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SDK Tutorial Thread

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  07:29:07  25 March 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
03/27/2008 6:37:50
Messages: 618
Yeh, thats right Clear skies will have so many more features and technical improvements over SHoC.

BTW: I'm stuck with the AI compiler again ><
Mikool and I spent about 4 hours yesterday trying to get it to work, and thanks to don reba, and a few good russian people on the gameinator forums, we were able to get past ALOT of problems we were having. The level successfully compiled with the AI and got all the steps done up until loading the level. So now there is a problem with the spawn file for the level, this is probably because it wasnt compiled properly maybe, or something was done wrong inside of the level editor, I am not sure, but this is how far Mikool and I have gotten.
As soon as it's done, and working, I'll make a seperate tutorial thread for all of the english community.

BTW: I'll be writing my new tutorials in PDF format for you all because I simply cannot stand writing a tutorial for a forum with it's formatting abilities.
  16:55:26  24 March 2008
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silverpower
short-haired anarchist hippy scum
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On forum: 08/26/2007
 

Message edited by:
silverpower
03/24/2008 16:57:33
Messages: 790
Sorry, didn't know if you knew about the geometry importer. My bad.

Also, I thought you were targeting for SHOC, not Clear Sky. Clear Sky will need a different AI compiler and updated LevelEditor at minimum.
  12:15:15  24 March 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
03/24/2008 14:34:27
Messages: 618
I don't know what you're basing your information on but all I can say is dezodor hit the nail right on the head.

EDIT: I NOW HAVE THE AI COMPILER WORKING, HOORAH! I was having so many troubles. Thanks Don for helping with translations! and language settings!.
I shall write a tutorial ASAP! Only because I know how much of a pain in the arse it was for me to get this working.
  09:58:33  24 March 2008
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buddy the designer
Senior Resident
 

 
On forum: 06/18/2007
Messages: 168
MP Sdk is SP Sdk without Ai compiler. You won't get anything new with SP sdk for shoc tbh. If you use maya then you have all the tools and don't need to worry about anything. MP Sdk have all SP entities and tools you need. For AI use that community compiler and you're done.
  03:04:39  24 March 2008
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dezodor
level designer
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On forum: 04/08/2007
Messages: 3803
that sdk wont be compartible with shoc... and also they just mentioned it, that after cs release, they might consider to make a simple version of their tools and release it as sp sdk. (they say, we couldnt understand many options in their stuff... well.... they say that.)

and for shoc, we only have the mp beta sdk and the community made stuff, like the geom importer and ai compiler. those are enough for creating sp level for shoc, but yep probably wont be enough for cs, since that will be an updated engine. i just hope the geom import will work with the new maps too, so until they released that sp sdk, we can work on the new levels (porting them back to shoc) ... ---> but thats just my opinion.
  02:39:05  24 March 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
Might I ask why you think you need the SP SDK specifically? I mean, we already have the AI compiler needed to build the graph, and there's a geometry importer for Max...
---END QUOTATION---



To my knowledge, GSC arent releasing the SP SDK until after Clear Skies is released. So whatever work you do with the AI compiler now will pretty much be useless with the new SDK.
I may be wrong, but I'd rather have official software to work with. The AI compiler does not work for me at all anyway. The text is all in question marks, and I get an error every time I press a button in the program.
I would also rather use an SDK which was designed for singleplayer to make the workflow alot easier and quicker.
I don't need AI right now either, I just need maps to be in singleplayer, not multiplayer since sp and mp both have different styles of play in terms of movement, inventory, initial spawn point etc.

I know there is a geometry importer for max...why are you telling me this?
  11:30:59  23 March 2008
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silverpower
short-haired anarchist hippy scum
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On forum: 08/26/2007
Messages: 790
Might I ask why you think you need the SP SDK specifically? I mean, we already have the AI compiler needed to build the graph, and there's a geometry importer for Max...
  10:48:19  23 March 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
I'm back! I have been back for about a month actually, I've been rather busy with doing a web design course and personal development (gym, driving lessons, etc), and I've been working on my mod the best I can (unfortunately I can't do a hell of alot until I have the sp-sdk.
I also wrote up quite a few tutorials in my absense from the vast space otherwise known as the internet, but unfortunately due to a hard drive corruption I lost all those tutorials and 3 months work from my mod .
But I'm still going strong and I still want to help the community out with modding this wonderul engine so I'll try and get some of those tutorials done again.

Unfortunately, the things I am learning are from a russian wiki tutorial site, and since I don't speak or read russian, I only have to rely on really bad translations, so basically all I do have to rely on is what I THINK they are saying in the tutorials and what the pictures show, I think if Don could translate those russian tutorials, it would save me alot of work.

But anyway, I'll try and keep up to date, I hope you're all giving level creation a crack in stalker, and I hope to see some of your progressions with modding
  02:05:38  25 January 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
I'm back, but only temporarily (not using my computer to type this), just moved house, hope to connect internet soon.
As for building maps for stalker, it is best to do the basic layout in a 3d modelling application. What I mean is a map with absolutely no props in it like bins, seats, cars, doors, etc.
When you have done that, you have to texture your map in the modelling application and get it into the level editor (ill write a tutorial when I have the internet back again).
When you have the level in the level editor, you can then make your own props or use the pre made props included in the level editor.
You could of course make the seats, bins, etc in maya and add them to your level inside of maya, but it is far easier to just build the props and put them in later.
Anyone with questions, you can write me an email and when I get the internet I will try to reply with help.
My tutorial was made so that people can learn the BASICS of using the SDK and making levels, I could present a full blown level that I have created, but there is absolutely no need for it; if you can create a box level, then you can create any level that is in your imagination provided you seek out training in maya or max. I recommend maya to beginners since it has a more basic interface, but for those who know how to use max or want to start out with max, be my guest

Good luck all, I hope to get back on these forums soon. I've been without the internet for 3 months...I'm missing it
  06:28:27  10 January 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
Hmm, according to the SDK docs (what little there is, anyway), they seem to have building geometry in Maya, too.

How I'd *prefer* to work with the LevelEditor is to generate terrain in Max, import it to the level editor, then start plopping down buildings and props until I've gotten an arrangement I like.

That said, you could probably do this in Max/Maya, too - it'd just be a bit more complicated to share (building) prefabs with your fellow mappers.
 
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