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  05:39:14  16 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
05/16/2007 10:42:10
Messages: 618
SDK tutorials

First of all It would be nice if don reba or an admin could create a seperate forum with tutorials in it, one forum for 3ds max, one for maya.

Secondly, I was originally going to use adobe writer to create a pdf tutorial, however I don't really know where to upload files...SO, this way is the way it's going to be done; in this thread.
--------------------------------

My first tutorial will cover the setup of maya 8.5, including installation of the plugins provided with the SDK, and general visual setup, aswell as several other things.
My second tutorial will be going into basic maya modelling and creating a basic level for STALKER, setting up the textures and what not.
Third will be exporting the level from maya, and importing it into the level editor. Aswell as how to use some of the basic functions in the Xray level editor.
Tutorials after this will be made as I progress further on how to get a map working.
But this is designed for all those people who know absolutely jack squat about Maya and want a bit of a kick start. I am not a professional by any means, but I know enough for now.

This will be written in numeric form, so as you can follow it much more easily.

You WILL need Maya 8.5 or possibly the learning edition (i'm not sure about that one) to follow this tutorial, and you will need to download the MP SDK for STALKER, otherwise...you won't be able to make you're own levels, you'll only be able to add stuff to pre made maps.

SO, onto the tutorials.

===========================
Setting up Maya 8.5 to begin level creation.
===========================


Plugins and exporter for Maya 8.5

1. Go to C: \Program Files\X-Ray\ SDKscripts_plugins\scripts\ and copy all of the contents of that folder into C: \My Documents\maya8.5\scripts\

2. Go to the folder located at C: \Program Files\X-Ray SDK\scripts_plugins\ver-8.5plug-ins\ select all the files inside there and copy them into C: \Program Files\Autodesk\Maya8.5bin\

3. Go to C: \Program Files\X-Ray SDK\scripts_plugins\ copy the file called "xray_path.ltx into C: \Program Files\Autodesk\Maya8.5bin\

4.I almost forgot to include the most important steps. So open up maya 8.5.
Go to:
http://img517.imageshack.us/img517/1249/pluginwu0.jpg

As you can see, there is a highlighted area, go to this and check the boxes "loaded" and "autoloaded" for both "xraymaya_export.mll" and "xraymaya_material.mll"
That is done now

This is required to be done, otherwise you won't be able to export from maya.

Maya 8.5 setup

1. Click on Windows>settings/preferences> preferences http://img329.imageshack.us/img329/4497/mayapreferencesqv3.jpg

2. A new window will appear, go down to the menu on the side that says "settings" and click on that. Change the part that says "linear" to "metre" if it isn't on metre already. http://img329.imageshack.us/img329/8673/mayametersjk1.jpg This will change the unit size into metres, otherwise you may end up making a huge map that is actually only 1x1metres because the unit measurement is set as cm or mm.

3. Now further down the list on the right, click on "cameras" and slide the far clip slider to the right as far as it goes. http://img329.imageshack.us/img329/5076/mayaclipplanezc4.jpg
This may possibly change the view distance in maya, do this as a precaution, however I don't think it is absolutely necessary.

4. Save those settings by clicking on the save button at the bottom of that window.

5. In the user interface, if you don't see 4 view ports, click in the one that already exists, and press spacebar. This will bring up the 4 different view ports if they arent shown already. If you have all 4 view ports showing, you can click in one, and press spacebar to focus only on that one view port to work on.

6. go up to the corner of each of the view ports and click on "view>camera attribute editor" http://img378.imageshack.us/img378/9486/cameraattlh9.jpg

7. You will notice that something happened on the right side of the interface, go to the text box that says "far clip plane" and change the number to "1000" and press enter. http://img378.imageshack.us/img378/9380/cameraattclipzm9.jpg
If you couldnt see your grid in the view ports before, you will see it now, and this solves a really annoying problem with your view distance inside the view ports.

8. Now if you wish to change your grid size, click on "display" up the top and click the little box icon next to "grid".
When you've done that a window will appear, and you can change your grid size to something much larger if you so choose. To do this, click on the "length and width" text box and change the value to something like 120, which would make the grid size "120metres x 120metres".
http://img329.imageshack.us/img329/7805/gridhe1.jpg

This concludes this section.
I was originally going to have a camera movement section, but if you have maya 8.5 you can go to "help" and click on "learning tutorials".

So the next section will be creating your first level. This will be rather lengthy, lots of screenshots need to be made and uploaded, so it will be a while before it is done.
Not too long though.
  08:07:36  16 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
05/16/2007 10:29:50
Messages: 618
This section is going to cover making a basic level in maya, meaning it is going to be a room with 4 walls and texture.
The level is going to be a 10m x 10m floor and it's going to be 5m high
====================
Your first level in maya 8.5
====================


Before I go on to the main bit, there is a little tab that acts as a drop down menu. Change it to Modelling to follow this tutorial. To see what I mean, look at this picture.
http://img522.imageshack.us/img522/6480/polyselectwb0.jpg

Modelling the level

1. Go to Create> Polygon Primitives and click on the little box icon next to "plane".
2. You will see the plane settings over on the right hand side of the screen where you can select the width and height of your plane.
Because you are going to make a room that is 10x10x5 we have to change the “width” and “height” to 10.
You also need to make sure that there are no subdivisions, so you need to make sure that “width divisions” and “height divisions” are set at 1.
http://img177.imageshack.us/img177/8152/1floorplanesetupbg2.jpg

3. Once the above is setup, you simply just need to click in one of your view ports, for the best results, click on the “Top” view port. In order to see which view port is what, you’ll see a little word in the window that says “top” “front” “left” “right” “persp” etc.
So click in the one that says “top”
http://img177.imageshack.us/img177/581/2planeplacementlx0.jpg

4. You now have a plane in your view ports, but you will notice that inside of your “persp” view port, you will only see a wireframe of your plane. To make it so you are only looking at the wireframe, press 4 in the view port. To make it so you see a shaded guaraud texture in the view port, press 5, and to see textures press 6.
So go to your persp view port and press 6 so we don’t have to change it later.

5. Now you will want to make some walls, and to do this, you need to hold down the right mouse button and a context menu will apear (I can’t take a screenshot of this for some reason). At the top of it is a word that says “edge” click on this to allow the selection of edges.

6. Click on all 4 edges, when they are not selected, they will be blue, but when you select an edge, it turns orange as you can see in this picture. http://img519.imageshack.us/img519/2861/3edgelinespc1.jpg

7. Go up to the “Extrude Edge” icon and click on it. http://img522.imageshack.us/img522/471/4extrudeedgedo3.jpg

8. You’ll notice that on the side of your screen you will have some information on your new edges. But what you need to do, is go up to the top right corner of the maya interface and there are 3 icons that look like a bunch of lines and scribble (they are pointed out in the picture provided), click on that icon, and you will get a bunch of stats which come in handy when you want precise measurements done on your objects.
SO, because we want our walls to be 5 metres high, we need to go to the “Local Translate Z” text box and change that to 5, and press enter, this will now make your walls 5 metres high. http://img177.imageshack.us/img177/9900/5channelboxext5np4.jpg

9. To fix up our level a bit, we need to make sure that everything Is connected properly.
So because we have selected 4 edges and extruded them upwards together, there may be more things than we actually need in our level.
So right click in the persp window, so that the context menu shows up, and click on “Object” , next select the level by clicking on it, and go to the context menu again, this time go to “vertex” and this will allow us to edit the vertices (corners). So now we have a bunch of little purple dots on each corner, as pointed out in the picture.http://img522.imageshack.us/img522/2230/6verticeswv7.jpg

10. Now, you need to make sure that you can see what you have selected. So next, go to Display> Heads up display> Polycount http://img522.imageshack.us/img522/9299/7viewpolycountrz4.jpg. to check to make sure that you can see some of the important statistics of your scene
You will notice that in your view ports a bunch of numbers will appear, it’s pretty self explanatory, but what we need to look at is the 3rd column of numbers. If you click on 1 of the vertices (purple dots) you will see the number 1 in the 3rd column in the row that says “verts” (which is the top row) if you select 2 vertices, it will show up as 2.

So for example, look at the next picture, it is the same map, but instead of extruding all the edges at once, I extruded 3 edges at once and then did the 4th one separately. Meaning that it doesn’t share the same vertices as the adjacent edges. In this picture, you can see that 2 dots have been selected, http://img177.imageshack.us/img177/2913/8verts4lt3.jpg which would normally mean that there are 2 vertices, but nope, they are 2 groups of 2 vertices in the EXACT same position as one another. So how do you fix this? You don’t have to delete all the edges and do them at the same time, but instead, go to the next step.

11. To fix this problem you have to first select the vertices you wish to merge, and then go up to the button that says “merge vertices” http://img177.imageshack.us/img177/9016/9vertmergegl8.jpg and as you can see, there is now only 2 vertices rather than 4, and this makes work flow a hell of a lot easier as it prevents possible problems. Just another thing I want to add about merging vertices, is that I think, by default, maya has a rather large merging distance, meaning that if you select this whole level to fix up those vertices, your whole level could possibly merge together and become this clumped mess. For example, if I wanted to create a pyramid, all I would need to do is select the top 4 corners, and click merge and they’d all come to the middle at a point.
So to change this, you need to go to:
Edit Mesh>Merge (little cube button next to it).
A new window will pop up with a slider in it saying “Merge threshold”. If you want to only merge vertices that are in the exact same spots, set the threshold to what is shown in the picture, if you want to merge vertices that are far apart, slide the threshold so that it’s higher.
http://img177.imageshack.us/img177/5294/10vertthresholdhx9.jpg

12. Make sure that you save your progress, so go to File>save scene as and call it something like "tutorial".

That concludes this part of this section of making the map in Maya 8.5.
The next section will go into adding textures to the map and applying the Xray materials to your textured services.
  10:03:44  16 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Don Reba
05/23/2007 1:29:38
Messages: 618
This tutorial will cover texturing your level in maya 8.5

First of all, in order for everything below to work, you will need to do the next set of steps before running Maya 8.5.
These steps will allow X-ray shaders to work in maya 8.5.

1. First of all, go here:
C: \Program Files\X-Ray SDK\scripts_plugins\
Right click on the "createDiscX.bat" file and go to "edit" in the context menu

2. Make sure that inside of this file the X drive is mapped to:
C: \Program Files\X-Ray SDK\level_editor

So to make sure of this, have a look at the bat file and see if it says the below information. (I'm not sure if the first line was there before editing this, but you want to focus on the line that I have highlighted in bold text)
"C: WINDOWS\system32\subst.exe" X: /D
"C: \WINDOWS\system32\subst.exe" X: "C: \Program Files\X-Ray SDK\level_editor"

3. Each time before you are about to run Maya 8.5 it is required that you run this bat file. You can go to:
START>All Programs> X-Ray SDK> Map X-Drive.

Here is a quicker easier way of mapping the X-drive and starting Maya: (Credit goes to Mikool for creating the batch file and providing the information on how to do this)

Adding “Map X-drive” to windows startup
Different operating systems have different ways of doing this, so if you have one of the below, follow the instructions for YOUR OS.

WINDOWS 95-98 or ME
Create a shortcut for “createDiskX.bat to this folder:
C: \Windows\Start Menu\Programs\Startup
Eg: C: \Windows\Start Menu\Programs\Startup\createDiskX.bat

WINDOWS XP
Create a shortcut for ”createDiskX.bat” to this folder:
C: \Documents and Settings\All Users\Start Menu\Programs\Startup
Eg: C: \Documents and Settings\All Users\Start Menu\Programs\Startup\createDiskX.bat

WINDOWS VISTA
At this stage, nor Mikool or I know exactly how to do this, but Mikool provided a little bit of info that may help.

If you go to the All Programs list (START> All Programs) and right click on the folder that says “Startup”, then click on “open”. Just place a shortcut for “createDiskX.bat” inside that folder and it should work. If not, hopefully soon I can post up details on how to do it.

Creating a Batch File
This is rather simple, nothing fancy, it’s pretty much a shortcut to running createDiskX and Maya without having to having to worry about doing the above stuff, or having to manually start creatediskX all the time before starting Maya.

Ok, open notepad or a text program, any will do.
Copy and paste the following lines into the text file:

@ECHO OFF
ECHO "run creatediskx"
PAUSE
call "C: \Program Files\X-Ray SDK\scripts_plugins\createDiskX.bat"
ECHO "load maya"
PAUSE
start maya.exe

Now that the you have done this, save as something like “stalker-maya.bat”


CREATING A BATCH FILE
this is really simple, nothing fancy just a batch file that when executed will run the creatediskx then load maya

all you have to do is open and type/copy the following

call C: \Program Files\X-Ray SDK\level_editor\createDiskX.bat
start maya.exe

note: line one will vary depending on where the sdk was installed

once that is done just save the file as a filename.bat (i used something like stalker-maya.bat)

If for some strange reason Maya starts up too quick for creatediskX to register, then Mikool has told me that he can add a time delay to the program which will allow creatediscX enough time to register before maya is started.

Now you can continue.

==========================
Texturing your level
==========================


1. First, make sure that your X-drive is mapped using one of the above methods.

2. Start Maya 8.5 and open your map (eg: "tutorial.mb" )

3. Go to the plugin menu again and make sure that the x-ray plugins are checked like shown in the picture. http://img517.imageshack.us/img517/1249/pluginwu0.jpg

4. Go to:
Windows> Render Editor> Multilister
click on that and you will get a new window.http://img510.imageshack.us/img510/4531/multilistereg1.jpg In this window, go to:
Edit> Create
A new window called "Create Render Node" will appear. Click on the surface material that I have highlighted in the picture that says "Xray Mtl"
http://img360.imageshack.us/img360/7099/createrendernodevh0.jpg
This will place a new material inside of the "Multilister" window. It looks like a side on view of a blue cylinder.

5. Double click on the Cylinder like icon and the material properties will show up on the side of the screen.
Click on the checkered box that is next to "color"
http://img180.imageshack.us/img180/7733/xraymtl1mp2.jpg

6. A new window will appear. Click on "File" as shown in the picture. http://img46.imageshack.us/img46/1243/fileol5.jpg

7. now you'll see that the side has changed yet again, this time there is a line that says "Image name" and a browse folder button, click on the folder as shown in the picture, and locate the texture:
X: gamedatatexturesmtl_rus_dark_iov.dds
http://img180.imageshack.us/img180/1060/textureselectwallri6.jpg

We are going to use this texture for our walls later on.

8. Repeat steps 4 - 6.

9. Now you have to choose a floor texture aswell, so this time go to:
X: \gamedata\textures\ston\ston_beton_floor_iov_01.dds
and now you have some textures to use.

10. Minimize the multilister window and select your level. Now hold down right click and go to the context menu again. This time select the one that says "face" and this will allow you to edit the faces on objects. You should now see little blue squares in the middle of each face. Hold down shift to select multiple faces, so select all of the walls of your level, there are only 4 walls so it shouldnt be too difficult. So now you will see something similar to the picture below, only the selected faces will be orange. (The reason why they arent orange in the picture is because of the JPEG compression).
http://img46.imageshack.us/img46/4097/faceselectwallgb8.jpg

11. now open up the multilister window that you minimized. It will be down the bottom right hand corner of the screen.

12. select the material that says "XRayMtl1", then go to:
Edit > Assign
You will be given a warning about creating a shading group, click on "ok"
This has now applied the material (texture) to those selected faces. So in order view the texture in the view port, you need to click on the view port and press "6" if you havent already.
You should see something like this:
http://img46.imageshack.us/img46/6055/texturedwallgt7.jpg

13. Now repeat step 10, except this time, only select the floor, and assign the material "XRayMtl2" using the instructions in steps 11 and 12.
You will now have a fully textured level that looks like the below image:
http://img253.imageshack.us/img253/7698/fulltexturehx8.jpg
It's not pretty, but hey, this aint Far Cry.

14. Save your work!

-----------------
Optional
-----------------

These textures can be given different properties which can be controlled through maya.

1. so open up the multilister window if you don't already have it opened.

2. double click on one of the two materials "XRayMtl1", "XRayMtl2" and we're going to have a closer look over at the properties, so over to the right of the screen, you will see little arrows which expand. What you are going to do is click on the arrow next to "XRay Params".

(NOTE: DO NOT MAKE CHANGES TO THE ITEMS BELOW, OR YOU'LL FALL OUT OF LINE WITH THE TUTORIAL)
3.
Here we can see a check box that says "Xray Double Side" I have not used this personally, but I would guess that this is used for thin objects like glass, or a sheet of metal or something...we arent going to touch that check box though. Below the check box are some drop down boxes; Xray Engine shader/compiler Shader/Game Material.
I personally have only edited the Xray Game Material drop down box because I had problems using the other ones, and they arent needed at this stage.
So right now, until you really NEED to use these drop down boxes, we will leave them for now.

The next section I will cover exporting your level from maya 8.5 and importing it into Xray Level Editor (this doesnt take long). I will also cover the basic uses of the X-Ray level editor. You will learn how to add objects to your map and manipulate those objects (scaling, moving, rotating). You will learn the basics of the level editor.
The next tutorial will be the last one for now, until I can figure out how to successfully compile our box map and run it in STALKER.
  04:55:18  19 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Don Reba
05/22/2007 0:58:56
Messages: 618
This section will cover:
- Exporting from Maya 8.5
- Importing into the X-Ray level editor.
- Basic usage of the X-Ray level editor.
------------------------------------------
EXPORTING FROM MAYA 8.5
-------------------------------------------


(Before continueing on, this is a reminder that if you have just started maya 8.5 again, you need to map the X-Drive which was mentioned earlier, so go to:
START > All Programs > X-Ray SDK > Map X-drive)

1. Open the tutorial map you've already made if you have done so already.

2. Click on your level and go to:
File > Export Selection
http://img517.imageshack.us/img517/6140/selectexportzf9.jpg

3. Now a browse window will appear. Locate the folder
X: \ Import
And name your level to whatever you wish to call it... to stay on track with the tutorial, call it "tut".
And click on the export button.

I bet you didn't think that was all there was to it, but guess what...thats it for exporting. Easy huh?

NOW, we have to import the object/ level into the X-Ray level editor.

--------------------------------------------------------------------------------------
IMPORTING YOUR LEVEL TO THE X-RAY LEVEL EDITOR
--------------------------------------------------------------------------------------


Close down maya 8.5 and open up the X-Ray level editor to continue.

When you've opened the X-ray level editor it's fairly well in the design and layout, but you probably don't understand much of what you're looking at yet. Well, I won't explain what everything does YET, because this is showing everyone how to import our level into the x-ray level editor.

1. Go over to the right hand side up the top, and you will see the word "Objects". Click on Objects and then click on "Object Library"
http://img517.imageshack.us/img517/2266/import1eh1.jpg

2. Now the "object library" window will appear. You will see some words like details, levels, props and trees. Right click on "levels" and a context menu will appear, click on "create folder" and a new folder will be created under "levels", name this folder as "tut"
http://img526.imageshack.us/img526/1974/import2xg5.jpg

3. Now select the new folder called "tut" and go to the button that says "import object" as shown in the picture below. Then a browse window will appear, select the "tut.obj" file that you see there, it should be the only one that is there in the X: \Import folder and click on "open". You will now see the word "tut" in that new folder you created before. And that shows that you have added a new object to that folder, and that object is the level you made in Maya 8.5.
http://img177.imageshack.us/img177/4264/import3gu8.jpg.

4. Now click on the check box that says "preview" and your level will appear in the background in the main window. Doesnt that just make you feel good But you may notice that one of the walls looks like it is missing, that is ok, because in Maya 8.5 we said the walls were only one sided, so if you move the camera inside the box later on, and look around, you'll see that all four walls are still there..but you just can't see them from one side.

5. Now this is optional, but if you want to make a thumbnail for your picture, you can click on the button that says "Make thumbnail" which I surely don't need to show a picture of, it's in that same Object Library window.

6. Close the "object library" window. You will notice that your level is now gone! oh no...well, you only wanted to preview it after all. So how do you get your level back? Simple, go to the right side of the interface and down the bottom you will see a little area called "objects" with some expandable parts in it which are called "Detail", "levels", "props" and "trees"....sound familiar?
Click on "Levels" to expand the tree, and you may or may not see "tut" on the list. So if you can't see it, There is a button just above that menu that says "refresh list". And you should see "tut" appear in the list. But you will need to re-expand that list again because it closes that list when you refresh. You'll notice one more arrow further up the picture pointing to "objects" make sure that this is selected or you won't see "detail", "levels", "props" and "trees" but instead see something else that is under the category that is selected. So make sure the object category is selected.
http://img526.imageshack.us/img526/9444/import4ax3.jpg

7. NOW you're wondering how on earth you get your level to show up. This is simple, first, select the "tut" object in your "tut" folder then you can press the quick key "A" for the "add" function and then click anywhere on the view port. OR you can go to the add button which looks like a little kettle or jug symbol up the very top in the toolbar which is shown in the picture below, and click anywhere n the viewport to add it.
http://img513.imageshack.us/img513/4425/import5za5.jpg

8. Now you have clicked in your viewport, you now have your level, and you can now see this, isn't it pretty
http://img513.imageshack.us/img513/1088/importfinishks3.jpg

NOW you can start adding things to your level, but first, I'll give a basic run through of the basic functions in the level editor, how to move around in it, and how to add objects to the level. Bare with me as this is hard to do without making a video tutorial, which I don't want to do in fear of everyone fainting at the sound of my ever so sexy voice..even if you are straight.

--------------------------------------------------------------------------------------------------------------
BASICS OF THE X-RAY LEVEL EDITOR AND DETAIL/PROP PLACEMENT
--------------------------------------------------------------------------------------------------------------


I can't do this section in steps, but it'll more or less be instructions.

Movement in the level editor

In order to move the camera around in the editor, you'll have to use some strangely awkward controls that GSC have made.
So i'll just write the controls and in the brackets, their function.

SHIFT Left mouse and drag (This will pan the camera, meaning it can go forward, back, left and right)
SHIFT Right mouse and drag (This will move the camera up and down)
SHIFT Right Mouse Left Mouse (This will allow you to look in any direction, but not move the camera forward, back, lef,t right, up or down)

So like I said, the camera controls are a little strange.
They should have just done it like in maya or even how it's done in valves hammer editor.

The toolbar and it's functions
Now, I'm not going to go through all of these, but I will explain some of the basic functions shown in the below diagram.
http://img152.imageshack.us/img152/816/basictoolsbq4.jpg

1. Undo/Redo : These are pretty self explanatory, if you want something undone, you click undo, and vice versa.

2. Select : This is your most used tool, the select tool, used for selecting different objects. Now this won't select EVERYTHING. If you take a look over on the right hand side of the screen, there are those categories I spoke about before:
http://img242.imageshack.us/img242/5285/categoriesxf8.jpg
and the select tool will only select items that fit into the selected category. So for example if I selected the "Spawn Element" category, I wouldnt be able to select things that were in another category, like a static object such as a house or a light in the light category. I would only be able to select things like spawn points, npc's, monsters, etc.

3. Add: The add tool is self explanatory, as it is used to add stuff to your level. This is works in conjunction with the select function, so you first need to select an object from a category, and then add it to the scene by clicking the add button or by pressing "A" and clicking on the view port where you want to add the object.

4. X,Y,Z,ZX: These buttons may look a little odd, because we were all taught that X and Y were on the horizontal plane, and that Z was the vertical plane. But for some odd reason, GSC have made X and Z as the horizontal planes and Y as the vertical plane. For example, this is a comparison.
http://img84.imageshack.us/img84/6780/planesqi7.jpg
(BTW: I was never really good at maths, and it was a while ago I did maths at school with the whole XY axis thing...only in architecture we used XYZ and I did that even longer ago).

5. Rotate: When you have selected an object, you can rotate it in the axis you have selected. Experiment with different ones, as each object has a different shape and therefore a different effect when rotating. For example, our box map. If we selected it, and rotated it on the Y axis, which is the one going up and down, it would spin out map around horizontally, where as Z and X would pretty much tip our map over to either side. And well, if you select ZX with and try to rotate...nothing is going to happen for obvious reasons.

6. Uniform Scale: This changes the size of the object in whats called a uniform scale. This means that all the sides of the object will stay in the same propotion with the rest of the object. There is another scale tool called the "non-uniform scale" which I didn't show in the picture, you have to have the "uniform scale" tool selected aswell as the "non-uniform scale" tool to use it.
This allows you to select an axis to scale with. So if I wanted to scale for example, a gas canister that I've placed into the level and make it really tall, I would scale it on the Y axis, but the length and width would remain the same, so to change the length or width, you would use either the X or Z axis', however if you wanted to change both at the same time and keep them uniform, then you would select the XZ axis.

That is about it for those. There are more buttons that I havent used yet, which I think I know what they do, but I don't want to give false misleading information, and it isn't important at this stage anyway, when we need to use it a button, I will cover the use of it.

-------------------------------------------------------
DIFFERENT VIEW TYPES
-------------------------------------------------------


Just like the above section, I will start by showing a picture of the buttons.

http://img242.imageshack.us/img242/7307/viewtoolbarbh3.jpg

1. F, B, L, R, T, B, X : These are the different preset camera POSITIONS, these will work off your current camera position, so if you are above a level and press top, you will see the level below you, however if you press bottom, you won't see the bottom of the level, you will see the sky. So it's best to just not worry about these things. I am sure that later on they may become more useful however.
F = Front
B = Back
L = Left
R = Right
T = Top
B = Bottom
X = Default/Reset

2. P, A, F : These buttons change the camera TYPE.

P is your default camera movement type:

SHIFT Left mouse and drag (This will pan the camera, meaning it can go forward, back, left and right)
SHIFT Right mouse and drag (This will move the camera up and down)
SHIFT Right Mouse Left Mouse (This will allow you to look in any direction, but not move the camera forward, back, lef,t right, up or down)

A is some stupid type of camera movement, all it does is zoom away from your current camera position, and look around from your current camera position.

SHIFT Left mouse and drag (This will allow you to look in any direction, but not move the camera forward, back, lef,t right, up or down)
SHIFT Right mouse and drag (This will zoom the camera in and out, move the mouse left or right for smoother zoom. You can't zoom in from the spot however, you need to zoom out first..it's wierd)
SHIFT Right Mouse Left Mouse (This does the same as holding your left mouse only)

F is a freelook mode.

SHIFT Left mouse (This will slowly move your camera forward in the direction you aim at, so you can use your mouse to move forward and aim in the direction you want to move)
SHIFT Right mouse (This does the same as above, only it moves backwards)
SHIFT Right Mouse Left Mouse (This will allow you to look in any direction, but not move the camera forward, back, lef,t right, up or down)


And that is all you need to know about the toolbar, now, for adding something to the level and using some of the tools.

--------------------------------------------------------------
ADDING AND MANIPULATING OBJECTS
--------------------------------------------------------------


Alright, we're going to add a bunch of barrels to our level, and a box. We are going to use the move, rotate and scale tools.

1. Go over to the objects list on the side, where you selected the level from before, and expand the "props" tree, expand "objects" then expand "Baton" and highlight "baton_01"

2. Click the add button, or press A and click on the ground of your box map (Put it in a corner for now), or the wall if you want a barrell to be on the wall.
http://img501.imageshack.us/img501/7900/add1xi3.jpg

3. Now you know how to add an object, select baton_02 and kanistra and place them in the same area of the map.

4. Also look in the "props" > "objects" > "army" tree and search for "prop_army_base_14" and add that to your level, put it in another corner. For example, you may have done it the same way as me and will see something like this.
http://img526.imageshack.us/img526/7041/addpreviewbr2.jpg

5. Click on the select tool if you can't select anything yet, and click on one of the objects, now click on the "move" tool which is the button that shows the 4 little arrows, and select the box, now you can move the box around, and if you wish to move the box along an axis, you have to select X, Y, Z, or XZ. so experiment with moving the objects around. There are some snap tools that you can use, but I havent experimented with them enough to explain their uses and differences just yet, all I can say is that one of the tools the "Moving Snap to Object Toggle" tool could come in handy when you want to get an object and snap it to a surface, so instead of doing fine tuned adjustments to make it look like an objects is resting on a surface, you can use this tool to snap your object to another object for the same effect. So if you want, try and move one of the canisters and put it ontop of the box like shown here. A much easier way to put objects on other objects is simply to click ontop of another object when you are clicking to add an object.
http://img214.imageshack.us/img214/7123/movecantm7.jpg

6. Now you should have a little object that was called "Kanistra" it is a Jerry can. Lets make it bigger, just because we can. So click on the "uniform scale" tool and drag it out so it's a little bigger, about the same size as the box. I have made it this big: (I have added another kanistra here just to show the comparison in size from the default)
http://img208.imageshack.us/img208/7326/resizekanistraou8.jpg

7. Now, you are going to use the rotate tool, and turn the Kanistra (I'll call it "Canister" from now on) on it's side, by selecting the Z axis (Unless you've rotated the Kanitra before, this is the right axis to use), but before we go to rotate it, there is a handy little tool called the "angle snap" tool, and if you look at the tool bar there are some red magnet looking buttons, click on the one that has a curved black line coming off the magnet. Or hover your mouse over each one until you find the one that says "Angle Snap Toggle" and click on it.
Now rotate your Canister on the Z axis and the canister will snap to what looks like 10 degree angles, so eventually it will snap to 90 degrees which is what you want it for this tutorial as we are only laying the canister on a flat surface. Rotate it until it looks flat, which should be easy to see as the Canister has a dirty black line going down the middle of it and it will be in line with the ground.

9. Now the Canister is half way in the ground, so we need to use the move tool again, so click on the move tool, and using that "Moving Snap to Object toggle" tool I was talking about before, click on the Y axis and drag the canister up out of the ground, then move it back down so that it snaps to the ground.
Now you can move the canister in the XZ axis up up to the box, and rotate it with the X axis like I have done in the picture if you like.
http://img502.imageshack.us/img502/9286/canisterpreviewlj7.jpg

10. Now you are going to make a stupidly short and really fat object. So select the last object that is left to manipulate ("Baton_02" ). Now click on the scale tool, and then the "non uniform scale" tool. Then click on Y axis, make the canister half the height of the box. Like this:
http://img208.imageshack.us/img208/7822/midgetbatonwg1.jpg

11. Lastly, we need to make our midget baton_02 into a fat midget. So in order to do this, we simply just have to click on XZ and scale him outwards so he becomes a short fat midget like this one:
http://img155.imageshack.us/img155/2472/fatmidgetbatonpc2.jpg

---------------------------------------------------------------------

That will complete this section for now, and will complete all the tutorials for now, as nobody has yet successfully been able to make a map in maya and compile it so they can play it in STALKER, it IS a BETA SDK, so it has bugs and problems, but once they are sorted out, I'll add more tutorials here. The next one will be adding spawn spoint points, compiling the map and playing it.
  10:04:38  19 May 2007
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o0paradox0o
The Ownerer
(Resident)

 

 
On forum: 04/03/2007
Messages: 245
Is there a way to make sub threads? kinda like a sub folder?

Maybe that will work...

Also when you releasing the tutorial for 3dsmax?

  14:04:35  19 May 2007
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
 

Message edited by:
Natace
05/19/2007 14:05:35
Messages: 618

---QUOTATION---
Is there a way to make sub threads? kinda like a sub folder?

Maybe that will work...

Also when you releasing the tutorial for 3dsmax?


---END QUOTATION---



Firstly, I love the display pic you have

Yeah, I think I understand what you mean by sub threads.
Do you mean links that go to a different thread on a different tutorial kinda thing, like a thread for each section or sub section.
I'm thinking in terms of programming and modules here, like a button will have a module of it's own, much in the same way a link will have a thread of it's own.

Anyway, it's not possible to do much on this forum and I really should have done it on the oblivion lost forum using thumbnails for the pictures.

If I can get my hands on adobe writer, I'm going to make a pdf file that people can download, (it will be more professionally done aswell) but that won't be until I can successfully create a level with spawn points and all, and be able to run it without trouble.
Because things could change, as this is only a beta SDK and GSC may FIX things up and CHANGE things, such as the camera controls.
I've sent the support an email with a link to my thread to show whoever it is that i'm serious about using the SDK and teaching others how to use it, so i'm just waiting on a responce from them now...I only sent the email about 10mins ago, in fact I really only just finished it, so I'll probably have to wait a few days IF that are going to respond.

I cannot do a 3ds max tutorial i'm afraid. Because I am only a Maya user.

When I tried to learn 3ds max, which is/was several times, for some reason it just seemed really difficult compared to maya modelling.
So i'm sorry that I can't write one for 3ds max users.
Later on down the track, I may be getting stuck into learning 3ds max for my mod, but at the moment i'm using maya 8.5 for my mod and every other bit of 3d modelling.

As for peoples posts here, you are free to post now, but When I add more tutorials, I'm going to see if Don Reba or one of the mods or admins can delete or move posts so that I can keep all the tutorials together, rather than having tutorials seperated by bunches of posts.
So give some feedback if you've actually attempted these lengthy tutorials. I can already see what alot of people will say.

If you know anyone who wants to start preparing their maps for compilation in STALKER, please direct them to this thread.
This is more a "STALKER mapping for dummies" kinda thing, but I think that other people may benifit from this aswell.
  16:15:37  19 May 2007
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74205
(Novice)
 
On forum: 05/19/2007
Messages: 2
Natace, i have a litle problem.

I downloaded Maya 8.5 PLE, dont have any experience with it. Im not entirely new to the create some levels, as i have used GTK Radiant editor for the past couple of years.

Still. i always wanted to try and learn Maya, is just that i dont have time betwen work and other projets. Maybe now Stalker will force me to learn it one way or another.

My problem is that when i follow your instructions to instal the plugis, the "plugin manager" dont want to load "xray_export" or "xray_material".
It says that it cant find the files.
this only hapen when i try to select "load"; "auto-load" is fine.

do you know what might be causig this?? i just hope that is not a "limitation" or a "compatibiliti" issue with the PLE, because that will represent a huge step back for a lot of people that just use it for hobby.

Thanks and sorry for my bad english.
  01:19:50  20 May 2007
profilee-mailreply Message URLTo the Top
Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
Natace, i have a litle problem.

I downloaded Maya 8.5 PLE, dont have any experience with it. Im not entirely new to the create some levels, as i have used GTK Radiant editor for the past couple of years.

Still. i always wanted to try and learn Maya, is just that i dont have time betwen work and other projets. Maybe now Stalker will force me to learn it one way or another.

My problem is that when i follow your instructions to instal the plugis, the "plugin manager" dont want to load "xray_export" or "xray_material".
It says that it cant find the files.
this only hapen when i try to select "load"; "auto-load" is fine.

do you know what might be causig this?? i just hope that is not a "limitation" or a "compatibiliti" issue with the PLE, because that will represent a huge step back for a lot of people that just use it for hobby.

Thanks and sorry for my bad english.
---END QUOTATION---



I think your english was very good and in fact I thought that was your native language, so keep up the good work there

As for the problem, I have heard reports that Maya PLE doesnt support those plugins, and they don't work with Maya PLE.
I would suggest you get maya 8 or 8.5 somehow

This is only a tutorial for those with maya 8.5 and maybe maya 8.0, I have not used Maya PLE or 3ds max or any of that.
I have used Maya 6 unlimited which I know does not support the plugins, because the plugins are made for maya 8.5 and 8.0 which I said at the start of the tutorial.
  16:23:06  21 May 2007
profilee-mailreply Message URLTo the Top
74205
(Novice)
 
On forum: 05/19/2007
Messages: 2

---QUOTATION---
I think your english was very good and in fact I thought that was your native language, so keep up the good work there
---END QUOTATION---



Thanks . Im from Argentina so im glad to know that my english is *mostly* understandable.


---QUOTATION---
As for the problem, I have heard reports that Maya PLE doesnt support those plugins, and they don't work with Maya PLE.
I would suggest you get maya 8 or 8.5 somehow

This is only a tutorial for those with maya 8.5 and maybe maya 8.0, I have not used Maya PLE or 3ds max or any of that.
I have used Maya 6 unlimited which I know does not support the plugins, because the plugins are made for maya 8.5 and 8.0 which I said at the start of the tutorial.
---END QUOTATION---



Well, thats bads news for me. The PLE that i have is the 8.5, so at the end there is an issue here.
i dont known anyone who has the program here so im a bit in trouble. I cant buy Maya either... its just too expensive for the average income of a person down here...

Damm... i only got one more "way" to get the plugins work... and i dont want to cross that line... but seems that i dont have any options here .

I hope that the devs release a plugin that works with the PLE, because a lot of people dont have any choice here. I mean, a lot of people want to make levels and expand the game, but with limitations like this in the sdk is either "get maya from other sources" or forget all about level mods in this game.

Thanks for the help anyway .
  00:02:03  22 May 2007
profilee-mailreply Message URLTo the Top
Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
I think your english was very good and in fact I thought that was your native language, so keep up the good work there

Thanks . Im from Argentina so im glad to know that my english is *mostly* understandable.

As for the problem, I have heard reports that Maya PLE doesnt support those plugins, and they don't work with Maya PLE.
I would suggest you get maya 8 or 8.5 somehow

This is only a tutorial for those with maya 8.5 and maybe maya 8.0, I have not used Maya PLE or 3ds max or any of that.
I have used Maya 6 unlimited which I know does not support the plugins, because the plugins are made for maya 8.5 and 8.0 which I said at the start of the tutorial.

Well, thats bads news for me. The PLE that i have is the 8.5, so at the end there is an issue here.
i dont known anyone who has the program here so im a bit in trouble. I cant buy Maya either... its just too expensive for the average income of a person down here...

Damm... i only got one more "way" to get the plugins work... and i dont want to cross that line... but seems that i dont have any options here .

I hope that the devs release a plugin that works with the PLE, because a lot of people dont have any choice here. I mean, a lot of people want to make levels and expand the game, but with limitations like this in the sdk is either "get maya from other sources" or forget all about level mods in this game.

Thanks for the help anyway .
---END QUOTATION---



Well, I had maya 6, and so...and I had to go that "way" to get Maya 8.5. I have no regrets about it either.
Go over to www.oblivion-lost.de and register to the website, then go to the forums, find a post by me ( http://forum.v5g.de/showthread.php?t=10128 ) and send me a Private Message (PM) about maya 8.5, I'll help you out.
 
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