Docs:Creating a scene in Maya
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- | == | + | ==Modelling== |
- | * | + | *The entire geometry must be created in real-world sizes (if the table in the real life is 1 meter high, it must be created 1 meter high in Maya) |
- | * | + | *Character's bounding box has three states: standing <code>(1.8х0.7х0.7 in meters)</code>, sitting <code>(1.5х0.7х0.7 in meters)</code> and crouching <code>(1.2х0.7х0.7 in meters)</code>. |
- | * | + | *The entire level must be not larger than <code>150 thousand triangles</code>. |
[[image: Docs_maya_outliner.jpg|outliner screenshot|center|frame|outliner screenshot]] | [[image: Docs_maya_outliner.jpg|outliner screenshot|center|frame|outliner screenshot]] | ||
- | * | + | *The scene must consist of groups. The name of the group is composed according to the principle: '''mp_levelname_geometryname'''. For example, there are the following groups in our test scene: <code>mp_atp_terrain</code>, <code>mp_atp_buildings</code>. The group may have both one object, and several of them. The names of the objects inside the group must by no means coincide with the name of the group. <br /> |
- | ''' | + | '''The names within one group must be unique'''. |
- | [[image: Docs_maya_mp_atp_terrain.jpg|mp_atp_terrain - | + | [[image: Docs_maya_mp_atp_terrain.jpg|mp_atp_terrain - game landscape|center|frame|mp_atp_terrain - game landscape]] |
- | [[image: Docs_maya_mp_atp_buildings.jpg|mp_atp_buildings - | + | [[image: Docs_maya_mp_atp_buildings.jpg|mp_atp_buildings - game geometry|center|frame|mp_atp_buildings - game geometry]] |
- | * | + | *Object's shape must contain the correct name. It's composed according to the principle: object - <code>objectname</code>, shape - <code>objectnameShape</code>. |
- | [[image: Docs_maya_objectname.jpg| | + | [[image: Docs_maya_objectname.jpg|Objects' names in Maya|center|frame|Objects' names in Maya]] |
- | == | + | |
- | ===General | + | ==Texturing== |
- | X-ray | + | ===General=== |
- | *Engine - | + | Apart from the texture, the X-ray shader uses the setting that consists of three parts - Engine, Compiler, Material. |
- | *Compiler - | + | *Engine - displays texture on the game engine. |
- | *Material - | + | *Compiler - used on level compilation. |
- | [[image:Docs_maya_xray_shaders.jpg| | + | *Material - game material (wallmarks, sound etc.). |
- | === | + | [[image:Docs_maya_xray_shaders.jpg|list of available shaders|center|frame|list of available shaders]] |
+ | ===Shaders descritpion=== | ||
{|border="1" width="550" cellpadding="2" style="border-collapse:collapse; border-color:#ccc;" | {|border="1" width="550" cellpadding="2" style="border-collapse:collapse; border-color:#ccc;" | ||
|- | |- | ||
!colspan="2" style="background-color:#dbe5f1;" | Engine | !colspan="2" style="background-color:#dbe5f1;" | Engine | ||
|- | |- | ||
- | |colspan="2" style="background-color:#eaf1dd;" | | + | |colspan="2" style="background-color:#eaf1dd;" | Shaders for static objects |
|- | |- | ||
|width="150" | default | |width="150" | default | ||
- | | | + | |Main lightmap shader. |
|- | |- | ||
| style="background-color:#f9f9f9;"| def_vertex | | style="background-color:#f9f9f9;"| def_vertex | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Main vertex shader. |
|- | |- | ||
| def_aref | | def_aref | ||
- | | | + | |Transparency. alpha test - aref (without gradients). |
|- | |- | ||
|style="background-color:#f9f9f9;"| def_trans | |style="background-color:#f9f9f9;"| def_trans | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Transparency. alpha test - trans (with gradients). |
|- | |- | ||
| selflight | | selflight | ||
- | | | + | |Self-luminous material. |
|- | |- | ||
- | |colspan="2" style="background-color:#eaf1dd;" | | + | |colspan="2" style="background-color:#eaf1dd;" | Shaders for dynamic objects |
|- | |- | ||
| models/model | | models/model | ||
- | | | + | |Main shader. |
|- | |- | ||
|style="background-color:#f9f9f9;"| models/antigas_glass | |style="background-color:#f9f9f9;"| models/antigas_glass | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 1. |
|- | |- | ||
| models/artefact | | models/artefact | ||
- | | | + | |Shader with CubeMap reflection - variant 2. |
|- | |- | ||
|style="background-color:#f9f9f9;"| models/artefact2 | |style="background-color:#f9f9f9;"| models/artefact2 | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 3. |
|- | |- | ||
| models/model_fur | | models/model_fur | ||
Line 60: | Line 61: | ||
|- | |- | ||
| models/model_aref | | models/model_aref | ||
- | | | + | |Transparency. alpha test - aref (without gradients). |
|- | |- | ||
|style="background-color:#f9f9f9;"| models/pautina | |style="background-color:#f9f9f9;"| models/pautina | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Self-luminous material with transparency and with falloff effect. |
|- | |- | ||
| models/selflight | | models/selflight | ||
- | | | + | |Main self-luminous material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| models/selflightl | |style="background-color:#f9f9f9;"| models/selflightl | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Self-luminous material with lesser intensity. |
|- | |- | ||
| models/transparent | | models/transparent | ||
- | | | + | |Transparency. |
|- | |- | ||
|style="background-color:#f9f9f9;"| models/weapons | |style="background-color:#f9f9f9;"| models/weapons | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Shader with CubeMap reflection - variant 4. |
|- | |- | ||
| models/window | | models/window | ||
- | | | + | |Translucent shader with CubeMap reflection. |
|- | |- | ||
|style="background-color:#f9f9f9;"| effects/water | |style="background-color:#f9f9f9;"| effects/water | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Pure water shader. |
|- | |- | ||
| effects/waterstuden | | effects/waterstuden | ||
- | | | + | |Bog shader. |
|- | |- | ||
|style="background-color:#f9f9f9;"| effects/waterryaska | |style="background-color:#f9f9f9;"| effects/waterryaska | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Duckweed shader. |
|- | |- | ||
| terrain/asfalt | | terrain/asfalt | ||
- | | | + | |Terrain shader, asphalt. |
|- | |- | ||
|style="background-color:#f9f9f9;"| terrain/grass | |style="background-color:#f9f9f9;"| terrain/grass | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Terrain shader, grass. |
|- | |- | ||
| terrain/sand | | terrain/sand | ||
- | | | + | |Terrain shader, ground. |
|- | |- | ||
!colspan="2" style="background-color:#dbe5f1;" | Compiler | !colspan="2" style="background-color:#dbe5f1;" | Compiler | ||
|- | |- | ||
| default | | default | ||
- | | | + | |Main lightmap shader. |
|- | |- | ||
|style="background-color:#f9f9f9;"| def_vertex | |style="background-color:#f9f9f9;"| def_vertex | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Main vertex shader. |
|- | |- | ||
| def_ghost | | def_ghost | ||
- | |Lightmap shader | + | |Lightmap shader without collision. |
|- | |- | ||
|style="background-color:#f9f9f9;"| def_kolizion_vertex | |style="background-color:#f9f9f9;"| def_kolizion_vertex | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Special shader of invisible geometry. |
|- | |- | ||
!colspan="2" style="background-color:#dbe5f1;" | Material | !colspan="2" style="background-color:#dbe5f1;" | Material | ||
|- | |- | ||
- | |colspan="2" style="background-color:#eaf1dd;" | | + | |colspan="2" style="background-color:#eaf1dd;" | Game shaders for static objects |
|- | |- | ||
| default | | default | ||
- | | | + | |Main material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/asphalt | |style="background-color:#f9f9f9;"| material/asphalt | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Asphalt material. |
|- | |- | ||
| material/bricks | | material/bricks | ||
- | | | + | |Brickwork material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/bush | |style="background-color:#f9f9f9;"| material/bush | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Bush material. |
|- | |- | ||
| material/cloth | | material/cloth | ||
- | | | + | |Cloth material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/concrete | |style="background-color:#f9f9f9;"| material/concrete | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Concrete material. |
|- | |- | ||
| material/death | | material/death | ||
- | | | + | |Character-killing material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/dirt | |style="background-color:#f9f9f9;"| material/dirt | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Viscous mud material. |
|- | |- | ||
| material/earth | | material/earth | ||
- | | | + | |Ground material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/fake | |style="background-color:#f9f9f9;"| material/fake | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Invisible material confining character’s movement. |
|- | |- | ||
| material/fake_ladders | | material/fake_ladders | ||
- | | | + | |Invisible staircase plane. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/flooring_tile | |style="background-color:#f9f9f9;"| material/flooring_tile | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Glazed tile material. |
|- | |- | ||
| material/glass | | material/glass | ||
- | | | + | |Glass material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/grass | |style="background-color:#f9f9f9;"| material/grass | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Grass material (used on terrain texture). |
|- | |- | ||
| material/gravel | | material/gravel | ||
- | | | + | |Gravel material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/metal | |style="background-color:#f9f9f9;"| material/metal | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Massive, impenetrable metal material. |
|- | |- | ||
| material/metall_pipe | | material/metall_pipe | ||
- | | | + | |Metal pipe material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/metal_plate | |style="background-color:#f9f9f9;"| material/metal_plate | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Sheet, penetrable metal. |
|- | |- | ||
| material/sand | | material/sand | ||
- | | | + | |Sand material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/setka_rabica | |style="background-color:#f9f9f9;"| material/setka_rabica | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Metal lath material. |
|- | |- | ||
| material/shifer | | material/shifer | ||
- | | | + | |Slate and felt material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/stucco | |style="background-color:#f9f9f9;"| material/stucco | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Plasterwork material. |
|- | |- | ||
| material/tin | | material/tin | ||
- | | | + | |Tin material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/tree_trunk | |style="background-color:#f9f9f9;"| material/tree_trunk | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Tree truck material. |
|- | |- | ||
| material/water | | material/water | ||
- | | | + | |Water material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| material/wood | |style="background-color:#f9f9f9;"| material/wood | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Thick, wooden workpiece. |
|- | |- | ||
| material/wooden_board | | material/wooden_board | ||
- | | | + | |Wooden board material. |
|- | |- | ||
- | |colspan="2" style="background-color:#eaf1dd;" | | + | |colspan="2" style="background-color:#eaf1dd;" | Game shaders for dynamic objects |
|- | |- | ||
| default_object | | default_object | ||
- | | | + | |Main material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/barrel | |style="background-color:#f9f9f9;"| objects/barrel | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Barrel material. |
|- | |- | ||
| objects/bottle | | objects/bottle | ||
- | | | + | |Small glass material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/bullet | |style="background-color:#f9f9f9;"| objects/bullet | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Bullet material. |
|- | |- | ||
| objects/car_cabine | | objects/car_cabine | ||
- | | | + | |Cab material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/car_wheel | |style="background-color:#f9f9f9;"| objects/car_wheel | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Tires material. |
|- | |- | ||
| objects/clothes | | objects/clothes | ||
- | | | + | |Cloth material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/concrete_box | |style="background-color:#f9f9f9;"| objects/concrete_box | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Concrete material. |
|- | |- | ||
| objects/dead_body | | objects/dead_body | ||
- | | | + | |Dead body material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/fuel_can | |style="background-color:#f9f9f9;"| objects/fuel_can | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Fuel can material. |
|- | |- | ||
| objects/glass | | objects/glass | ||
- | | | + | |Glass material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/knife | |style="background-color:#f9f9f9;"| objects/knife | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Knife material. |
|- | |- | ||
| objects/large_furnitura | | objects/large_furnitura | ||
- | | | + | |Wooden workpiece material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/large_metal_trash | |style="background-color:#f9f9f9;"| objects/large_metal_trash | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Massive metal material. |
|- | |- | ||
| objects/large_weapon | | objects/large_weapon | ||
- | | | + | |Machine-guns material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/metal_box | |style="background-color:#f9f9f9;"| objects/metal_box | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Sheet metal material. |
|- | |- | ||
| objects/monster_body | | objects/monster_body | ||
- | | | + | |Dead monsters material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/small_box | |style="background-color:#f9f9f9;"| objects/small_box | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Small metal objects material. |
|- | |- | ||
| objects/small_metal_trash | | objects/small_metal_trash | ||
- | | | + | |Small metal junk material. |
|- | |- | ||
|style="background-color:#f9f9f9;"| objects/small_weapon | |style="background-color:#f9f9f9;"| objects/small_weapon | ||
- | |style="background-color:#f9f9f9;"| | + | |style="background-color:#f9f9f9;"|Pistols material. |
|- | |- | ||
| objects/tin_can | | objects/tin_can | ||
- | | | + | |Tin material. |
|} | |} | ||
- | [[image:Docs_maya_xray_sahder.jpg|X-ray shader | + | [[image:Docs_maya_xray_sahder.jpg|X-ray shader in Maya|center|frame|X-ray shader in Maya]] |
- | ===X-Ray Shader Presets | + | ===X-Ray Shader Presets for static objects=== |
{|border="1" cellpadding="2" width="400" style="border-collapse:collapse; border-color:#ccc;" | {|border="1" cellpadding="2" width="400" style="border-collapse:collapse; border-color:#ccc;" | ||
|- | |- | ||
|colspan="2" style="background-color:#dbe5f1;"|Terrain Grass | |colspan="2" style="background-color:#dbe5f1;"|Terrain Grass | ||
|- | |- | ||
- | |width="150"|Double | + | |width="150"|Double-sided |
|no | |no | ||
|- | |- | ||
Line 283: | Line 284: | ||
|colspan="2" style="background-color:#dbe5f1;"|Terrain Sand | |colspan="2" style="background-color:#dbe5f1;"|Terrain Sand | ||
|- | |- | ||
- | |Double | + | |Double-sided |
| no | | no | ||
|- | |- | ||
Line 297: | Line 298: | ||
|colspan="2" style="background-color:#dbe5f1;"|Terrain Asphalt | |colspan="2" style="background-color:#dbe5f1;"|Terrain Asphalt | ||
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|levels/mp_atp_asfalt | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|levels/mp_atp_asfalt | ||
Line 305: | Line 306: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/asphalt | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/asphalt | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Penetrable metal plate |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 315: | Line 316: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal_plate | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal_plate | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Transparent metal lath |
|- | |- | ||
- | |Double | + | |Double-sided||yes |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_aref | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_aref | ||
Line 325: | Line 326: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/setka_rabica | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/setka_rabica | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Ordinary metal surface |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 335: | Line 336: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/metal | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;" | | + | |colspan="2" style="background-color:#dbe5f1;" |Wooden boards |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 345: | Line 346: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wooden_board | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wooden_board | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Thick wooden workpieces |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 355: | Line 356: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wood | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/wood | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;" | | + | |colspan="2" style="background-color:#dbe5f1;" |Concrete |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 365: | Line 366: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/concrete | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/concrete | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Brickwork |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 375: | Line 376: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/bricks | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/bricks | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Slate, felt |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 385: | Line 386: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/shifer | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/shifer | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Plasterwork |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 395: | Line 396: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/stucco | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/stucco | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Earth mound |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|default | ||
Line 405: | Line 406: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/earth | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/earth | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Invisible plane, indicating the staircase |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex | ||
Line 415: | Line 416: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake_ladders | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake_ladders | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Invisible plane, restricting the character's movement |
|- | |- | ||
- | |Double | + | |Double-sided||yes |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|def_vertex | ||
Line 425: | Line 426: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|material/fake | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Breakable glass |
|- | |- | ||
- | |Double | + | |Double-sided||yes |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|models/window | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|models/window | ||
Line 435: | Line 436: | ||
|style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|objects/glass | |style="background-color:#f9f9f9;"|Material||style="background-color:#f9f9f9;"|objects/glass | ||
|- | |- | ||
- | |colspan="2" style="background-color:#dbe5f1;"| | + | |colspan="2" style="background-color:#dbe5f1;"|Water |
|- | |- | ||
- | |Double | + | |Double-sided||no |
|- | |- | ||
|style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|effects/water | |style="background-color:#f9f9f9;"|Engine||style="background-color:#f9f9f9;"|effects/water | ||
Line 448: | Line 449: | ||
===Simple Shader Setup=== | ===Simple Shader Setup=== | ||
<div style="text-align:center;"> | <div style="text-align:center;"> | ||
- | <flash>file= | + | <flash>file=movie_02.swf|width=800|height=620|quality=medium|menu=false</flash> |
</div> | </div> | ||
- | == | + | ==Exporting geometry from Maya== |
- | + | This [[Docs:Creating a multi-player map#Importing to LevelEditor's library.|Video Tutorial]] will guide you through the exporting process. | |
- | + | In case when xrayMaya_export doesn't export objects, check for errors and fix them. | |
- | + | The following are considered to be errors for xrayMaya_export: | |
- | * | + | *Incorrect texture coordinates (stretched textures). |
- | * | + | *0 (zero) square meters polygon. |
- | * | + | *Long thin triangles. |
- | * | + | *Not adhered points positioned in the same place etc. |
- | [[image: Docs_maya_cleanup.jpg| | + | [[image: Docs_maya_cleanup.jpg|Cleanup settings|center|frame|Cleanup settings]] |
[[Category:MOD SDK official help|{{PAGENAME}}]] | [[Category:MOD SDK official help|{{PAGENAME}}]] | ||
+ | <!-- DO NOT EDIT LINKS STERTING AS ru: !!! --> | ||
[[ru:Docs:Создание сцены в Maya]] | [[ru:Docs:Создание сцены в Maya]] |
Current revision
Contents |
Modelling
- The entire geometry must be created in real-world sizes (if the table in the real life is 1 meter high, it must be created 1 meter high in Maya)
- Character's bounding box has three states: standing
(1.8х0.7х0.7 in meters)
, sitting(1.5х0.7х0.7 in meters)
and crouching(1.2х0.7х0.7 in meters)
. - The entire level must be not larger than
150 thousand triangles
.
- The scene must consist of groups. The name of the group is composed according to the principle: mp_levelname_geometryname. For example, there are the following groups in our test scene:
mp_atp_terrain
,mp_atp_buildings
. The group may have both one object, and several of them. The names of the objects inside the group must by no means coincide with the name of the group.
The names within one group must be unique.
- Object's shape must contain the correct name. It's composed according to the principle: object -
objectname
, shape -objectnameShape
.
Texturing
General
Apart from the texture, the X-ray shader uses the setting that consists of three parts - Engine, Compiler, Material.
- Engine - displays texture on the game engine.
- Compiler - used on level compilation.
- Material - game material (wallmarks, sound etc.).
Shaders descritpion
Engine | |
---|---|
Shaders for static objects | |
default | Main lightmap shader. |
def_vertex | Main vertex shader. |
def_aref | Transparency. alpha test - aref (without gradients). |
def_trans | Transparency. alpha test - trans (with gradients). |
selflight | Self-luminous material. |
Shaders for dynamic objects | |
models/model | Main shader. |
models/antigas_glass | Shader with CubeMap reflection - variant 1. |
models/artefact | Shader with CubeMap reflection - variant 2. |
models/artefact2 | Shader with CubeMap reflection - variant 3. |
models/model_fur | Прозрачность. alpha test - aref (без градиентов). |
models/lightplanes | Самосветящийся материал с прозрач. и с эффектом falloff. |
models/model_aref | Transparency. alpha test - aref (without gradients). |
models/pautina | Self-luminous material with transparency and with falloff effect. |
models/selflight | Main self-luminous material. |
models/selflightl | Self-luminous material with lesser intensity. |
models/transparent | Transparency. |
models/weapons | Shader with CubeMap reflection - variant 4. |
models/window | Translucent shader with CubeMap reflection. |
effects/water | Pure water shader. |
effects/waterstuden | Bog shader. |
effects/waterryaska | Duckweed shader. |
terrain/asfalt | Terrain shader, asphalt. |
terrain/grass | Terrain shader, grass. |
terrain/sand | Terrain shader, ground. |
Compiler | |
default | Main lightmap shader. |
def_vertex | Main vertex shader. |
def_ghost | Lightmap shader without collision. |
def_kolizion_vertex | Special shader of invisible geometry. |
Material | |
Game shaders for static objects | |
default | Main material. |
material/asphalt | Asphalt material. |
material/bricks | Brickwork material. |
material/bush | Bush material. |
material/cloth | Cloth material. |
material/concrete | Concrete material. |
material/death | Character-killing material. |
material/dirt | Viscous mud material. |
material/earth | Ground material. |
material/fake | Invisible material confining character’s movement. |
material/fake_ladders | Invisible staircase plane. |
material/flooring_tile | Glazed tile material. |
material/glass | Glass material. |
material/grass | Grass material (used on terrain texture). |
material/gravel | Gravel material. |
material/metal | Massive, impenetrable metal material. |
material/metall_pipe | Metal pipe material. |
material/metal_plate | Sheet, penetrable metal. |
material/sand | Sand material. |
material/setka_rabica | Metal lath material. |
material/shifer | Slate and felt material. |
material/stucco | Plasterwork material. |
material/tin | Tin material. |
material/tree_trunk | Tree truck material. |
material/water | Water material. |
material/wood | Thick, wooden workpiece. |
material/wooden_board | Wooden board material. |
Game shaders for dynamic objects | |
default_object | Main material. |
objects/barrel | Barrel material. |
objects/bottle | Small glass material. |
objects/bullet | Bullet material. |
objects/car_cabine | Cab material. |
objects/car_wheel | Tires material. |
objects/clothes | Cloth material. |
objects/concrete_box | Concrete material. |
objects/dead_body | Dead body material. |
objects/fuel_can | Fuel can material. |
objects/glass | Glass material. |
objects/knife | Knife material. |
objects/large_furnitura | Wooden workpiece material. |
objects/large_metal_trash | Massive metal material. |
objects/large_weapon | Machine-guns material. |
objects/metal_box | Sheet metal material. |
objects/monster_body | Dead monsters material. |
objects/small_box | Small metal objects material. |
objects/small_metal_trash | Small metal junk material. |
objects/small_weapon | Pistols material. |
objects/tin_can | Tin material. |
X-Ray Shader Presets for static objects
Terrain Grass | |
Double-sided | no |
Engine | levels/mp_atp_grass |
Compiler | default |
Material | material/grass |
Terrain Sand | |
Double-sided | no |
Engine | levels/mp_atp_sand |
Compiler | default |
Material | material/earth |
Terrain Asphalt | |
Double-sided | no |
Engine | levels/mp_atp_asfalt |
Compiler | default |
Material | material/asphalt |
Penetrable metal plate | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/metal_plate |
Transparent metal lath | |
Double-sided | yes |
Engine | def_aref |
Compiler | default |
Material | material/setka_rabica |
Ordinary metal surface | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/metal |
Wooden boards | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/wooden_board |
Thick wooden workpieces | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/wood |
Concrete | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/concrete |
Brickwork | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/bricks |
Slate, felt | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/shifer |
Plasterwork | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/stucco |
Earth mound | |
Double-sided | no |
Engine | default |
Compiler | default |
Material | material/earth |
Invisible plane, indicating the staircase | |
Double-sided | no |
Engine | def_vertex |
Compiler | def_kolizion_vertex |
Material | material/fake_ladders |
Invisible plane, restricting the character's movement | |
Double-sided | yes |
Engine | def_vertex |
Compiler | def_kolizion_vertex |
Material | material/fake |
Breakable glass | |
Double-sided | yes |
Engine | models/window |
Compiler | def_vertex |
Material | objects/glass |
Water | |
Double-sided | no |
Engine | effects/water |
Compiler | def_vertex |
Material | material/water |
Simple Shader Setup
Exporting geometry from Maya
This Video Tutorial will guide you through the exporting process.
In case when xrayMaya_export doesn't export objects, check for errors and fix them.
The following are considered to be errors for xrayMaya_export:
- Incorrect texture coordinates (stretched textures).
- 0 (zero) square meters polygon.
- Long thin triangles.
- Not adhered points positioned in the same place etc.