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  11:55:55  22 May 2007
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Megamat
The Irradiated Frog
(Resident)

 

 
On forum: 05/31/2003
Messages: 182
Great tutorial
I propose to translate it in French langage from Stalkerfrance.com

Thanks for your agrement
  12:37:51  22 May 2007
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BallaAce
S.T.A.L.K.E.R MP King
(Resident)

 

 
On forum: 04/06/2007
Messages: 289

---QUOTATION---

I would suggest you get maya 8 or 8.5 somehow
---END QUOTATION---



Yes, somehow

Email me if you want to get it somehow

balla@wrestlingdiscussions.com
  02:23:55  23 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
Great tutorial
I propose to translate it in French langage from Stalkerfrance.com

Thanks for your agrement
---END QUOTATION---



I'm not sure I understand what you're saying. Do you want me to translate it to french?
Sorry, but I don't speak any other language other than english. You'll have to find someone who is very dedicated to re-write this in french.

I am just about to test some more things out soon to try and get our map to compile and run aswell, then I can go to the next tutorials.
  12:27:30  23 May 2007
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Megamat
The Irradiated Frog
(Resident)

 

 
On forum: 05/31/2003
Messages: 182

---QUOTATION---
Great tutorial
I propose to translate it in French langage from Stalkerfrance.com

Thanks for your agrement

I'm not sure I understand what you're saying. Do you want me to translate it to french?
Sorry, but I don't speak any other language other than english. You'll have to find someone who is very dedicated to re-write this in french.

I am just about to test some more things out soon to try and get our map to compile and run aswell, then I can go to the next tutorials.
---END QUOTATION---



Yes I tanslate it in french by me
Sorry for my poor english...

BallaAce, Are you going to make a new tutorial like a "ground creation" with Maya ? Or how make a windows in a room or moddeling door ?
  10:18:58  24 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
05/24/2007 10:20:41
Messages: 618

---QUOTATION---
Great tutorial
I propose to translate it in French langage from Stalkerfrance.com

Thanks for your agrement

I'm not sure I understand what you're saying. Do you want me to translate it to french?
Sorry, but I don't speak any other language other than english. You'll have to find someone who is very dedicated to re-write this in french.

I am just about to test some more things out soon to try and get our map to compile and run aswell, then I can go to the next tutorials.

Yes I tanslate it in french by me
Sorry for my poor english...

BallaAce, Are you going to make a new tutorial like a "ground creation" with Maya ? Or how make a windows in a room or moddeling door ?
---END QUOTATION---



Oh, I understand you now. Well if you are translating the tutorial, be sure to give credit to me, I wont be too happy to find out that other people are claiming that these are their own tutorials.
But yeah, definately translate it, feel free to do so, these tutorials are to help everyone
BallaAce didn't write these tutorials I did

I have successfully managed to compile a map thanks to the guys over at the Gameru forums (russian forum) and have got a custom map running in the game, however, due to doing something incorrect shadows werent working properly.
I have fixed up what should have been causing the shadows, but now when I compile the map, it is like the map doesnt even compile to any location or anything, it's wierd.
First it compiled but only did 4 files when it should have made more, so the map wouldnt load, then now I can't even find the map after compiling...
So once I have successfully got it all working, I will write up a tutorial for everyone on how to successfully compile and run a map.
THEN, I will make tutorials for creating landscapes and all the rest.

I have actually spent the last 4 days making a map for my mod, and well...4 days is a hell of alot of work...it's a seriously huge map too, and to give an example, it took me 4 hours to create an office block with 14 offices inside of it. So it's very tedious, and takes alot of patience to make good maps
I feel safe to say that this map is top quality, especially for when I get objects inside of it to detail it, and then texture the map.


Unfortunately, I can't show that map, because I am not giving any information away on my mod what so ever.
  19:45:38  8 July 2007
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curiousYellow
(Novice)
 
On forum: 07/08/2007
Messages: 3
FIXED: Cannot load X-Ray plugins


---QUOTATION---

:::snip:::

2. Go to the folder located at C: Program FilesX-Ray SDKscripts_pluginsver-8.5plug-ins select all the files inside there and copy them into C: Program FilesAutodeskMaya8.5bin

3. Go to C: Program FilesX-Ray SDKscripts_plugins copy the file called "xray_path.ltx into C: Program FilesAutodeskMaya8.5bin

:::snip:::

---END QUOTATION---



hi Natace -

I followed your instructions on copying the SDK files to my Maya 8.5 directories; mine, however, look like this:

C rogram FilesAutodeskMaya8.5binplugins

I used this directory as this is where all the default plugins that came with Maya were located, and if they weren't there, the X-Ray plugins did not display in the PlugIn Manager window.

Anyway my problem was this: the X-Ray plugins would not load when I click the Loaded button, nor will they load at startup when I had Autoload selected.

I had to put the files in these directories:

1) xraymaya_export.mll and xraymaya_material.mll:
C rogram FilesAutodeskMaya8.5binplugins

2) xray_path.ltx:
C rogram FilesAutodeskMaya8.5bin

3) BugTrap.dll
C rogram FilesAutodeskMaya8.5bin


Thought I would share my solution and save someone else two hours of grief. Thanks for the tutorial.
  08:59:32  9 July 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
FIXED: Cannot load X-Ray plugins


:::snip:::

2. Go to the folder located at C: Program FilesX-Ray SDKscripts_pluginsver-8.5plug-ins select all the files inside there and copy them into C: Program FilesAutodeskMaya8.5bin

3. Go to C: Program FilesX-Ray SDKscripts_plugins copy the file called "xray_path.ltx into C: Program FilesAutodeskMaya8.5bin

:::snip:::


hi Natace -

I followed your instructions on copying the SDK files to my Maya 8.5 directories; mine, however, look like this:

C rogram FilesAutodeskMaya8.5binplugins

I used this directory as this is where all the default plugins that came with Maya were located, and if they weren't there, the X-Ray plugins did not display in the PlugIn Manager window.

Anyway my problem was this: the X-Ray plugins would not load when I click the Loaded button, nor will they load at startup when I had Autoload selected.

I had to put the files in these directories:

1) xraymaya_export.mll and xraymaya_material.mll:
C rogram FilesAutodeskMaya8.5binplugins

2) xray_path.ltx:
C rogram FilesAutodeskMaya8.5bin

3) BugTrap.dll
C rogram FilesAutodeskMaya8.5bin


Thought I would share my solution and save someone else two hours of grief. Thanks for the tutorial.
---END QUOTATION---



In my tutorial it is written correctly, if you had read it carefully, you wouldnt have had any problems.

And in case anybody is wondering when the next tutorial is coming, I am just going to go over what I have written now, just to see where I was up to, and then I will continue on.

I believe I am up to the compilation process and getting your level into the game and running.
However I didn't want to write the next tutorial until I got it working correctly on MY computer first. As my problem is that whenever I try to spawn into the level, my game crashes, yet my level is done the way it should be done, I have tried uninstalling and reinstalling stalker and the sdk and I've done a whole load of stuff, I have had help from the russian gameru forums and even they are stumped.
My guess is that it is just a bug with the beta, as the error says that it can't load mp_actor or something..so I tried putting an mp_actor spawn into my level, and the crash occurred before my level even loaded.

SO, perhaps the outcome will be different for everyone else if they follow the next tutorial.


In reply to the person asking if I will do tutorials on making terrain and doors, etc.

YES, I plan to do that, but I will probably do those at a later date for when I obtain the sp_sdk.
And even when I get the sp_sdk, I will be working full on with my TC for stalker, as I already have quite alot to implement and no sp_sdk yet.

Terrain is very easy to do but I will still show people how they can do it, as for doors, I have no idea how to make doors yet, as I havent yet got the grasp of rigging and animation yet. The doors in my TC are all going to be physicalized rather than animated, so I'll probably make a tutorial on how to do both of those when I learn how.

I'll also show people how to add their own props and stuff into levels when I am bothered to do so....
Hell, I'll do whatever tutorials I can, WHEN I AM BOTHERED TO.
  07:15:51  11 August 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
Unfortunately until I get the SP SDK from GSC (which probably won't be happening anytime soon), I don't care to continue these tutorials.

Since I am also working on a TC mod that i've been working on since the end of 05, beginning of 06, when I get the SP SDK, I will be flat out with working on it.

HOWEVER, I will most certainly try and prepare tutorials, as I will have my own documentation to use, which I can show everyone else, when GSC release the SP SDK to the public.
I do wish to make modding for STALKER into something that everyone looks forward to.
I really don't like how alot of people shy away from things due to the complexity of certain tutorials and programs. I believe STALKER's SDK is fairly easy to use (when it's bug ridden) and the only difficulty in making a mod for STALKER is in the actual programming and level design in the 3d modeller.
  20:36:01  10 September 2007
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Siro
Local Law-Enforcement
(Moderator)

 

 
On forum: 03/02/2005
Messages: 7378
Thank you, Natace!

I will definately try to make new maps with your tutorial.

I really need a new map for the machinima I will make soon with some friends. If there are no map-makers that can help me, I guess I'll have to do it myself.

Seriously, if anyone knows how to do this, and thinks they can make two maps for me, please contact me.

If no one contacts me by June 2008...I guess I'll have enough free time to learn how to use the MP sdk and make my own maps. Or something else might happen, like Clear Sky and the SP SDK.

But I really need an MP map to film a machinima.
  02:03:21  19 October 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
Thank you, Natace!

I will definately try to make new maps with your tutorial.

I really need a new map for the machinima I will make soon with some friends. If there are no map-makers that can help me, I guess I'll have to do it myself.

Seriously, if anyone knows how to do this, and thinks they can make two maps for me, please contact me.

If no one contacts me by June 2008...I guess I'll have enough free time to learn how to use the MP sdk and make my own maps. Or something else might happen, like Clear Sky and the SP SDK.

But I really need an MP map to film a machinima.
---END QUOTATION---



Ah yes, I remember you speaking about this to me online.

Well, firstly, to get you started on the basics of mapping.
1. HAVE A PLAN in your head.
2. DRAW THE "BASE" PLAN on paper.
(The base plan being the basic cake without the topping).
3. Once you have drawn the base of your map, which would roughly be the ground level of your map, you can draw a scaled map with measurements, just turn every mm or cm on your ruler into a metre..simple. Make sure that you use grid paper, unless you know something about technical drawing, then drawing a plan on plain paper may prove to be a proverbial pain in the arse.
4. If I were making a small street suburb, I would firstly create a rough street layout, then I would draw plans of the individual buildings, including the wall width's, any furniture (optional) measurements, etc.
Then When I have a basic building layout, I Just put that where it would need to go on the base map, and see how much room I would have left on the scaled map for parking space and what not.

Then there is the 3d modelling which i'm not even going to get into detail with. Thats a whole other thing. Do what I did and start with the basics. Go to www.3dbuzz.com and download the video tutorials for maya, they helped me HEAPS.
 
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