The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals.
Prerequisite for modelising only the cuddly toy:
Prerequisite for deploying the cuddly toy on a game server:
Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.
Some useful links for these prerequisites:
All 3d models for Ryzom fauna are gathered in the "W:\database\stuff\tryker\agents\monsters" folder, by creature family. In this tutorial, we'll use the "Gubani" model, which is located in the "horse" ("cheval" in French) folder, to create our cuddly toy:
W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max
In 3DSMax, open the "W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max" file.
Use the menu => "File" => "Manage" => "Asset Tracking" to check the list of the files used in this model, especially the textures. Notice this two files:
The aim here is to deploy cuddly mobs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.
So we'll create a "soft-toy" folder, in the "W:\database\stuff\generique\agents\accessories" folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max
For the texture, we should also copy it under "W:\database\stuff\generique\agents\_textures\accessories", but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: "ge_acc_teddy-gubani_01.png".
Ryzom core knows only how to show textures with a ".tga" or ".dds" format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the ".png" image into a ".tga" one. That's the one we'll keep for edition. We'll use the NEL tool "'tga2dds'" to generate a texture image under ".dds" format for the 3d model. That's the one which well be used in 3DSMax.
tga2dds ge_acc_teddy-gubani_01.tga
If you don't have this tool, you gan keep the ".tga" version. It will work for the IG tests. In the "soft-toy" folder, you should now have as a result:
The monster 3D model contains a skeleton and animation track. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it.
Select with the mouse the "Gubani" model. In the right panel, select the "modify" tab. You should see the mesh called "TR_MO_H12" and in the stack one modifier called "physical". We will delete it also.
Then we will open the scene explorer screen via the "Tools" menu => "New Scene Explorer" and delete all the elements constituting the skeleton of the model and keep only the animal mesh.
Now we have only one element in our "scene": the Gubani mesh "TR_MO_H12"
In the right panel, we will rename the mesh "ge_acc_tedy-gubani_01". This name will be used by the export "NEL" to name the generated file when exporting to "shape" NEL format.
In this section, we will adapt the texturing of 3d model. In principle, we would just change the base texture "ju_mo_h12.png" to point to our "ge_acc_teddy-gubani_01.dds" texture (or the ". tga" one). However, this will be a bit more complicated:
First we open the "Material Editor" (1) screen, then we select the unique material of the scene (2) by double clicking on it. In the central viewport select the node named "Map # 1 Nel Multi Bitmap" by double clicking on it (3). In the right sidebar, a description of its properties (4) appears. The "Nel Multi Bitmap" allows to specify up to 8 different images. It is not multi-texturing, but the ability to configure multiple texture images. Only one is applied at a given moment on the model. This is used for the mobs to specify one texture for each ecosystem. This is also used by environmental objects to specify a different texture for each season.
The ID 1 slot is used for textures of Tryker ecosystem, the second slot (ID 2) for the Fyros ecosystem. The third slot (ID 3) for Zoraï ecosystem and the fourth one (ID 4) for the Primes Root ecosystem. Do not look for Matis slot. As good aesthetes, they understood that beauty lay in the Zorai nature and therefore use Zoraï textures for all their animals. Note that here the Gubani is being only present in jungle and primes root. Only slots 3 and 4 are used
The same system is also used for other IG objects, such as buildings. In this case, the 4 slots correspond to the four seasons. Thus we can note the presence of snow on some Zoraï buildings in winter.
We will not use this mechanism. We will therefore delete the "NEL Multi Bitmap" and replace it with a simple "Bitmap" by dragging the mouse from the output of "tTexture 1" as shown in the above image. When releasing the mouse, a menu appears (2), select "Bitmap" entry:
Then select our texture "W:\database\stuff\generic\agents\ _textures\accessories\ oft-toyge_acc_teddy gubani_01.dds" (or ".tga").
Repeat the operation on the other "Nel Multi Bitmap" that reference the same image.
Our 3d model is almost ready. However, its size does not match what is expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.
So we will temporarily put in our scene a reference to another 3d model via the File menu (1) => References (2) => Xref Scene (3) and then clicking on the Add button (4) :
Select the Homin model "W:\database\stuff\generic\agents\actors\male\ge_hom_armor02.max" which should appear in your 3d scene.
Scale the Gubani model and move it via tools "Scale" and "Move" from the popup menu that appears when you click the model with the right mouse button.
Once at the right scale, remove the reference to the homin model through the File menu => References => Xref Scene.
Reposition the Gubani model at the scene origin (x = 0, y = 0, z = 0), because when the object is carried the position (0,0,0) is located in the hand.
In terms of texture, to give a "plushy effect", give free rein to your imagination
I edited the "ge_acc_teddy-gubani_01.tga" image with the Gimp application. I used the filter "Artistic> GIMPressionist" using the "canvas" model for a weft fabric effect.
Once the image saved, I re-generated the dds texture with the command:
tga2dds ge_acc_teddy-gubani_01.tga
Here is the result on the 3d model in 3dsmax:
It's time to test the teddybear IG. For this you have to export the model to the "shape" file used by the Ryzom engine
If this is not already done, add the NEL export button on your right side panel by clicking on the "utilities" tab then "More" button and selecting the "NEL Export" option:
Then select the Gubani mesh with the mouse and click on the "Export Model" button. You must specify the folder in which the file "ge_acc_teddy-Gubani-01.shape" will be created.
If we wanted to do it by the book, we should add the "datasheet" for the teddy-gubani on the game server and patch the client. This method will be detailed later. However there is a workaround if you don't have your own game server to do these steps.
You have to know that a plushy is nothing more that a weapon hold in hand. So we could replace the model of the dagger with the one of our gubani to test it on the official server. There is a simple trick for this. The game client looks for the models and textures in the "user" folder before trying in the "data" folder. Just copy the shape file and the associated texture in the "user" folder, then rename the gubani shape into the one of the dagger: "GE_Wea_Dague.shape"
Now, when you'll take a dagger IG, you'll hold the "teddy-gubani". To retrieve the original dagger, you just have to remove the shape file from the "user" folder:
By doing this test, you can notice an anomaly: the toy is hold by its foot, which isn't necessarily what we want.
Le point de fixation d'un objet tenu en main correspond au point de coordonnée (0,0,0) de l'objet.Son orientation suit la règle suivante :
l'axe X remonte le long de l'avant-bras ; l'axe Y part depuis le dos de la main vers l'extérieur ; l'axe Z pointe vers le haut de l'objet tenu fermement en main.
Nous réorientons la peluche gubani dans 3dsmax comme le montre l'image suivante : l'axe X sort du dos du gubani pour remonter le long du bras qui le portera. L'axe Z sort de la main et est donc dans le prolongement de la tête de la peluche :
Après réorientation du modèle gubani et réexportation du shape nous obtenons enfin une peluche qui est tenue par le tronc :
Pour aller plus loin sur les objets portés, je vous conseille de lire ce tutorial : http://khaganat.net/wikhan/fr:todo:dessiner:creation_d_un_objet_prehensible_en_jeu
Il faut créer un icône pour l'affichage de l'item peluche gubani dans l'inventaire et dans la barre d'actions. Cet au icône au format tga doit faire 40x40 pixels avec un fond transparent. Nous le nommerons "icon_teddygubani.tga"
L'icône de 40x40 pixels :
Pour des questions de performance, ces icônes ne sont pas stockés individuellement mais regroupés dans une seule image dénommée : "texture_interfaces_v3.tga". Le fichier texte associé dénommé "texture_interfaces_v3.txt" liste les icones présents et leur position dans l'image :
le fichier texte utilise le format suivant pour chaque ligne :
NomFichierIcone u1 v1 u2 v2
Avec :
A la différence des coordonnées en pixels, ces coordonnées qui utilisent la technique du UV Mapping en 3d ont leurs valeurs dans l’intervalle [0 .. 1]. la coordonnée (0,0) correspond au point supérieur gauche de l'image et (1,1) au point inférieur droit de l'image.
Le passage d'un système à l'autre est simple. Soit (x1,y1) la position en pixels du coin haut gauche de notre icône dans l'image globale et (x2,y2) la position du point inférieur droit de l'icône dans l'image, alors :
Sachant que la texture "texture_interfaces_v3.tga" fait 1024x1024 pixel, et que dans l'exemple l'icône "icon_teddygubani.tga" se situe à la position (x1=118,y1=798), que le point inférieur gauche étant à la position (x2=157,y2=837), le fichier txt contient donc la ligne :
icon_teddygubani.tga 0.115234375 0.779296875 0.1533203125 0.8173828125
Même si cela peut être ajouté à la main, la bonne méthode et d'utiliser l'outil dédié de NEL build_interface comme indiqué dans le tutorial https://khaganat.net/wikhan/fr:todo:dessiner:creer_icone_objet qui recrée la texture globale et le fichier txt à partir d'un dossier contenant tous les icones.
Note: L'ajout de l'icône ne suffit pas, il faut également créer le datasheet de l'objet peluche et spécifier dedans le nom de notre icône à utiliser comme nous le verrons plus loin dans ce tutorial. Au final nous obtenons le résultat suivant IG :
A compléter.
A la base, une peluche reste est un objet porté comme une arme. De fait le datasheet de la peluche est trs semblable à celui d'une arme une main, comme l'exemple de la dague ci-dessous.
__icrm1pd.sitem ( datasheet de la dague du réfugié ) :__
<?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> <PARENT Filename="_c_m1pd.sitem"/> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="refugee dagger"/> <ATOM Name="origin" Value="refugee"/> <ATOM Name="Drop or Sell" Value="false"/> <ATOM Name="CraftPlan" Value="bcrmea06.sbrick"/> <ATOM Name="Saleable" Value="false"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="shape" Value="GE_Wea_Dague.shape"/> <ATOM Name="shape_female" Value="GE_Wea_Dague.shape"/> <ATOM Name="map_variant" Value="Low Quality"/> <ATOM Name="icon background" Value="BK_generic.tga"/> <STRUCT Name="fx"> <ATOM Name="Trail" Value="GE_Wea_Dague_trail_00.shape"/> </STRUCT> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG> </FORM>
Ce qui change c'est :
<ATOM Name="shape" Value="ge_acc_teddy-gubani_01.shape"/> <ATOM Name="shape_female" Value="ge_acc_teddy-gubani_01.shape"/>
<ATOM Name="icon" Value="icon_teddygubani.tga"/> <ATOM Name="icon overlay" Value="icon_teddygubani.tga"/>
<STRUCT Name="basics"> <ATOM Name="name" Value="staff"/> <ATOM Name="origin" Value="common"/> <ATOM Name="family" Value="handled item"/> <ATOM Name="ItemType" Value="Staff"/> <ATOM Name="Bulk" Value="5"/> <ATOM Name="RequiredCharacQualityFactor" Value="0"/> <ATOM Name="RequiredCharacQualityOffset" Value="0"/> </STRUCT>
Voila donc le datasheet de la peluche gubani que nous nommerons "teddygubani.sitem" :
<?xml version="1.0"?> <FORM Revision="$Revision: 1.7 $" State="modified"> <PARENT Filename="_c_m1pd.sitem"/> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="staff"/> <ATOM Name="origin" Value="common"/> <ATOM Name="family" Value="handled item"/> <ATOM Name="ItemType" Value="Staff"/> <ATOM Name="Bulk" Value="5"/> <ATOM Name="RequiredCharacQualityFactor" Value="0"/> <ATOM Name="RequiredCharacQualityOffset" Value="0"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="shape" Value="ge_acc_teddy-gubani_01.shape"/> <ATOM Name="shape_female" Value="ge_acc_teddy-gubani_01.shape"/> <ATOM Name="map_variant" Value="Low Quality"/> <ATOM Name="icon" Value="icon_teddygubani.tga"/> <ATOM Name="icon background" Value="BK_generic.tga"/> <ATOM Name="icon overlay" Value="icon_teddygubani.tga"/> <STRUCT Name="fx"> <ATOM Name="Trail" Value="GE_Wea_Dague_trail_00.shape"/> </STRUCT> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Afin de déployer la peluche en jeu la méthode officielle consiste à utiliser la pipeline "build_gamedata" (cf. https:ryzomcore.atlassian.net/wiki/display/RC/Gamedata+Build+Pipeline). Je vais vous proposer une méthode différente, où les opérations seront effectués à la mains, mais uniquement celles nécessaires à notre peluche :
Nous avons besoin des fichiers suivants :
De plus le déploiement de cette peluche va impacter les fichiers suivants :
Pour bien faire les choses, nous allons également créer un fichier "soft-toy.bnp" qui contiendra les shapes et les textures de toutes les futures peluches.
Pour la suite des opérations nous partons du principe que notre serveur de jeu fonctionne sous linux, et que les variables d'envrionnement suivantes sont définies :
Coté serveur nous allons créer un dossier dédié pour les datasheets des peluches et y placer celui du gubani :
$ mkdir $LEVELDESIGNPATH/leveldesign/game_element/sitem/soft-toy $ cp teddygubani.sitem $LEVELDESIGNPATH/leveldesign/game_element/sitem/soft-toy
La première étape consiste à regénérer le fichier d'index des datasheet via la commande "make_sheet_id". Il reprend le fichier d'index existant et va le compléter avec les datasheets du dossier $RYZOM_LEVELPATH/leveldesign/game_element/sitem/soft-toy c'est-à-dire les datasheets de nos peluches
$ make_sheet_id -o$LEVELDESIGNPATH/leveldesign/Game_elem/sheet_id.bin $LEVELDESIGNPATH/leveldesign/game_element/sitem/soft-toy
Il faut regénérer les "*.packed_sheets".Ce sont les versions pré-compilées des datasheets :
$ sheets_packer
Cette commande va également re-générer le fichier visual_slot.tab
Pour finir il faut copier le shape et la texture de la peluche dans le dossier "data" du client. Cependant pour bien faire les choses, autant créer un fichier ".bnp" dédié. Un fichier ".bnp" est une sorte de zip regroupant les différents fichiers shape, dds, txt, ou autres par thème.
Créer on dossier "soft-toy", copions y tous les shapes et textures de nos peluche, à savoir pour le moment "ge_acc_teddy-gubani_01.shape" et "ge_acc_teddy-gubani_01.dds" et créons un fichier BNP pour les contenur
bnp_make /p soft-toy
La commande va créer un fichier "soft-toy,bnp" qui contiendra nos deux fichiers. A présent il faut le copier dans le dossier "data" du client.
Relancer le serveur avec la commande shard start puis connectez vous avec votre client.
Si tout c'est bien déroulé, en lançant votre client de jeu, vous pouvez créer une peluche dans votre inventaire avec la commande :
/a createItemInBag teddygubani 1 5
https://khaganat.net/wikhan/fr:todo:dessiner:peluche