which reference the same image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Étape 5 : Scaling the model  ==&lt;br /&gt;
&lt;br /&gt;
Our 3d model is almost ready. However, its size does not match what expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.&lt;br /&gt;
&lt;br /&gt;
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) =&amp;gt; References (2) =&amp;gt; Xref Scene (3) and then clicking on the Add button (4) :&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Homin model &amp;quot;W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max&amp;quot; which should appear in your 3d scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:15-tuto-peluche-xref-02.png]]&lt;br /&gt;
&lt;br /&gt;
Scale the Gubani modeland move via tools &amp;quot;Scale&amp;quot; and &amp;quot;Move&amp;quot; from the popup menu that appears when you click the model with the right mouse button.&lt;br /&gt;
&lt;br /&gt;
[[File:16-tuto-peluche-echelle.png]]&lt;br /&gt;
&lt;br /&gt;
Once at the right scale, remove the reference to the homin model through the File menu =&amp;gt; References =&amp;gt; Xref Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reposition the Gubani model  at the scene origin  (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
https://khaganat.net/wikhan/fr:todo:dessiner:peluche &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ⇧↑⇈⇑⬆ votre texte ⬆⇧↑⇈⇑ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TPInWikiRyzom}}&lt;br /&gt;
[[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Aileya</name></author>	</entry>

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