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![]() Adding
your shape to Starsiege: Tribes for Dummies 101 Tutorial
by Sty Disclaimer:
I will not be held responsible for any problems that this may cause on
your system. I
had spent quite sometime teaching myself the process of making shapes
with WorldCraft and using them in Tribes. I have a tendency to learn
better by hands on experience and going about it the long way, so I
can understand each process fully. So I am going to show you the long
way. I am assuming you have previous knowledge or have even played
with the Mission Editor in Tribes. Things
you need for adding a shape: 1.
Worldcraft 2.1 The
ZED manual (in the Tribes toolkit) and the Worldcraft convert text are
MUST READS! I cannot stress this enough. They tell you alot of what
you need to know as well as tips on editing. Be aware also, that there
is a syntax error in the WC Convertion text for processing your .map
file. Also they call a file glumpy.exe
when it is really qlumpy.exe.
One of the dev team must have made a typo that wasn't caught. Here is
the problem: The
command line: $bsp_exe
$file.$exe %file.zvl Should
be: $bsp_exe
$file.map $file.zvl The
Worldcraft processing documents that Dynamix supplied in the
Worldcraft conversion kit, outlines the compile and conversion of the
.map files. It explains the setup and configuration of Worldcraft’s
properties for Tribes use. Getting
the ball rolling after editing is done: Be
sure you have edited your autoexec.bat
to state the path to your \bin subdirectory! This
is mine for example: PATH
C:\WINDOWS;C:\WINDOWS\COMMAND;C:\WC_TOOLS\BIN 1.
Once you have completed your shape design, export the file to .map and
place the .map file in your \bin subdirectory of your converter tools. MAP2ZVL
*.MAP *.ZVL (* is where you place the
name of your file. For instance if my .map is named House, then I would type: MAP2ZVL
HOUSE.MAP HOUSE.ZVL) 4.
After this process is over, the map2zvl.exe will put out a .zvl file
in your \bin subdirectory. ZEDSHAPE
*.ZVL (If
you want the shape fully optimized for use in Tribes add the -H argument at the end of
the command. For example: ZEDSHAPE
*.ZVL -H . Adding the -H argument will increase the time it
takes for this process to run and fully optimizes the lighting.) 6.
After this process is completed, the zedshape.exe will put out a .div
file that has the four shape files inside it (.dis, .dil, .dig, .dml).
These 4 files make up your shape. Making
a Test Map for your shape: Okay,
now you can go about this two different ways. You can create a mission
map from scratch and test your map in it. Or you can do like I do and
take a already completed map that has the features you will eventually
place in your final map (desert, night or grass, day, etc. etc.) and
use that as a test. If you choose my route, just use the following
narrative. This is what I do for a completely operational map in just
a matter of minutes. 1.
Find a map you like, let's say Raindance.
}; Dropping
your shape into the Mission Editor: Okay,
now you have a shape you are ready to put into the game. But there is
one problem, for some reason the missionRegDis(); command
line in the editor won't read the .div file and get at the necessary .dis
inside (the .div file is much like a .vol file). So what you need next
is the vmerge.exe that is in the Tribes toolkit pack, as well as a .vol
file that you want the 4 files to end up in. If you have custom
textures, it is a good idea to just use the .vol you will eventually
make for those textures. If you don't have an empty .vol file, make
one using the Make_Vol batch file using a blank subfolder in your \art
subdirectory or Vmerge will do this automatically.
For
example:
if you have your.dis file and you want it in a .vol file, just run the
Vmerge.exe *.vol (if you don’t have a .vol called this, it’ll
create it) *.dis. I
will cover textures more in depth in the Adding Textures tutorial.
vmerge.exe should be in your \bin subdirectory. 1.
Go into your DOS prompt and type: VMERGE
*.VOL *.DIV (What
this does is merge files from vol two into vol one, or in this case *.DIV into *.VOL) 2.
Now you have two choices, you can either register the volume by going
into a text editor, opening your test map's .mis file and creating a
Simgroup with the volume in it. Example: //--- export object begin ---// If
you have custom textures, there is a guideline, but I will talk about
this later in the tutorial. 3.
Now start up Tribes and go into the Mission Editor. MissionRegDis(testshape,
*); (in
this case with the house.map as an example, *
is where you'd put house) 5.
Now hit F3 and scroll down, there should be a testshape
directory at the bottom. Click on it and you will see your shape
listed on the right hand directory. Now just click on your shape name
and it will pop into view in the Mission Editor. Now place it where
you want and so you can check it out. If
you have a final product (ready for game use and distribution), you
want it to be in a .vol file and listed in the .mis file. I wouldn't
save your map unless this is a final product and those previous
mentions are done. If this is a final product (and assuming you have
the terrain the way you want it), then just relight and save your map.
You have now successfully created a shape and added it to Starsiege:
Tribes. Congratulations! Now go outside and blow some stink off. :)
Heh Using
textures, custom textures and adding custom textures to Starsiege:
Tribes: Things
you need: 1.
qlumpy.exe and makels.exe (http://halflife.gamedesign.net/
and http://www2.50megs.com/tribesart/files/) Dynamix
provided some of the game art used in the Human1.wad file. If you used
those textures, you are home-free to add your shape without needing to
add textures to your volume file. If
you used custom textures then this next sequence will guide you
through the process. 1.
Now you should have acquired the qlumpy.exe and the makels.exe
programs. Take them and place them in your \bin subdirectory. MAKE_WAD
* (* is the name of your art
subfolder housing all your custom textures.) 6.
You will now have a .wad file in your \art subdirectory for use in
Worldcraft and will be able to add the .wad in the
tools/options/textures/add wad menu in Worldcraft. MAKE_VOL
* (* is the name of your art
subfolder housing all your custom textures.) 8.
You will now have a .vol file in your \art subdirectory for use in
Tribes. Now
once you have your shape completed and your textures into a .vol file.
You will want to use the vmerge.exe
to merge the shape files into the texture .vol. Refer back to the Dropping your shape into the
Mission Editor section on how to do this. If you do not do
this, you will have severe problems when trying to load the shape into
the Tribes Mission Editor. Once you merge the textures and shape into
the .vol file, you are ready to rock and roll. Good luck and have fun!
:) -Sty If
you have any questions let me know I will do my best to help. |
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