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	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=444</id>
		<title>EN textures</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=444"/>
				<updated>2014-07-08T19:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|FR|ES|{{Textures environnementales}}|RU}}&lt;br /&gt;
&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;
&lt;br /&gt;
{{category:3D}} {{category:Textures}} {{category:Tutoriaux}} {{category:Graphisme}}&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=424</id>
		<title>EN textures</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=424"/>
				<updated>2014-07-08T16:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|FR|ES|{{Textures environnementales}}|RU}}&lt;br /&gt;
&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 sharpness 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;
&lt;br /&gt;
{{category:3D}} {{category:Textures}} {{category:Tutoriaux}} {{category:Graphisme}}&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=422</id>
		<title>EN textures</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_textures&amp;diff=422"/>
				<updated>2014-07-08T15:51:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: Created page with &amp;quot;{{tabLang|EN|DE|FR|ES|{{Textures environnementales}}|RU}}  = Environmental Texutres conception and preparation =  &amp;quot; Tutorial not yet finished &amp;quot;  The environmental textures are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|FR|ES|{{Textures environnementales}}|RU}}&lt;br /&gt;
&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 sharpness 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;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Aide_wiki&amp;diff=392</id>
		<title>Aide wiki</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Aide_wiki&amp;diff=392"/>
				<updated>2014-07-07T17:20:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Contribuer au wiki =&lt;br /&gt;
&lt;br /&gt;
Si vous n'êtes pas familier des wiki, et de Mediawiki en particulier, éditer et créer des pages peut vous sembler complexe. Bonne nouvelle : nous utilisons un moteur de wiki très documenté, dans toutes les langues. &lt;br /&gt;
&lt;br /&gt;
En tant qu'utilisateur, la plupart des informations utiles sont disponibles ici : [http://www.mediawiki.org/wiki/User_hub/fr] et plus précisement là : &lt;br /&gt;
[http://www.mediawiki.org/wiki/Manual:FAQ/fr Faq fr de Mediawiki].&lt;br /&gt;
&lt;br /&gt;
Mediawiki est aussi utilisé par Wikipedia, qui a des tas de tutos très bien fait. La page [http://fr.wikipedia.org/wiki/Aide:Premiers_pas/ Premiers pas de Wikipedia] est un excellent moyen de comprendre ce qu'est un wiki et comment commencer. &lt;br /&gt;
&lt;br /&gt;
Pour rédiger, la [http://fr.wikipedia.org/wiki/Aide:Syntaxe syntaxe] est très complète, et la page [http://fr.wikipedia.org/wiki/Aide:Antis%C3%A8che Antisèche] permet de retrouver rapidement les mises en page les plus utilisées. &lt;br /&gt;
&lt;br /&gt;
Toutes les fonctionnalités accessibles sur Mediawiki/Wikipedia ne sont pas accessibles sur ce wiki : certaines demandent à être ajoutées par un [http://forge.ryzom.com/w/index.php?title=Special:ListUsers&amp;amp;group=sysop administrateur]. S'il vous manque quelque chose, contactez-en un et demandez-lui gentiment. Vous pouvez aussi utiliser la page [[Wiki_on_Work]] (temps de réaction variable suivant les périodes).&lt;br /&gt;
&lt;br /&gt;
La page de [http://fr.wiki.ryzom.com/wiki/Utilisateur:Zorroargh/Guide_de_r%C3%A9daction Zorroargh] sur le wiki de la Lore est aussi une excellente façon de débuter.&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Aide_wiki&amp;diff=391</id>
		<title>Aide wiki</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Aide_wiki&amp;diff=391"/>
				<updated>2014-07-07T17:19:17Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{tabLang|FR|DE|EN|ES|{{Contribuer au wiki}}|RU}}&lt;br /&gt;
&lt;br /&gt;
= Contribuer au wiki =&lt;br /&gt;
&lt;br /&gt;
Si vous n'êtes pas familier des wiki, et de Mediawiki en particulier, éditer et créer des pages peut vous sembler complexe. Bonne nouvelle : nous utilisons un moteur de wiki très documenté, dans toutes les langues. &lt;br /&gt;
&lt;br /&gt;
En tant qu'utilisateur, la plupart des informations utiles sont disponibles ici : [http://www.mediawiki.org/wiki/User_hub/fr] et plus précisement là : &lt;br /&gt;
[http://www.mediawiki.org/wiki/Manual:FAQ/fr Faq fr de Mediawiki].&lt;br /&gt;
&lt;br /&gt;
Mediawiki est aussi utilisé par Wikipedia, qui a des tas de tutos très bien fait. La page [http://fr.wikipedia.org/wiki/Aide:Premiers_pas/ Premiers pas de Wikipedia] est un excellent moyen de comprendre ce qu'est un wiki et comment commencer. &lt;br /&gt;
&lt;br /&gt;
Pour rédiger, la [http://fr.wikipedia.org/wiki/Aide:Syntaxe syntaxe] est très complète, et la page [http://fr.wikipedia.org/wiki/Aide:Antis%C3%A8che Antisèche] permet de retrouver rapidement les mises en page les plus utilisées. &lt;br /&gt;
&lt;br /&gt;
Toutes les fonctionnalités accessibles sur Mediawiki/Wikipedia ne sont pas accessibles sur ce wiki : certaines demandent à être ajoutées par un [http://forge.ryzom.com/w/index.php?title=Special:ListUsers&amp;amp;group=sysop administrateur]. S'il vous manque quelque chose, contactez-en un et demandez-lui gentiment. Vous pouvez aussi utiliser la page [[Wiki_on_Work]] (temps de réaction variable suivant les périodes).&lt;br /&gt;
&lt;br /&gt;
La page de [http://fr.wiki.ryzom.com/wiki/Utilisateur:Zorroargh/Guide_de_r%C3%A9daction Zorroargh] sur le wiki de la Lore est aussi une excellente façon de débuter.&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Support&amp;diff=389</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=389"/>
				<updated>2014-07-07T17:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: Created page with &amp;quot;{{TabLang|EN|DE|{{Support}}|ES|​​FR|RU}}  =Support= Creating tutorials on how to install Ryzom under Linux, Mac and Windows and how to troubleshoot the most common problem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{Support}}|ES|​​FR|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 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;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=388</id>
		<title>Category:Dev</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=388"/>
				<updated>2014-07-07T16:54:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{Dev/Integration}}|RU}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dev/Intégration =&lt;br /&gt;
Intégrer les créations des autres pôles dans un ensemble exportable vers le serveur de Ryzom. Il s'agit donc de mettre les outils et l'infrastructure nécessaires au développement de la zone à la disposition de la comunauté du projet.&lt;br /&gt;
&lt;br /&gt;
Mettre à disposition les outils Ryzom et NEL de RyzomCore pour les différentes plateformes (OVQT/ WorldEditor) : au sein du projet Khaganat, un serveur dédié linux permet la compilation des clients linux 32bits, linux 64bits, windows 32bits et windows 64bits (à l'aide de wine) : http://buildbot.khaganat.net/. Cette expérience est dans la droite ligne du projet du pôle linux de Ryzom mais intégrant la plateforme windows. Il s'agit ici de capitaliser sur cette expérience pour généraliser ce projet de ferme de compilation à l'ensemble des outils NEL/Ryzom nécessaires au projet New Zone. Il serait dommage également de ne pas profiter de la base élargie d'utilisateurs de ces outils pour stabiliser ceux-ci, voire les améliorer, en profitant des remontées des utilisateurs ou de leurs patchs. Dans cette optique, une coordination avec le groupe RyzomCore serait un plus (d'autant qu'un projet GSoC sur la mise au point et l'amélioration d'OVQT a été validé pour 2014).&lt;br /&gt;
&lt;br /&gt;
* Le pipeline graphique : il s'agit des outils et scripts permettant de générer essentiellement (mais pas uniquement) les fichiers graphiques du client. Ce pipeline s'appuie sur l'application propriétaire 3DSMax pour exporter les modèles 3D vers le format NEL. Il y a deux approches à envisager ici :&lt;br /&gt;
&lt;br /&gt;
* Solution poste client : comme pour les outils NEL/Ryzom, il s'agit de mettre à disposition de la communauté le moyen pour chacun de configurer chez soi un pipeline pour la création des fichiers nécessaires au serveur. Il faut également fournir une configuration adéquate par rapport au projet New Zone et une base d'assets unifiée.&lt;br /&gt;
&lt;br /&gt;
* Solution serveur : la configuration du pipeline Ryzom n'est pas une tâche triviale. Elle requiert de plus un outil propriétaire. La partie modélisation 3D étant surtout le fait d'une communauté d'artistes n'ayant pas forcément les compétences informatiques adéquates, l'idée est de proposer un serveur &amp;quot;pipeline&amp;quot; public permettant la génération automatique des fichiers NEL suite à la soumission de modèles sources par cette communauté. A noter qu'il existe des outils offline comme OVQT qui permettent de visualiser ces modèles 3D au format NEL sans avoir besoin de les positionner sur un serveur de jeu.&lt;br /&gt;
&lt;br /&gt;
'''Note''' : L'équipe Khaganat a déjà configuré un machine virtuelle avec 3dsmax pour pouvoir travailler sous linux, ainsi que l'utilisation de wine pour la compilation croisée avec microsoft visual c++ sous linux. L 'idée est de voir s'il est possible de faire tourner le pipeline sur un serveur linux avec 3dsmax fonctionnant sous wine pour la partie export des fichiers &amp;quot;.max&amp;quot;. Autre note : les scripts du pipeline ont été reprogrammés en python et fonctionnent sous linux.&lt;br /&gt;
&lt;br /&gt;
* Le serveur de tests : l'organisation autour d'un serveur de tests dépend du choix de son hébergement : sur le serveur de tests de Ryzom ou par la communauté. L'expérience de l'équipe Khaganat pourrait également être adaptée à ce projet : ils disposent d'une machine virtuelle (VM) virtualbox avec un serveur de jeu qui peut fonctionner en même temps qu'un client de jeu sur un poste utilisateur pour des tests. Cette VM dispose aussi d'un script pour regénérer les datasheets du client de jeu sans avoir à utiliser le pipeline (hors fichiers graphiques). Elle est utilisée par des membres du projet Khaganat pour leur tests d'insertion d'objets et d'éléments dans le monde : armure, mobs, etc...&lt;br /&gt;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Madi&lt;br /&gt;
* Kervala&lt;br /&gt;
*Emiro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=387</id>
		<title>Category:Dev</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=387"/>
				<updated>2014-07-07T16:52:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{Dev/Integration}}|RU}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dev/Intégration =&lt;br /&gt;
Intégrer les créations des autres pôles dans un ensemble exportable vers le serveur de Ryzom. Il s'agit donc de mettre les outils et l'infrastructure nécessaires au développement de la zone à la disposition de la comunauté du projet.&lt;br /&gt;
&lt;br /&gt;
Mettre à disposition les outils Ryzom et NEL de RyzomCore pour les différentes plateformes (OVQT/ WorldEditor) : au sein du projet Khaganat, un serveur dédié linux permet la compilation des clients linux 32bits, linux 64bits, windows 32bits et windows 64bits (à l'aide de wine) : http://buildbot.khaganat.net/. Cette expérience est dans la droite ligne du projet du pôle linux de Ryzom mais intégrant la plateforme windows. Il s'agit ici de capitaliser sur cette expérience pour généraliser ce projet de ferme de compilation à l'ensemble des outils NEL/Ryzom nécessaires au projet New Zone. Il serait dommage également de ne pas profiter de la base élargie d'utilisateurs de ces outils pour stabiliser ceux-ci, voire les améliorer, en profitant des remontées des utilisateurs ou de leurs patchs. Dans cette optique, une coordination avec le groupe RyzomCore serait un plus (d'autant qu'un projet GSoC sur la mise au point et l'amélioration d'OVQT a été validé pour 2014).&lt;br /&gt;
&lt;br /&gt;
* Le pipeline graphique : il s'agit des outils et scripts permettant de générer essentiellement (mais pas uniquement) les fichiers graphiques du client. Ce pipeline s'appuie sur l'application propriétaire 3DSMax pour exporter les modèles 3D vers le format NEL. Il y a deux approches à envisager ici :&lt;br /&gt;
&lt;br /&gt;
* Solution poste client : comme pour les outils NEL/Ryzom, il s'agit de mettre à disposition de la communauté le moyen pour chacun de configurer chez soi un pipeline pour la création des fichiers nécessaires au serveur. Il faut également fournir une configuration adéquate par rapport au projet New Zone et une base d'assets unifiée.&lt;br /&gt;
&lt;br /&gt;
* Solution serveur : la configuration du pipeline Ryzom n'est pas une tâche triviale. Elle requiert de plus un outil propriétaire. La partie modélisation 3D étant surtout le fait d'une communauté d'artistes n'ayant pas forcément les compétences informatiques adéquates, l'idée est de proposer un serveur &amp;quot;pipeline&amp;quot; public permettant la génération automatique des fichiers NEL suite à la soumission de modèles sources par cette communauté. A noter qu'il existe des outils offline comme OVQT qui permettent de visualiser ces modèles 3D au format NEL sans avoir besoin de les positionner sur un serveur de jeu.&lt;br /&gt;
&lt;br /&gt;
'''Note''' : L'équipe Khaganat a déjà configuré un machine virtuelle avec 3dsmax pour pouvoir travailler sous linux, ainsi que l'utilisation de wine pour la compilation croisée avec microsoft visual c++ sous linux. L 'idée est de voir s'il est possible de faire tourner le pipeline sur un serveur linux avec 3dsmax fonctionnant sous wine pour la partie export des fichiers &amp;quot;.max&amp;quot;. Autre note : les scripts du pipeline ont été reprogrammés en python et fonctionnent sous linux.&lt;br /&gt;
&lt;br /&gt;
* Le serveur de tests : l'organisation autour d'un serveur de tests dépend du choix de son hébergement : sur le serveur de tests de Ryzom ou par la communauté. L'expérience de l'équipe Khaganat pourrait également être adaptée à ce projet : ils disposent d'une machine virtuelle (VM) virtualbox avec un serveur de jeu qui peut fonctionner en même temps qu'un client de jeu sur un poste utilisateur pour des tests. Cette VM dispose aussi d'un script pour regénérer les datasheets du client de jeu sans avoir à utiliser le pipeline (hors fichiers graphiques). Elle est utilisée par des membres du projet Khaganat pour leur tests d'insertion d'objets et d'éléments dans le monde : armure, mobs, etc...&lt;br /&gt;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Madi&lt;br /&gt;
* Kervala&lt;br /&gt;
*Emiro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Dev&amp;diff=386</id>
		<title>EN Dev</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Dev&amp;diff=386"/>
				<updated>2014-07-07T16:52:18Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: Created page with &amp;quot;{{tabLang|EN|DE|FR|ES|{{FULLPAGENAME}}|RU}}  = Dev/Integration =  To integrate the creation of the other poles in an exportable kit towards the Ryzom server, we will need to m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|FR|ES|{{FULLPAGENAME}}|RU}}&lt;br /&gt;
&lt;br /&gt;
= Dev/Integration =&lt;br /&gt;
&lt;br /&gt;
To integrate the creation of the other poles in an exportable kit towards the Ryzom server, we will need to make the tools and infrastructures necessary to the developement of the zone available to the community of the project.&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;
&amp;quot;&amp;quot;Note&amp;quot;&amp;quot;: 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;
[[Category: Tutorials]] [[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=382</id>
		<title>Category:Dev</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Dev&amp;diff=382"/>
				<updated>2014-07-07T15:59:44Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{Dev/Integration}}|RU}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dev/Intégration =&lt;br /&gt;
Intégrer les créations des autres pôles dans un ensemble exportable vers le serveur de Ryzom. Il s'agit donc de mettre les outils et l'infrastructure nécessaires au développement de la zone à la disposition de la comunauté du projet.&lt;br /&gt;
&lt;br /&gt;
Mettre à disposition les outils Ryzom et NEL de RyzomCore pour les différentes plateformes (OVQT/ WorldEditor) : au sein du projet Khaganat, un serveur dédié linux permet la compilation des clients linux 32bits, linux 64bits, windows 32bits et windows 64bits (à l'aide de wine) : http://buildbot.khaganat.net/. Cette expérience est dans la droite ligne du projet du pôle linux de Ryzom mais intégrant la plateforme windows. Il s'agit ici de capitaliser sur cette expérience pour généraliser ce projet de ferme de compilation à l'ensemble des outils NEL/Ryzom nécessaires ou projet New Zone. Il serait dommage également de ne pas profiter de la base élargie d'utilisateurs de ces outils pour stabiliser ceux-ci, voire les améliorer, en profitant des remontées des utilisateurs ou de leurs patchs. Dans cette optique, une coordination avec le groupe RyzomCore serait un plus (d'autant qu'un projet GSoC sur la mise au point et l'amélioration d'OVQT a été validé pour 2014).&lt;br /&gt;
&lt;br /&gt;
* Le pipeline graphique : il s'agit des outils et scripts permettant de générer essentiellement (mais pas uniquement) les fichiers graphiques du client. Ce pipeline s'appuie sur l'application propriétaire 3DSMax pour exporter les modèles 3D vers le format NEL. Il y a deux approches à envisager ici :&lt;br /&gt;
&lt;br /&gt;
* Solution poste client : comme pour les outils NEL/Ryzom, il s'agit de mettre à disposition de la communauté le moyen pour chacun de configurer chez soi un pipeline pour la création des fichiers nécessaires au serveur. Il faut également fournir une configuration adéquate par rapport au projet New Zone et une base d'assets unifiée.&lt;br /&gt;
&lt;br /&gt;
* Solution serveur : la configuration du pipeline Ryzom n'est pas une tâche triviale. Elle requiert de plus un outil propriétaire. La partie modélisation 3D étant surtout le fait d'une communauté d'artistes n'ayant pas forcément les compétences informatiques adéquates, l'idée est de proposer un serveur &amp;quot;pipeline&amp;quot; public permettant la génération automatique des fichiers NEL suite à la soumission de modèles sources par cette communauté. A noter qu'il existe des outils offline comme OVQT qui permettent de visualiser ces modèles 3D au format NEL sans avoir besoin de les positionner sur un serveur de jeu.&lt;br /&gt;
&lt;br /&gt;
'''Note''' : L'équipe Khaganat a déjà configuré un machine virtuelle avec 3dsmax pour pouvoir travailler sous linux, ainsi que l'utilisation de wine pour la compilation croisée avec microsoft visual c++ sous linux. L 'idée est de voir s'il est possible de faire tourner le pipeline sur un serveur linux avec 3dsmax fonctionnant sous wine pour la partie export des fichiers &amp;quot;.max&amp;quot;. Autre note : les scripts du pipeline ont été reprogrammés en python et fonctionnent sous linux.&lt;br /&gt;
&lt;br /&gt;
* Le serveur de tests : l'organisation autour d'un serveur de tests dépend du choix de son hébergement : sur le serveur de tests de Ryzom ou par la communauté. L'expérience de l'équipe Khaganat pourrait également être adaptée à ce projet : ils disposent d'une machine virtuelle (VM) virtualbox avec un serveur de jeu qui peut fonctionner en même temps qu'un client de jeu sur un poste utilisateur pour des tests. Cette VM dispose aussi d'un script pour regénérer les datasheets du client de jeu sans avoir à utiliser le pipeline (hors fichiers graphiques). Elle est utilisée par des membres du projet Khaganat pour leur tests d'insertion d'objets et d'éléments dans le monde : armure, mobs, etc...&lt;br /&gt;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Madi&lt;br /&gt;
* Kervala&lt;br /&gt;
*Emiro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category:EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Level-Design&amp;diff=381</id>
		<title>EN Level-Design</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Level-Design&amp;diff=381"/>
				<updated>2014-07-07T15:52:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* LEVEL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{Level Design}}|ES|​​FR|RU}}&lt;br /&gt;
=Level Design=&lt;br /&gt;
Level design is the reflection about what makes a land alive, rich and challenging for the players. It includes the background, the story of the place that the players will discover step by step (rites, amber cubes), the ecosystem (mobs, agro zones, patrols, cartography, mats), but also the interactions they can have with the zone itself and its inhabitants (NPCs, tribes, quests, missions.&lt;br /&gt;
&lt;br /&gt;
== To contact on IRC==&lt;br /&gt;
&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles in this category ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]] [[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=380</id>
		<title>EN New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=380"/>
				<updated>2014-07-07T15:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{New Zone}}|ES|​​FR|RU}}&lt;br /&gt;
This '''EN New Zone''' page is about the great end level project: create an area from A to Z and add it to Ryzom.&lt;br /&gt;
&lt;br /&gt;
The New Zone project's aim is to create a new play zone (understand it as a new &amp;quot;region&amp;quot;) for the Ryzom game, with not only its geographical terrain, but also its faun and flora, its inhabitants and its history. Frome a gameplay point of view, it will also have its lot of missions and discoveries of any kind.&lt;br /&gt;
&lt;br /&gt;
Estimated time necessary to create a new zone:&lt;br /&gt;
&lt;br /&gt;
To estimate the time, there are two important factors: the number of people implied in the project and their control over what they're working on.&lt;br /&gt;
&lt;br /&gt;
On this project, this means: the community's enthusiasm for the project and the capacity of that community to seize different aspects and create documents that will help transfer their knowledge and their competency, all of which has to be done with adequate supervision.&lt;br /&gt;
&lt;br /&gt;
Since we start from nothing, the first few steps will be gruesome but, as time goes by, it will be easier to &amp;quot;quickly&amp;quot; add new quests, missions, objects that are more and more complex and create a zone that is relatively important and living.&lt;br /&gt;
&lt;br /&gt;
That is why the New Zone project will likely start after [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] and [[artisans_des_tribus|Artisans des Tribus]], since those projects will let the first few volunteers progress and find methods and techniques that are as of now missing to realise this project.&lt;br /&gt;
&lt;br /&gt;
This zone will lend a dynamic impulse to Ryzom, but it will be time consuming. That is why it needs be not a secret project, but a global collaborative project, proposing to everyone a way to participate to the measure in which they can. Thereefore, the act of participating to the cration of the Zone will already be an occasion to start a spiral of virtues without the need to wait for the region to be accessible in game.&lt;br /&gt;
&lt;br /&gt;
The background, supervised by Wiedii, has already been sketched and will become accessible as the project evolves.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** 3D production of a sketch from a piece of the region (land)&lt;br /&gt;
** 3D production of a mesh from the region (land), HD quality under Blender/3DS Max&lt;br /&gt;
** Producing the details (eventual &amp;quot;Normal map&amp;quot;) of the various elements under Zbrush&lt;br /&gt;
** Retopology/transformation of the Patch grids and delimitation in sections of 160x160 meters.&lt;br /&gt;
** Production of the textures (Blender/Zbrush)&lt;br /&gt;
** Export in .zone towards the test server&lt;br /&gt;
* General Level-Design&lt;br /&gt;
* Realisation of a first sketch of the map&lt;br /&gt;
* Finalisation of the map of the region&lt;br /&gt;
* Fixing the props location and the elements linked to sequences, rites and mission&lt;br /&gt;
* Theoretical disposition of the mobs (animals and intelligent flora)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduce the preceding protocol until the whole map is done.&lt;br /&gt;
* Design and final choice of the original assets of the zone&lt;br /&gt;
* Realisation of the assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=379</id>
		<title>EN New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=379"/>
				<updated>2014-07-07T15:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|{{New Zone}}|DE||ES|​​FR|RU}}&lt;br /&gt;
&lt;br /&gt;
This '''EN New Zone''' page is about the great end level project: create an area from A to Z and add it to Ryzom.&lt;br /&gt;
&lt;br /&gt;
The New Zone project's aim is to create a new play zone (understand it as a new &amp;quot;region&amp;quot;) for the Ryzom game, with not only its geographical terrain, but also its faun and flora, its inhabitants and its history. Frome a gameplay point of view, it will also have its lot of missions and discoveries of any kind.&lt;br /&gt;
&lt;br /&gt;
Estimated time necessary to create a new zone:&lt;br /&gt;
&lt;br /&gt;
To estimate the time, there are two important factors: the number of people implied in the project and their control over what they're working on.&lt;br /&gt;
&lt;br /&gt;
On this project, this means: the community's enthusiasm for the project and the capacity of that community to seize different aspects and create documents that will help transfer their knowledge and their competency, all of which has to be done with adequate supervision.&lt;br /&gt;
&lt;br /&gt;
Since we start from nothing, the first few steps will be gruesome but, as time goes by, it will be easier to &amp;quot;quickly&amp;quot; add new quests, missions, objects that are more and more complex and create a zone that is relatively important and living.&lt;br /&gt;
&lt;br /&gt;
That is why the New Zone project will likely start after [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] and [[artisans_des_tribus|Artisans des Tribus]], since those projects will let the first few volunteers progress and find methods and techniques that are as of now missing to realise this project.&lt;br /&gt;
&lt;br /&gt;
This zone will lend a dynamic impulse to Ryzom, but it will be time consuming. That is why it needs be not a secret project, but a global collaborative project, proposing to everyone a way to participate to the measure in which they can. Thereefore, the act of participating to the cration of the Zone will already be an occasion to start a spiral of virtues without the need to wait for the region to be accessible in game.&lt;br /&gt;
&lt;br /&gt;
The background, supervised by Wiedii, has already been sketched and will become accessible as the project evolves.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** 3D production of a sketch from a piece of the region (land)&lt;br /&gt;
** 3D production of a mesh from the region (land), HD quality under Blender/3DS Max&lt;br /&gt;
** Producing the details (eventual &amp;quot;Normal map&amp;quot;) of the various elements under Zbrush&lt;br /&gt;
** Retopology/transformation of the Patch grids and delimitation in sections of 160x160 meters.&lt;br /&gt;
** Production of the textures (Blender/Zbrush)&lt;br /&gt;
** Export in .zone towards the test server&lt;br /&gt;
* General Level-Design&lt;br /&gt;
* Realisation of a first sketch of the map&lt;br /&gt;
* Finalisation of the map of the region&lt;br /&gt;
* Fixing the props location and the elements linked to sequences, rites and mission&lt;br /&gt;
* Theoretical disposition of the mobs (animals and intelligent flora)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduce the preceding protocol until the whole map is done.&lt;br /&gt;
* Design and final choice of the original assets of the zone&lt;br /&gt;
* Realisation of the assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=378</id>
		<title>FR New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=378"/>
				<updated>2014-07-07T15:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{New Zone}}|RU}}&lt;br /&gt;
&lt;br /&gt;
La page '''FR New Zone''' concerne le grand projet de fin de niveau : créer une zone de A à Z et l'ajouter à Ryzom. &lt;br /&gt;
&lt;br /&gt;
==New Zone==&lt;br /&gt;
Le projet NewZone vise à la création d'une nouvelle zone de jeu (comprendre une nouvelle &amp;quot;région&amp;quot;) pour le jeu Ryzom. Avec non seulement son terrain géographique, mais aussi sa faune et sa flore, ses habitants et son histoire. D'un point de vue gameplay, elle aura aussi son lot de missions et de découvertes en tous genres.&lt;br /&gt;
&lt;br /&gt;
Estimation du temps pour la création d'une zone :&lt;br /&gt;
&lt;br /&gt;
Pour estimer le temps, il y a deux facteurs importants : le nombres de personnes impliquées dans le projet et leurs compétences sur le sujet qu'elles prennent en charge.&lt;br /&gt;
&lt;br /&gt;
Sur ce projet cela se résume donc à : l'engouement de la communauté pour le projet, et la capacité de de cette communauté à s'emparer des différents aspects et documenter le processus (car la compétence passe par la documentation), le tout avec un encadrement adapté.&lt;br /&gt;
&lt;br /&gt;
Vu que l'on démarre de rien, les premiers pas seront laborieux, mais plus le temps passera, puis il deviendra facile d'ajouter &amp;quot;rapidement&amp;quot; des quêtes, missions, objets de plus en plus complexes et donc créer une zone relativement importante et vivante.&lt;br /&gt;
&lt;br /&gt;
C'est pourquoi le projet New Zone démarrera véritablement après [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] et [[artisans_des_tribus|Artisans des Tribus]], qui vont permettre aux volontaires de la première heure d'avancer, et de trouver les méthodes et techniques manquantes pour réaliser ce projet.&lt;br /&gt;
&lt;br /&gt;
Cette zone est un projet qui saura impulser une dynamique, mais New Zone demandera du temps. C'est pourquoi il faut que cela soit non pas un projet secret mais un projet collaboratif global, en proposant à chacun, s'il le souhaite, de participer selon ses moyens. Ainsi, le fait même de participer à la création de la Zone sera déjà l'occasion d'amorcer une spirale vertueuse sans devoir attendre que la région soit effectivement accessible en jeu.&lt;br /&gt;
&lt;br /&gt;
Le [[bible_New_Zone|background]], orchestré par Wiedii, est déjà prêt dans les grandes lignes et deviendra accessible suivant l'évolution du projet.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** Production 3D d'un sketch d'un morceau de la région (land)&lt;br /&gt;
** Production 3D d'un mesh du morceau de la région (land) qualité HD sous Blender/3DS Max&lt;br /&gt;
** Production des détails (éventuelle &amp;quot;Normal map&amp;quot;) des différents éléments sous Zbrush&lt;br /&gt;
** Retopologie/transformation en Patch grids et délimitation en espace de 160x160 mètres&lt;br /&gt;
** Production des textures (Blender et Photoshop)&lt;br /&gt;
** Export en .zone vers le serveur de test&lt;br /&gt;
* Level-Design général&lt;br /&gt;
* Réalisation d'une première ébauche de carte&lt;br /&gt;
* Finalisation de la carte de la région&lt;br /&gt;
* Détermination des emplacements des éléments de décor et des éléments relatifs à des séquences, rites et missions&lt;br /&gt;
* Disposition théorique des mobs (animaux, plantes intelligentes)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduire progressivement le protocole précédent jusqu'à réaliser la totalité de la carte.&lt;br /&gt;
* Design et choix définitif des assets originaux à la zone&lt;br /&gt;
* Réalisation des assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape.&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=377</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=377"/>
				<updated>2014-07-07T15:24:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* LEVEL DESIGN /*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{Leveldesign}}|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=376</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=376"/>
				<updated>2014-07-07T15:23:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|FR|DE|EN|ES|{{FULLPAGENAME}}|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=375</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=375"/>
				<updated>2014-07-07T15:22:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{Level design}}|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=374</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=374"/>
				<updated>2014-07-07T15:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|{{Level design}}|DE|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=373</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=373"/>
				<updated>2014-07-07T15:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|ES|​​FR|RU|{{Level design}}}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=372</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=372"/>
				<updated>2014-07-07T15:21:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|{{Level design}}|EN|DE|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=371</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=371"/>
				<updated>2014-07-07T15:17:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|{{Level design}}|DE|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=370</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=370"/>
				<updated>2014-07-07T15:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|{{Level design}}|DE||ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=369</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=369"/>
				<updated>2014-07-07T15:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{Level design}}|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]] [[Category: FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=367</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=367"/>
				<updated>2014-07-07T15:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{Level design}}|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=366</id>
		<title>EN New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=366"/>
				<updated>2014-07-07T15:13:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{New Zone}}|ES|​​FR|RU}}&lt;br /&gt;
&lt;br /&gt;
This '''EN New Zone''' page is about the great end level project: create an area from A to Z and add it to Ryzom.&lt;br /&gt;
&lt;br /&gt;
The New Zone project's aim is to create a new play zone (understand it as a new &amp;quot;region&amp;quot;) for the Ryzom game, with not only its geographical terrain, but also its faun and flora, its inhabitants and its history. Frome a gameplay point of view, it will also have its lot of missions and discoveries of any kind.&lt;br /&gt;
&lt;br /&gt;
Estimated time necessary to create a new zone:&lt;br /&gt;
&lt;br /&gt;
To estimate the time, there are two important factors: the number of people implied in the project and their control over what they're working on.&lt;br /&gt;
&lt;br /&gt;
On this project, this means: the community's enthusiasm for the project and the capacity of that community to seize different aspects and create documents that will help transfer their knowledge and their competency, all of which has to be done with adequate supervision.&lt;br /&gt;
&lt;br /&gt;
Since we start from nothing, the first few steps will be gruesome but, as time goes by, it will be easier to &amp;quot;quickly&amp;quot; add new quests, missions, objects that are more and more complex and create a zone that is relatively important and living.&lt;br /&gt;
&lt;br /&gt;
That is why the New Zone project will likely start after [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] and [[artisans_des_tribus|Artisans des Tribus]], since those projects will let the first few volunteers progress and find methods and techniques that are as of now missing to realise this project.&lt;br /&gt;
&lt;br /&gt;
This zone will lend a dynamic impulse to Ryzom, but it will be time consuming. That is why it needs be not a secret project, but a global collaborative project, proposing to everyone a way to participate to the measure in which they can. Thereefore, the act of participating to the cration of the Zone will already be an occasion to start a spiral of virtues without the need to wait for the region to be accessible in game.&lt;br /&gt;
&lt;br /&gt;
The background, supervised by Wiedii, has already been sketched and will become accessible as the project evolves.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** 3D production of a sketch from a piece of the region (land)&lt;br /&gt;
** 3D production of a mesh from the region (land), HD quality under Blender/3DS Max&lt;br /&gt;
** Producing the details (eventual &amp;quot;Normal map&amp;quot;) of the various elements under Zbrush&lt;br /&gt;
** Retopology/transformation of the Patch grids and delimitation in sections of 160x160 meters.&lt;br /&gt;
** Production of the textures (Blender/Zbrush)&lt;br /&gt;
** Export in .zone towards the test server&lt;br /&gt;
* General Level-Design&lt;br /&gt;
* Realisation of a first sketch of the map&lt;br /&gt;
* Finalisation of the map of the region&lt;br /&gt;
* Fixing the props location and the elements linked to sequences, rites and mission&lt;br /&gt;
* Theoretical disposition of the mobs (animals and intelligent flora)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduce the preceding protocol until the whole map is done.&lt;br /&gt;
* Design and final choice of the original assets of the zone&lt;br /&gt;
* Realisation of the assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=365</id>
		<title>FR New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=365"/>
				<updated>2014-07-07T15:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{New Zone}}|ES|​​FR|RU}}&lt;br /&gt;
&lt;br /&gt;
La page '''FR New Zone''' concerne le grand projet de fin de niveau : créer une zone de A à Z et l'ajouter à Ryzom. &lt;br /&gt;
&lt;br /&gt;
==New Zone==&lt;br /&gt;
Le projet NewZone vise à la création d'une nouvelle zone de jeu (comprendre une nouvelle &amp;quot;région&amp;quot;) pour le jeu Ryzom. Avec non seulement son terrain géographique, mais aussi sa faune et sa flore, ses habitants et son histoire. D'un point de vue gameplay, elle aura aussi son lot de missions et de découvertes en tous genres.&lt;br /&gt;
&lt;br /&gt;
Estimation du temps pour la création d'une zone :&lt;br /&gt;
&lt;br /&gt;
Pour estimer le temps, il y a deux facteurs importants : le nombres de personnes impliquées dans le projet et leurs compétences sur le sujet qu'elles prennent en charge.&lt;br /&gt;
&lt;br /&gt;
Sur ce projet cela se résume donc à : l'engouement de la communauté pour le projet, et la capacité de de cette communauté à s'emparer des différents aspects et documenter le processus (car la compétence passe par la documentation), le tout avec un encadrement adapté.&lt;br /&gt;
&lt;br /&gt;
Vu que l'on démarre de rien, les premiers pas seront laborieux, mais plus le temps passera, puis il deviendra facile d'ajouter &amp;quot;rapidement&amp;quot; des quêtes, missions, objets de plus en plus complexes et donc créer une zone relativement importante et vivante.&lt;br /&gt;
&lt;br /&gt;
C'est pourquoi le projet New Zone démarrera véritablement après [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] et [[artisans_des_tribus|Artisans des Tribus]], qui vont permettre aux volontaires de la première heure d'avancer, et de trouver les méthodes et techniques manquantes pour réaliser ce projet.&lt;br /&gt;
&lt;br /&gt;
Cette zone est un projet qui saura impulser une dynamique, mais New Zone demandera du temps. C'est pourquoi il faut que cela soit non pas un projet secret mais un projet collaboratif global, en proposant à chacun, s'il le souhaite, de participer selon ses moyens. Ainsi, le fait même de participer à la création de la Zone sera déjà l'occasion d'amorcer une spirale vertueuse sans devoir attendre que la région soit effectivement accessible en jeu.&lt;br /&gt;
&lt;br /&gt;
Le [[bible_New_Zone|background]], orchestré par Wiedii, est déjà prêt dans les grandes lignes et deviendra accessible suivant l'évolution du projet.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** Production 3D d'un sketch d'un morceau de la région (land)&lt;br /&gt;
** Production 3D d'un mesh du morceau de la région (land) qualité HD sous Blender/3DS Max&lt;br /&gt;
** Production des détails (éventuelle &amp;quot;Normal map&amp;quot;) des différents éléments sous Zbrush&lt;br /&gt;
** Retopologie/transformation en Patch grids et délimitation en espace de 160x160 mètres&lt;br /&gt;
** Production des textures (Blender et Photoshop)&lt;br /&gt;
** Export en .zone vers le serveur de test&lt;br /&gt;
* Level-Design général&lt;br /&gt;
* Réalisation d'une première ébauche de carte&lt;br /&gt;
* Finalisation de la carte de la région&lt;br /&gt;
* Détermination des emplacements des éléments de décor et des éléments relatifs à des séquences, rites et missions&lt;br /&gt;
* Disposition théorique des mobs (animaux, plantes intelligentes)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduire progressivement le protocole précédent jusqu'à réaliser la totalité de la carte.&lt;br /&gt;
* Design et choix définitif des assets originaux à la zone&lt;br /&gt;
* Réalisation des assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape.&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=362</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=362"/>
				<updated>2014-07-07T15:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|Leveldesign|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=361</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=361"/>
				<updated>2014-07-07T15:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=360</id>
		<title>Category:Leveldesign</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Category:Leveldesign&amp;diff=360"/>
				<updated>2014-07-07T15:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|LevelDesign|ES|​​FR|RU}}&lt;br /&gt;
= Leveldesign =&lt;br /&gt;
Il s'agit ici de mener 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 de ce 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;
&lt;br /&gt;
== À contacter sur IRC ==&lt;br /&gt;
* Wiedii&lt;br /&gt;
&lt;br /&gt;
== Articles dans cette catégorie ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=249</id>
		<title>FR New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=249"/>
				<updated>2014-07-06T01:39:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* New Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|New Zone|ES|​​FR|RU}}&lt;br /&gt;
= New Zone =&lt;br /&gt;
&lt;br /&gt;
Cette page concerne le grand projet de fin de niveau : créer une zone de A à Z et l'ajouter à Ryzom. &lt;br /&gt;
&lt;br /&gt;
Le projet NewZone vise à la création d'une nouvelle zone de jeu (comprendre une nouvelle &amp;quot;région&amp;quot;) pour le jeu Ryzom. Avec non seulement son terrain géographique, mais aussi sa faune et sa flore, ses habitants et son histoire. D'un point de vue gameplay, elle aura aussi son lot de missions et de découvertes en tous genres.&lt;br /&gt;
&lt;br /&gt;
Estimation du temps pour la création d'une zone :&lt;br /&gt;
&lt;br /&gt;
Pour estimer le temps, il y a deux facteurs importants : le nombres de personnes impliquées dans le projet et leurs compétences sur le sujet qu'elles prennent en charge.&lt;br /&gt;
&lt;br /&gt;
Sur ce projet cela se résume donc à : l'engouement de la communauté pour le projet, et la capacité de de cette communauté à s'emparer des différents aspects et documenter le processus (car la compétence passe par la documentation), le tout avec un encadrement adapté.&lt;br /&gt;
&lt;br /&gt;
Vu que l'on démarre de rien, les premiers pas seront laborieux, mais plus le temps passera, puis il deviendra facile d'ajouter &amp;quot;rapidement&amp;quot; des quêtes, missions, objets de plus en plus complexes et donc créer une zone relativement importante et vivante.&lt;br /&gt;
&lt;br /&gt;
C'est pourquoi le projet New Zone démarrera véritablement après [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] et [[artisans_des_tribus|Artisans des Tribus]], qui vont permettre aux volontaires de la première heure d'avancer, et de trouver les méthodes et techniques manquantes pour réaliser ce projet.&lt;br /&gt;
&lt;br /&gt;
Cette zone est un projet qui saura impulser une dynamique, mais New Zone demandera du temps. C'est pourquoi il faut que cela soit non pas un projet secret mais un projet collaboratif global, en proposant à chacun, s'il le souhaite, de participer selon ses moyens. Ainsi, le fait même de participer à la création de la Zone sera déjà l'occasion d'amorcer une spirale vertueuse sans devoir attendre que la région soit effectivement accessible en jeu.&lt;br /&gt;
&lt;br /&gt;
Le [[bible_New_Zone|background]], orchestré par Wiedii, est déjà prêt dans les grandes lignes et deviendra accessible suivant l'évolution du projet.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** Production 3D d'un sketch d'un morceau de la région (land)&lt;br /&gt;
** Production 3D d'un mesh du morceau de la région (land) qualité HD sous Blender/3DS Max&lt;br /&gt;
** Production des détails (éventuelle &amp;quot;Normal map&amp;quot;) des différents éléments sous Zbrush&lt;br /&gt;
** Retopologie/transformation en Patch grids et délimitation en espace de 160x160 mètres&lt;br /&gt;
** Production des textures (Blender et Photoshop)&lt;br /&gt;
** Export en .zone vers le serveur de test&lt;br /&gt;
* Level-Design général&lt;br /&gt;
* Réalisation d'une première ébauche de carte&lt;br /&gt;
* Finalisation de la carte de la région&lt;br /&gt;
* Détermination des emplacements des éléments de décor et des éléments relatifs à des séquences, rites et missions&lt;br /&gt;
* Disposition théorique des mobs (animaux, plantes intelligentes)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduire progressivement le protocole précédent jusqu'à réaliser la totalité de la carte.&lt;br /&gt;
* Design et choix définitif des assets originaux à la zone&lt;br /&gt;
* Réalisation des assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape.&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Catégorie:FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=248</id>
		<title>FR New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=FR_New_Zone&amp;diff=248"/>
				<updated>2014-07-06T01:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: Created page with &amp;quot;= New Zone =  Cette page concerne le grand projet de fin de niveau : créer une zone de A à Z et l'ajouter à Ryzom.   Le projet NewZone vise à la création d'une nouvelle z...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= New Zone =&lt;br /&gt;
&lt;br /&gt;
Cette page concerne le grand projet de fin de niveau : créer une zone de A à Z et l'ajouter à Ryzom. &lt;br /&gt;
&lt;br /&gt;
Le projet NewZone vise à la création d'une nouvelle zone de jeu (comprendre une nouvelle &amp;quot;région&amp;quot;) pour le jeu Ryzom. Avec non seulement son terrain géographique, mais aussi sa faune et sa flore, ses habitants et son histoire. D'un point de vue gameplay, elle aura aussi son lot de missions et de découvertes en tous genres.&lt;br /&gt;
&lt;br /&gt;
Estimation du temps pour la création d'une zone :&lt;br /&gt;
&lt;br /&gt;
Pour estimer le temps, il y a deux facteurs importants : le nombres de personnes impliquées dans le projet et leurs compétences sur le sujet qu'elles prennent en charge.&lt;br /&gt;
&lt;br /&gt;
Sur ce projet cela se résume donc à : l'engouement de la communauté pour le projet, et la capacité de de cette communauté à s'emparer des différents aspects et documenter le processus (car la compétence passe par la documentation), le tout avec un encadrement adapté.&lt;br /&gt;
&lt;br /&gt;
Vu que l'on démarre de rien, les premiers pas seront laborieux, mais plus le temps passera, puis il deviendra facile d'ajouter &amp;quot;rapidement&amp;quot; des quêtes, missions, objets de plus en plus complexes et donc créer une zone relativement importante et vivante.&lt;br /&gt;
&lt;br /&gt;
C'est pourquoi le projet New Zone démarrera véritablement après [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] et [[artisans_des_tribus|Artisans des Tribus]], qui vont permettre aux volontaires de la première heure d'avancer, et de trouver les méthodes et techniques manquantes pour réaliser ce projet.&lt;br /&gt;
&lt;br /&gt;
Cette zone est un projet qui saura impulser une dynamique, mais New Zone demandera du temps. C'est pourquoi il faut que cela soit non pas un projet secret mais un projet collaboratif global, en proposant à chacun, s'il le souhaite, de participer selon ses moyens. Ainsi, le fait même de participer à la création de la Zone sera déjà l'occasion d'amorcer une spirale vertueuse sans devoir attendre que la région soit effectivement accessible en jeu.&lt;br /&gt;
&lt;br /&gt;
Le [[bible_New_Zone|background]], orchestré par Wiedii, est déjà prêt dans les grandes lignes et deviendra accessible suivant l'évolution du projet.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** Production 3D d'un sketch d'un morceau de la région (land)&lt;br /&gt;
** Production 3D d'un mesh du morceau de la région (land) qualité HD sous Blender/3DS Max&lt;br /&gt;
** Production des détails (éventuelle &amp;quot;Normal map&amp;quot;) des différents éléments sous Zbrush&lt;br /&gt;
** Retopologie/transformation en Patch grids et délimitation en espace de 160x160 mètres&lt;br /&gt;
** Production des textures (Blender et Photoshop)&lt;br /&gt;
** Export en .zone vers le serveur de test&lt;br /&gt;
* Level-Design général&lt;br /&gt;
* Réalisation d'une première ébauche de carte&lt;br /&gt;
* Finalisation de la carte de la région&lt;br /&gt;
* Détermination des emplacements des éléments de décor et des éléments relatifs à des séquences, rites et missions&lt;br /&gt;
* Disposition théorique des mobs (animaux, plantes intelligentes)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduire progressivement le protocole précédent jusqu'à réaliser la totalité de la carte.&lt;br /&gt;
* Design et choix définitif des assets originaux à la zone&lt;br /&gt;
* Réalisation des assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Réalisation/choix Art-work&lt;br /&gt;
** Modélisation HD (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopologisation et exportation vers 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation vers NeL sous forme de .shape.&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
[[Catégorie:Brouillon]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=247</id>
		<title>EN New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=247"/>
				<updated>2014-07-06T01:36:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|New Zone|ES|​​FR|RU}}&lt;br /&gt;
&lt;br /&gt;
This page is about the great end level project: create an area from A to Z and add it to Ryzom.&lt;br /&gt;
&lt;br /&gt;
The New Zone project's aim is to create a new play zone (understand it as a new &amp;quot;region&amp;quot;) for the Ryzom game, with not only its geographical terrain, but also its faun and flora, its inhabitants and its history. Frome a gameplay point of view, it will also have its lot of missions and discoveries of any kind.&lt;br /&gt;
&lt;br /&gt;
Estimated time necessary to create a new zone:&lt;br /&gt;
&lt;br /&gt;
To estimate the time, there are two important factors: the number of people implied in the project and their control over what they're working on.&lt;br /&gt;
&lt;br /&gt;
On this project, this means: the community's enthusiasm for the project and the capacity of that community to seize different aspects and create documents that will help transfer their knowledge and their competency, all of which has to be done with adequate supervision.&lt;br /&gt;
&lt;br /&gt;
Since we start from nothing, the first few steps will be gruesome but, as time goes by, it will be easier to &amp;quot;quickly&amp;quot; add new quests, missions, objects that are more and more complex and create a zone that is relatively important and living.&lt;br /&gt;
&lt;br /&gt;
That is why the New Zone project will likely start after [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] and [[artisans_des_tribus|Artisans des Tribus]], since those projects will let the first few volunteers progress and find methods and techniques that are as of now missing to realise this project.&lt;br /&gt;
&lt;br /&gt;
This zone will lend a dynamic impulse to Ryzom, but it will be time consuming. That is why it needs be not a secret project, but a global collaborative project, proposing to everyone a way to participate to the measure in which they can. Thereefore, the act of participating to the cration of the Zone will already be an occasion to start a spiral of virtues without the need to wait for the region to be accessible in game.&lt;br /&gt;
&lt;br /&gt;
The background, supervised by Wiedii, has already been sketched and will become accessible as the project evolves.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** 3D production of a sketch from a piece of the region (land)&lt;br /&gt;
** 3D production of a mesh from the region (land), HD quality under Blender/3DS Max&lt;br /&gt;
** Producing the details (eventual &amp;quot;Normal map&amp;quot;) of the various elements under Zbrush&lt;br /&gt;
** Retopology/transformation of the Patch grids and delimitation in sections of 160x160 meters.&lt;br /&gt;
** Production of the textures (Blender/Zbrush)&lt;br /&gt;
** Export in .zone towards the test server&lt;br /&gt;
* General Level-Design&lt;br /&gt;
* Realisation of a first sketch of the map&lt;br /&gt;
* Finalisation of the map of the region&lt;br /&gt;
* Fixing the props location and the elements linked to sequences, rites and mission&lt;br /&gt;
* Theoretical disposition of the mobs (animals and intelligent flora)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduce the preceding protocol until the whole map is done.&lt;br /&gt;
* Design and final choice of the original assets of the zone&lt;br /&gt;
* Realisation of the assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=246</id>
		<title>EN New Zone</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_New_Zone&amp;diff=246"/>
				<updated>2014-07-06T01:35:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* New Zone /*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TabLang|EN|DE|{{FULLPAGENAME}}|ES|​​FR|RU}}&lt;br /&gt;
&lt;br /&gt;
This page is about the great end level project: create an area from A to Z and add it to Ryzom.&lt;br /&gt;
&lt;br /&gt;
The New Zone project's aim is to create a new play zone (understand it as a new &amp;quot;region&amp;quot;) for the Ryzom game, with not only its geographical terrain, but also its faun and flora, its inhabitants and its history. Frome a gameplay point of view, it will also have its lot of missions and discoveries of any kind.&lt;br /&gt;
&lt;br /&gt;
Estimated time necessary to create a new zone:&lt;br /&gt;
&lt;br /&gt;
To estimate the time, there are two important factors: the number of people implied in the project and their control over what they're working on.&lt;br /&gt;
&lt;br /&gt;
On this project, this means: the community's enthusiasm for the project and the capacity of that community to seize different aspects and create documents that will help transfer their knowledge and their competency, all of which has to be done with adequate supervision.&lt;br /&gt;
&lt;br /&gt;
Since we start from nothing, the first few steps will be gruesome but, as time goes by, it will be easier to &amp;quot;quickly&amp;quot; add new quests, missions, objects that are more and more complex and create a zone that is relatively important and living.&lt;br /&gt;
&lt;br /&gt;
That is why the New Zone project will likely start after [[rykea|Rykea]], [[objet_du_mois|L'objet du mois]] and [[artisans_des_tribus|Artisans des Tribus]], since those projects will let the first few volunteers progress and find methods and techniques that are as of now missing to realise this project.&lt;br /&gt;
&lt;br /&gt;
This zone will lend a dynamic impulse to Ryzom, but it will be time consuming. That is why it needs be not a secret project, but a global collaborative project, proposing to everyone a way to participate to the measure in which they can. Thereefore, the act of participating to the cration of the Zone will already be an occasion to start a spiral of virtues without the need to wait for the region to be accessible in game.&lt;br /&gt;
&lt;br /&gt;
The background, supervised by Wiedii, has already been sketched and will become accessible as the project evolves.&lt;br /&gt;
&lt;br /&gt;
* Part 01&lt;br /&gt;
** 3D production of a sketch from a piece of the region (land)&lt;br /&gt;
** 3D production of a mesh from the region (land), HD quality under Blender/3DS Max&lt;br /&gt;
** Producing the details (eventual &amp;quot;Normal map&amp;quot;) of the various elements under Zbrush&lt;br /&gt;
** Retopology/transformation of the Patch grids and delimitation in sections of 160x160 meters.&lt;br /&gt;
** Production of the textures (Blender/Zbrush)&lt;br /&gt;
** Export in .zone towards the test server&lt;br /&gt;
* General Level-Design&lt;br /&gt;
* Realisation of a first sketch of the map&lt;br /&gt;
* Finalisation of the map of the region&lt;br /&gt;
* Fixing the props location and the elements linked to sequences, rites and mission&lt;br /&gt;
* Theoretical disposition of the mobs (animals and intelligent flora)&lt;br /&gt;
* Part X&lt;br /&gt;
** Reproduce the preceding protocol until the whole map is done.&lt;br /&gt;
* Design and final choice of the original assets of the zone&lt;br /&gt;
* Realisation of the assets&lt;br /&gt;
* Asset : Flore01&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* Asset : Flore02&lt;br /&gt;
** Realisation/choice Art-work&lt;br /&gt;
** HD modelisation (Blender/3DS Max et Zbrush)&lt;br /&gt;
** Retopology and exportation towards 3Ds Max/Blender&lt;br /&gt;
** Texturing&lt;br /&gt;
** Exportation towards NeL as a .shape&lt;br /&gt;
* etc..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Rykea&amp;diff=215</id>
		<title>EN Rykea</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Rykea&amp;diff=215"/>
				<updated>2014-07-05T18:21:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Rykea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabLang|EN|DE|{{FULLPAGENAME}}|ES|Rykea|RU}}&lt;br /&gt;
&lt;br /&gt;
=Rykea=&lt;br /&gt;
&lt;br /&gt;
Catalog Rykea project is proposing new items for RyzHome apartments. &lt;br /&gt;
&lt;br /&gt;
Ideas of objects to model &lt;br /&gt;
&lt;br /&gt;
*A mannequin on which to put an armor in demonstration (heard on the Universe - a player wanted to expose her refugee outfit, but I guess if it's done, it should be possible for any armor) &lt;br /&gt;
*Hangings national patterns, which would be double-sided, so you can divide the space or dress a wall. &lt;br /&gt;
&lt;br /&gt;
=Apartments location=&lt;br /&gt;
&lt;br /&gt;
If you are on the test server, or if you have rights csr / anim, you can teleport to the coordinates of apartments to test different renderings: &lt;br /&gt;
&lt;br /&gt;
*Tryker apartment: 20681, -435 &lt;br /&gt;
*Matis apartment: 20029, -436 &lt;br /&gt;
*Zorai apartment: 20354, -438 &lt;br /&gt;
*Fyros apartment: 21001, -439 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Draft&amp;quot;: List links to tutorials to add the objects, how to test in. ..&lt;br /&gt;
&lt;br /&gt;
[[Category:EN]] [[Category:Graphisme]] [[Category:Projet]] [[Category:Rykea]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=214</id>
		<title>Artisans des tribus</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=214"/>
				<updated>2014-07-05T18:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Artisans des Tribus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Artisans des Tribus =&lt;br /&gt;
&lt;br /&gt;
Il y a en jeu divers visuels pour les armes des tribus. Ces armes ne sont cependant pas accessibles aux joueurs. &lt;br /&gt;
&lt;br /&gt;
Le maitre artisan de chaque tribu pourra proposer aux joueurs une quête pour apprendre à créer l'arme de sa tribu. Pour pouvoir accéder à cette quête, il faudra un minimum élevé en réputation avec la tribu (80+) ; le premier challenge sera donc d'avoir une bonne réputation auprès de cette tribu, et  il y a de quoi occuper des heures de jeu. Il y a aussi l'habituel pré-requis de niveau, propre à la zone.&lt;br /&gt;
&lt;br /&gt;
L'artisan enverra le joueur collecter divers matériaux plus ou moins complexes à acquérir, puis lui apprendra un nouveau plan d'artisanat, celui de l'arme. Au niveau des statistiques, même fonctionnement que pour les autres armes du jeu (une dague reste une dague, peu importe son visuel). A voir si on les traite comme des plans génériques, ou si on les lie à une région ; cette option présente moins de risque de déséquilibre ; mais un peu de déséquilibre peut aussi changer des choses en jeu. À  tester soigneusement.&lt;br /&gt;
&lt;br /&gt;
Ce projet demande plus de compétences (créer les plans, les quêtes, insérer cela en jeu) et plus de monde pour être viable. Il est à faire avec l'aide de toute la communauté : certains écrivent la quête, d'autres codent les datasheets, d'autres modélisent les armes manquantes ou ajoutent des textures pour des plans 2 et 3, d'autres traduisent, etc. Evidemment chaque projet sera relu et vérifié sur le serveur de tests avant d'être mis en jeu. Cette fois, il s'agit d'un  &amp;quot;vrai&amp;quot; ajout de contenu, rajoutant des quêtes et des plans sur le serveur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=213</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=213"/>
				<updated>2014-07-05T18:20:09Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Craft of the tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to unbalance things, which is a real risk to the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=212</id>
		<title>Artisans des tribus</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=212"/>
				<updated>2014-07-05T18:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Artisans des Tribus =&lt;br /&gt;
&lt;br /&gt;
Il y a en jeu divers visuels pour les armes des tribus. Ces armes ne sont cependant pas accessibles aux joueurs. &lt;br /&gt;
&lt;br /&gt;
Le maitre artisan de chaque tribu pourra proposer aux joueurs une quête pour apprendre à créer l'arme de sa tribu. Pour pouvoir accéder à cette quête, il faudra un minimum élevé en réputation avec la tribu (80+) ; le premier challenge sera donc d'avoir une bonne réputation auprès de cette tribu, et  il y a de quoi occuper des heures de jeu. Il y a aussi l'habituel pré-requis de niveau, propre à la zone.&lt;br /&gt;
&lt;br /&gt;
L'artisan enverra le joueur collecter divers matériaux plus ou moins complexes à acquérir, puis lui apprendra un nouveau plan d'artisanat, celui de l'arme. Au niveau des statistiques, même fonctionnement que pour les autres armes du jeu (une dague reste une dague, peu importe son visuel). A voir si on les traite comme des plans génériques, ou si on les lie à une région ; cette option présente moins de risque de déséquilibre ; mais un peu de déséquilibre peut aussi changer des choses en jeu. À  tester soigneusement.&lt;br /&gt;
&lt;br /&gt;
Ce projet demande plus de compétences (créer les plans, les quêtes, insérer cela en jeu) et plus de monde pour être viable. Il est à faire avec l'aide de toute la communauté : certains écrivent la quête, d'autres codent les datasheets, d'autres modélisent les armes manquantes ou ajoutent des textures pour des plans 2 et 3, d'autres traduisent, etc. Evidemment chaque projet sera relu et vérifié sur le serveur de tests avant d'être mis en jeu. Cette fois, il s'agit d'un  &amp;quot;vrai&amp;quot; ajout de contenu, rajoutant des quêtes et des plans sur le serveur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FR]] [[Category: Rites of the tribes]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=211</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=211"/>
				<updated>2014-07-05T18:18:46Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to unbalance things, which is a real risk to the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]] [[Category: Rites of the tribes]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=210</id>
		<title>Artisans des tribus</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Artisans_des_tribus&amp;diff=210"/>
				<updated>2014-07-05T18:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Artisans des Tribus =&lt;br /&gt;
&lt;br /&gt;
Il y a en jeu divers visuels pour les armes des tribus. Ces armes ne sont cependant pas accessibles aux joueurs. &lt;br /&gt;
&lt;br /&gt;
Le maitre artisan de chaque tribu pourra proposer aux joueurs une quête pour apprendre à créer l'arme de sa tribu. Pour pouvoir accéder à cette quête, il faudra un minimum élevé en réputation avec la tribu (80+) ; le premier challenge sera donc d'avoir une bonne réputation auprès de cette tribu, et  il y a de quoi occuper des heures de jeu. Il y a aussi l'habituel pré-requis de niveau, propre à la zone.&lt;br /&gt;
&lt;br /&gt;
L'artisan enverra le joueur collecter divers matériaux plus ou moins complexes à acquérir, puis lui apprendra un nouveau plan d'artisanat, celui de l'arme. Au niveau des statistiques, même fonctionnement que pour les autres armes du jeu (une dague reste une dague, peu importe son visuel). A voir si on les traite comme des plans génériques, ou si on les lie à une région ; cette option présente moins de risque de déséquilibre ; mais un peu de déséquilibre peut aussi changer des choses en jeu. À  tester soigneusement.&lt;br /&gt;
&lt;br /&gt;
Ce projet demande plus de compétences (créer les plans, les quêtes, insérer cela en jeu) et plus de monde pour être viable. Il est à faire avec l'aide de toute la communauté : certains écrivent la quête, d'autres codent les datasheets, d'autres modélisent les armes manquantes ou ajoutent des textures pour des plans 2 et 3, d'autres traduisent, etc. Evidemment chaque projet sera relu et vérifié sur le serveur de tests avant d'être mis en jeu. Cette fois, il s'agit d'un  &amp;quot;vrai&amp;quot; ajout de contenu, rajoutant des quêtes et des plans sur le serveur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Catégorie:FR]] [[Catégorie: Rites of the tribes]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=209</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=209"/>
				<updated>2014-07-05T18:14:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Craft of the tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to unbalance things, which is a real risk to the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=208</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=208"/>
				<updated>2014-07-05T18:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Craft of the tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to create unbalances, but getting things slightly unbalanced can change something in the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=207</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=207"/>
				<updated>2014-07-05T18:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Craft of the tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to create unbalances, but getting things slightly unbalanced can change something in the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]] [[Category: rites of the tribes]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=206</id>
		<title>Craft of the tribes</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=Craft_of_the_tribes&amp;diff=206"/>
				<updated>2014-07-05T18:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /*Craft of the tribes*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Craft of the tribes=&lt;br /&gt;
&lt;br /&gt;
There are various in game visuals for the weapons of the tribes. Those weapons though aren't available to the players.&lt;br /&gt;
&lt;br /&gt;
The master crafter of each tribe will be able to propose a quest to the players to teach them how to create the weapon of his tribe. To access that quest, the fame the player has with the tribe will need to be high (80+). The first challenge will be to have a good reputation with the tribe and that means long hours on the game. There will also be an appropriate required level inherent to the zone.&lt;br /&gt;
&lt;br /&gt;
The crafter will then send the player to collect various materials that are more or less hard to find, then will teach him a new crafting plan. Stats wise, it will work the same as the other weapons from the game. It will need to be decided if they are treated as generic or if they're link to the region. That option is less likely to create unbalances, but getting things slightly unbalanced can change something in the game. To be tested carefully.&lt;br /&gt;
&lt;br /&gt;
This project requires more skills (create the plans, the quest, insert it in the game) and more people to become viable. It requires the collaboration of the whole community. Some people will write the quests, others will create the datasheets, others will design the missing weapons or add textures for medium or high plan. Of course, each project will be read and verified on the test server before being put into play. This time, it'll be a &amp;quot;real&amp;quot; addition to the content, creating more quests and plans on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category: EN]] [[Category: Artisans des tribus]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=186</id>
		<title>EN Object of month</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=186"/>
				<updated>2014-07-05T16:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Principle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabBox}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|DE Object_of_month|Deutsch}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabOn|EN Object_of_month|English}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|ES Object_of_month|Español}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|Objet_du_mois|Français}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|RU Object_of_month|Русский}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabTrail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Project &amp;quot;Object of the month&amp;quot; =&lt;br /&gt;
== Principle ==&lt;br /&gt;
Each month for a week, a peddler appears on the map. He proposes to sell some items, either unique or hard to get in another way. The challenge, for the players, consists in find him, reach him and find the way to afford his goods, so that he can parade with brand new and attractive items.&lt;br /&gt;
&lt;br /&gt;
Each time, this peddler proposes a kind of item, available in several versions. For example, he could propose a yubo plush :&lt;br /&gt;
* Available at each level : basic texture&lt;br /&gt;
* Requiring at least a lvl 100 : the anlor-winn textured plush&lt;br /&gt;
* Minimum level 150 : &amp;quot;patchwork fabric&amp;quot; textured plush&lt;br /&gt;
* Minimum level 220 : &amp;quot;prime roots yubo&amp;quot; texture plush.&lt;br /&gt;
&lt;br /&gt;
Since two versions of the object would be accessible only to &amp;quot;high levels&amp;quot; -meaning by that subscribed accounts-, some players would probably find the subscription more appealing.&lt;br /&gt;
&lt;br /&gt;
Since the object would need to be paid for in dappers, the players would have to be there at least long enough to earn some.&lt;br /&gt;
&lt;br /&gt;
It is important that the peddler be there for a whole week, for every player to be able to access him and buy the article regardless of their real life occupations. This peddler must then completely vanish for a month and come back elsewhere with a new riddle hinting at his exact location (text on the forums, video games websites, social networks). The treasure hunt aspect and the regularity of the event are very important. The point is to set a date with the players and to offer them a challenge.&lt;br /&gt;
&lt;br /&gt;
The peddler's position must not be always easy to reach. He can be in the middle of a bandit camp and that going to fetch his merchandises could require a small team, which would help increase the collaboration level between players and help improve the relationship they have towards each others. It has to vary; sometimes easy, sometimes hard.&lt;br /&gt;
&lt;br /&gt;
To script a merchant with the Arcc can be done. Once a script has been made, you only need to change a few parameters to switch the position and the available wares.&lt;br /&gt;
&lt;br /&gt;
It is easy to add to the game objects that can be held in a hand or put into the appartment (see the [[rykea|projet Rykea]]), excluding weapons and armors because of their gameplay impact (could upset the balance), at least in the begining. Weapons and armors will also be added later on through the project [[artisans_des_tribus|Artisans des tribus]]. The &amp;quot;decorative&amp;quot; objects (plush, bouquet, appartment stuff, etc.) are not as risky and will be faster to add. Only one thing is very important: they have to be coherent with the world and, therefore, be possible to integrate into the Lore.&lt;br /&gt;
&lt;br /&gt;
This project is a relatively simple and quick way to answer the demands to add new content to the game. It's also a way to implement assets we're not using and give everybody a chance to get the article they dream of.&lt;br /&gt;
&lt;br /&gt;
==How to contribute/help ?==&lt;br /&gt;
Help by translating tutorials in each language, by exploring and gathering information on the tools, creating graphics, suggesting missions, giving your opinion on RIC and forums, improving the wiki structure and correcting typo/mistakes that you may find ... There is no little contribution, no specific skill requirement, everyone can contribute, learn and improve the project.&lt;br /&gt;
If you wish to help and you feel lost, come meet us on #ryzomforge or visit the First steps page.&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=185</id>
		<title>EN Object of month</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=185"/>
				<updated>2014-07-05T16:12:38Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Project &amp;quot;Object of the month&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabBox}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|DE Object_of_month|Deutsch}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabOn|EN Object_of_month|English}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|ES Object_of_month|Español}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|Objet_du_mois|Français}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|RU Object_of_month|Русский}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabTrail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Project &amp;quot;Object of the month&amp;quot; =&lt;br /&gt;
== Principle ==&lt;br /&gt;
Each month for a week, a peddler appears on the map. He proposes to sell some items, either unique or hard to get in another way. The challenge, for the players, consists in find him, reach him and find the way to afford his goods, so that he can parade with brand new and attractive items.&lt;br /&gt;
&lt;br /&gt;
Each time, this peddler proposes a kind of item, available in several versions. For example, he could propose a yubo plush :&lt;br /&gt;
* Available at each level : basic texture&lt;br /&gt;
* Requiring at least a lvl 100 : the anlor-winn textured plush&lt;br /&gt;
* Minimum level 150 : &amp;quot;patchwork fabric&amp;quot; textured plush&lt;br /&gt;
* Minimum level 220 : &amp;quot;prime roots yubo&amp;quot; texture plush.&lt;br /&gt;
&lt;br /&gt;
Since two versions of the object would be accessible only to &amp;quot;high levels&amp;quot; -meaning by that subscribed accounts-, some players would probably find the subscription more appealing.&lt;br /&gt;
&lt;br /&gt;
Since the object would need to be paid for in dappers, the players would have to be there at least long enough to earn some.&lt;br /&gt;
&lt;br /&gt;
It is important that the peddler be there for a whole week, for every player to be able to access him and buy the article regardless of their real life occupations. This peddler must then completely vanish for a month and come back elsewhere with a new riddle hinting at his exact location (text on the forums, video games websites, social networks). The treasure hunt aspect and the regularity of the event are very important. The point is to set a date with the players and to offer them a challenge.&lt;br /&gt;
&lt;br /&gt;
The peddler's position must not be always easy to reach. He can be in the middle of a bandit camp and that going to fetch his merchandises could require a small team, which would help increase the collaboration level between players and help improve the relationship they have towards each others. It has to vary; sometimes easy, sometimes hard.&lt;br /&gt;
&lt;br /&gt;
To script a merchant with the Arcc can be done. Once a script has been made, you only need to change a few parameters to switch the position and the available wares.&lt;br /&gt;
&lt;br /&gt;
It is easy to add to the game objects that can be held in a hand or put into the appartment (see the [[rykea|projet Rykea]]), excluding weapons and armors because of their gameplay impact (could upset the balance), at least in the begining. Weapons and armors will also be added later on through the project [[artisans_des_tribus|Artisans des tribus]]. The &amp;quot;decorative&amp;quot; objects (plush, bouquet, appartment stuff, etc.) are not as risky and will be faster to add. Only one thing is very important: they have to be coherent with the world and, therefore, be possible to integrate into the Lore.&lt;br /&gt;
&lt;br /&gt;
This project is a relatively simple and quick way to answer the demands to add new content to the game. It's also a way to implement assets we're not using and give everybody a chance to get the article they dream of.&lt;br /&gt;
&lt;br /&gt;
How to contribute/help ?&lt;br /&gt;
Help by translating tutorials in each language, by exploring and gathering information on the tools, creating graphics, suggesting missions, giving your opinion on RIC and forums, improving the wiki structure and correcting typo/mistakes that you may find ... There is no little contribution, no specific skill requirement, everyone can contribute, learn and improve the project.&lt;br /&gt;
If you wish to help and you feel lost, come meet us on #ryzomforge or visit the First steps page.&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=184</id>
		<title>EN Object of month</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=184"/>
				<updated>2014-07-05T16:11:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Comment participer ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabBox}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|DE Object_of_month|Deutsch}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabOn|EN Object_of_month|English}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|ES Object_of_month|Español}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|Objet_du_mois|Français}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|RU Object_of_month|Русский}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabTrail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Project &amp;quot;Object of the month&amp;quot; =&lt;br /&gt;
== Principle ==&lt;br /&gt;
Each month for a week, a peddler appears on the map. He proposes to sell some items, either unique or hard to get in another way. The challenge, for the players, consists in find him, reach him and find the way to afford his goods, so that he can parade with brand new and attractive items.&lt;br /&gt;
&lt;br /&gt;
Each time, this peddler proposes a kind of item, available in several versions. For example, he could propose a yubo plush :&lt;br /&gt;
* Available at each level : basic texture&lt;br /&gt;
* Requiring at least a lvl 100 : the anlor-winn textured plush&lt;br /&gt;
* Minimum level 150 : &amp;quot;patchwork fabric&amp;quot; textured plush&lt;br /&gt;
* Minimum level 220 : &amp;quot;prime roots yubo&amp;quot; texture plush.&lt;br /&gt;
&lt;br /&gt;
Since two versions of the object would be accessible only to &amp;quot;high levels&amp;quot; -meaning by that subscribed accounts-, some players would probably find the subscription more appealing.&lt;br /&gt;
&lt;br /&gt;
Since the object would need to be paid for in dappers, the players would have to be there at least long enough to earn some.&lt;br /&gt;
&lt;br /&gt;
It is important that the peddler be there for a whole week, for every player to be able to access him and buy the article regardless of their real life occupations. This peddler must then completely vanish for a month and come back elsewhere with a new riddle hinting at his exact location (text on the forums, video games websites, social networks). The treasure hunt aspect and the regularity of the event are very important. The point is to set a date with the players and to offer them a challenge.&lt;br /&gt;
&lt;br /&gt;
The peddler's position must not be always easy to reach. He can be in the middle of a bandit camp and that going to fetch his merchandises could require a small team, which would help increase the collaboration level between players and help improve the relationship they have towards each others. It has to vary; sometimes easy, sometimes hard.&lt;br /&gt;
&lt;br /&gt;
To script a merchant with the Arcc can be done. Once a script has been made, you only need to change a few parameters to switch the position and the available wares.&lt;br /&gt;
&lt;br /&gt;
It is easy to add to the game objects that can be held in a hand or put into the appartment (see the [[rykea|projet Rykea]]), excluding weapons and armors because of their gameplay impact (could upset the balance), at least in the begining. Weapons and armors will also be added later on through the project [[artisans_des_tribus|Artisans des tribus]]. The &amp;quot;decorative&amp;quot; objects (plush, bouquet, appartment stuff, etc.) are not as risky and will be faster to add. Only one thing is very important: they have to be coherent with the world and, therefore, be possible to integrate into the Lore.&lt;br /&gt;
&lt;br /&gt;
This project is a relatively simple and quick way to answer the demands to add new content to the game. It's also a way to implement assets we're not using and give everybody a chance to get the article they dream of.&lt;br /&gt;
&lt;br /&gt;
How to contribute/help ?[edit]&lt;br /&gt;
Help by translating tutorials in each language, by exploring and gathering information on the tools, creating graphics, suggesting missions, giving your opinion on RIC and forums, improving the wiki structure and correcting typo/mistakes that you may find ... There is no little contribution, no specific skill requirement, everyone can contribute, learn and improve the project.&lt;br /&gt;
If you wish to help and you feel lost, come meet us on #ryzomforge or visit the First steps page.&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=182</id>
		<title>EN Object of month</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Object_of_month&amp;diff=182"/>
				<updated>2014-07-05T16:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Principle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabBox}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|DE Object_of_month|Deutsch}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabOn|EN Object_of_month|English}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|ES Object_of_month|Español}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|Objet_du_mois|Français}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tab|RU Object_of_month|Русский}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{tabTrail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Project &amp;quot;Object of the month&amp;quot; =&lt;br /&gt;
== Principle ==&lt;br /&gt;
Each month for a week, a peddler appears on the map. He proposes to sell some items, either unique or hard to get in another way. The challenge, for the players, consists in find him, reach him and find the way to afford his goods, so that he can parade with brand new and attractive items.&lt;br /&gt;
&lt;br /&gt;
Each time, this peddler proposes a kind of item, available in several versions. For example, he could propose a yubo plush :&lt;br /&gt;
* Available at each level : basic texture&lt;br /&gt;
* Requiring at least a lvl 100 : the anlor-winn textured plush&lt;br /&gt;
* Minimum level 150 : &amp;quot;patchwork fabric&amp;quot; textured plush&lt;br /&gt;
* Minimum level 220 : &amp;quot;prime roots yubo&amp;quot; texture plush.&lt;br /&gt;
&lt;br /&gt;
Since two versions of the object would be accessible only to &amp;quot;high levels&amp;quot; -meaning by that subscribed accounts-, some players would probably find the subscription more appealing.&lt;br /&gt;
&lt;br /&gt;
Since the object would need to be paid for in dappers, the players would have to be there at least long enough to earn some.&lt;br /&gt;
&lt;br /&gt;
It is important that the peddler be there for a whole week, for every player to be able to access him and buy the article regardless of their real life occupations. This peddler must then completely vanish for a month and come back elsewhere with a new riddle hinting at his exact location (text on the forums, video games websites, social networks). The treasure hunt aspect and the regularity of the event are very important. The point is to set a date with the players and to offer them a challenge.&lt;br /&gt;
&lt;br /&gt;
The peddler's position must not be always easy to reach. He can be in the middle of a bandit camp and that going to fetch his merchandises could require a small team, which would help increase the collaboration level between players and help improve the relationship they have towards each others. It has to vary; sometimes easy, sometimes hard.&lt;br /&gt;
&lt;br /&gt;
To script a merchant with the Arcc can be done. Once a script has been made, you only need to change a few parameters to switch the position and the available wares.&lt;br /&gt;
&lt;br /&gt;
It is easy to add to the game objects that can be held in a hand or put into the appartment (see the [[rykea|projet Rykea]]), excluding weapons and armors because of their gameplay impact (could upset the balance), at least in the begining. Weapons and armors will also be added later on through the project [[artisans_des_tribus|Artisans des tribus]]. The &amp;quot;decorative&amp;quot; objects (plush, bouquet, appartment stuff, etc.) are not as risky and will be faster to add. Only one thing is very important: they have to be coherent with the world and, therefore, be possible to integrate into the Lore.&lt;br /&gt;
&lt;br /&gt;
This project is a relatively simple and quick way to answer the demands to add new content to the game. It's also a way to implement assets we're not using and give everybody a chance to get the article they dream of.&lt;br /&gt;
&lt;br /&gt;
== Comment participer ? ==&lt;br /&gt;
# Enrichissez les propositions d'objets, que ce soit pour [[rykea|Rykea]] ou pour le colporteur du mois, en proposant des sources d'inspirations, des dessins, etc.&lt;br /&gt;
# Si vous êtes un peu artiste (ou que vous avez envie de le devenir), modélisez et proposez des objets.&lt;br /&gt;
# Suivez les [[tutoriaux|tutoriaux]] sur comment faire les objets, les ajouter en jeu, les tester...&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Rykea&amp;diff=179</id>
		<title>EN Rykea</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/wiki/Portal:Forge?from=/w/index.php?title=EN_Rykea&amp;diff=179"/>
				<updated>2014-07-05T15:28:44Z</updated>
		
		<summary type="html">&lt;p&gt;Sagen: /* Rykea */&lt;/p&gt;
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=Rykea=&lt;br /&gt;
&lt;br /&gt;
Catalog Rykea project is proposing new items for RyzHome apartments. &lt;br /&gt;
&lt;br /&gt;
Ideas of objects to model &lt;br /&gt;
&lt;br /&gt;
*A mannequin on which to put an armor in demonstration (heard on the Universe - a player wanted to expose her refugee outfit, but I guess if it's done, it should be possible for any armor) &lt;br /&gt;
*Hangings national patterns, which would be double-sided, so you can divide the space or dress a wall. &lt;br /&gt;
&lt;br /&gt;
Apartments location&lt;br /&gt;
&lt;br /&gt;
If you are on the test server, or if you have rights csr / anim, you can teleport to the coordinates of apartments to test different renderings: &lt;br /&gt;
&lt;br /&gt;
*Tryker apartment: 20681, -435 &lt;br /&gt;
*Matis apartment: 20029, -436 &lt;br /&gt;
*Zorai apartment: 20354, -438 &lt;br /&gt;
*Fyros apartment: 21001, -439 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Draft&amp;quot;: List links to tutorials to add the objects, how to test in. ..&lt;br /&gt;
&lt;br /&gt;
[[Category:Brouillon]] [[Category:Graphisme]] [[Category:Projet]] [[Category:Rykea]]&lt;/div&gt;</summary>
		<author><name>Sagen</name></author>	</entry>

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