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This tool allow you to export your own .MESH and .SKELETON
DXTBMP: http://www.btinternet.com/~mnwright/download/dxtbmpx.EXE
This FREE tool is usefull for making transparency on .DDS .TGA textures
XNVIEW: http://www.xnview.com/en/download.html
This FREE tool can read and save too many graphic file formats (.DDS .PNG ...)
Introduction:
The best way to make a map you need to draw it on a paper.
You need to give a name for your new race map.
You can use the textures from another map of course.
Create the map directory: !!!Make this only when your map is totally finished!!!
Make a FunRace directory into \zero gear\Assets\Maps\ just make a copy of
ChampionCircuit directory and rename it FunRace
Rename the lua script and the xml too: FunRace.xml FunRaceClient.lua
FunRaceServer.lua
To make your road track speedly you can duplicate your road plane:
Click on Edit> Duplicate Selection or Ctrl+D for shortcut
And move your copy (Duplicate01) on Z only
To make your next corner easy you can use Vertex> Mirror left right...
Now you finished your road track.
You don't forget to fit each vertex correctly Vertex>Snap Together
Now you need to change the height of this map because it flat.
Easy you just need to move the vertex of your road Move Y only
Now your road look like this:
Tip: When you make a duplicate>left right sometime you don't see your
duplicate mesh Select it in Groups Tab (the last one) and Move 0 0 0 absolute
Look like this:
Don't worry about the grass and dirt height plane you solve that when you
finished your map
material championskybox
{
technique
{
pass
{
lighting off
depth_write off
diffuse 1 1 1 1
ambient 1 1 1 1
texture_unit
{
cubic_texture ccsky_front.dds ccsky_back.dds
ccsky_left.dds ccsky_right.dds ccsky_top.dds ccsky_bottom.dds separateUV
tex_address_mode clamp
}
}
}
}
material Material01
{
technique
{
pass
{
ambient 0.2 0.2 0.2 1
diffuse 0.8 0.8 0.8 1
texture_unit
{
texture test.jpg -1
}
}
by this:
material Material01
{
technique
{
pass
{
lighting off
ambient 0 0 0 1
diffuse 1 1 1 1
specular 0 0 0 1
emissive 0 0 0
texture_unit
{
texture test.jpg -1
}
texture_unit
{
cubic_texture rim50.dds combinedUVW
tex_address_mode clamp
colour_op_ex add src_texture src_current
colour_op_multipass_fallback one one
env_map cubic_normal
}
}
and make a 1.bat file and write and execute the bat file
zerogear.exe FunRacePhys.obj
When finished copy FunRacePhys.obj.murphyrocks into \FunRace\Physics\
Your map is finished!!!
by
<Script profile="Client"
name="Maps/ChampionCircuit/Scripts/ChampionCircuitClient.lua" />
<Script profile="Server"
name="Maps/ChampionCircuit/Scripts/ChampionCircuitServer.lua" />
by
Info the EulerY value is the horizontal rotation of the spawn karts
When you have finished with your spawn points save your FunRace.xml
function ChampionCircuitMapLoad(raceMap)
function ChampionCircuitMapUnload()
by:
function FunRaceMapLoad(raceMap)
function FunRaceMapMapUnload()
and save
function ChampionCircuitMapLoad(raceMap)
function ChampionCircuitMapUnload()
by:
function FunRaceMapLoad(raceMap)
function FunRaceMapMapUnload()
and save
You just need to make the weaponbox, checkpoints and pathnodes see the
Eikester tool.
For testing your map Create a private server with 2 max player
Tutorial by Vaultboy