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abouffard

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Reply with quote  #1 
Apologies for this...

Does a mission folder and its XML that I create with the mission editor have to exist on all six computers, or just on the server computer?

What about files the script uses, like sound files?

Thanks
Mike Substelny

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Reply with quote  #2 
This is a great question. I have the answer.

The sound files and video files only need to exist on the server because that is the only place they can be displayed.

Any client (Helm, Comms, etc.) can call up the view on the Main Screen. This means that any custom 3D artwork meshes or skins you use for generic objects must be on all of the clients. If the artwork is not present then all clients will crash as soon as the generic object is spawned. Here is an example from "Havoc in the Hamak Sector."

  <create type ="genericMesh" meshFileName="dat/Missions/MISS_HamakSector/teleporter.dxs" textureFileName="dat/electricNoise2.png" colorRed="1" x="99000" y="0" z="59000" name="T1A"/>

I created the 3D mesh called teleporter.dxs myself, so the mission script folder with that artwork must be present on all client machines. But I skinned teleporter.dxs with a texture file that comes packaged with Artemis called electricNoise2.png. That file already exists on all client machines.

You can expand on this concept by having your script refer to existing meshes or skins in unique combinations and scales. For instance, in Party Crashers I created generic objects of gigantic asteroids using the mesh and skin for the stock asteroid. That code looks like this:

    <create type="genericMesh" x="37940" y="0" z="43705" name="Mining Prospect 1" meshFileName="dat/asteroid.dxs" textureFileName="dat/asteroidTexture.png" colorRed="0.804" colorGreen="0.439" colorBlue="0.196"/>

In this case the mission script folder does not need to be on every client machine since the artwork was installed with the Artemis program itself. Note that the color fields combine to make the color of the sensor contact as it will appear on Science and Long Range Scan. In the case of the gigantic asteroid called "Mining Prospect 1" I matched the brown color of the asteroids as they appear on the Science and LRS screens.

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abouffard

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Reply with quote  #3 
Thanks Mike!

My son and I recently played Artemis for the first time last weekend at a game convention in Dallas. His 13th birthday party this fall will now be themed around Artemis, so I'm planning to write him and his friends a forked mission campaign for the event. A win or loss in the first mission will determine which of the two middle missions is played. The campaign will end in one final mission, regardless of which middle mission was played.
Mike Substelny

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Reply with quote  #4 
Good luck, Abouffard!

I just realized that I should give you a couple more lines of code so you see how it works. When I spawned "Mining Prospect 1" above it wasn't really gigantic until I gave it an artScale and a pushRadius:

    <set_object_property property="artScale" value="1.5" name="Mining Prospect 1"/>
    <set_object_property property="pushRadius" value="900" name="Mining Prospect 1"/>

The first line makes the generic object look huge on the Main Viewer. The second line prevents the players from flying through the gigantic asteroid.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
abouffard

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Reply with quote  #5 
Thanks.

I tried a recent script I found online, written by Richard Ryley.

Code:
<mission_data version="1.7" background_id_arme="">
<start name_arme="Start">
<create type="player" x="50000" y="0" z="50000" name="Artemis" />
<set_difficulty_level value="5" />
<set_skybox_index index="9" />
<big_message title="Planetary System" subtitle1="by Richard Ryley" subtitle2="adventure for Artemis 2.1.1" />
<create type="station" x="50000.0" y="0.0" z="49000.0" name="DS1" hullID="1000" />
<create type="genericMesh" x="50000.0" y="0.0" z="0.0" name="Half Planet" meshFileName="dat\shieldHalf.dxs" textureFileName="dat\2B_diffuse.png" colorRed="1.0" colorGreen="1.0" colorBlue="1.0" />
<set_object_property property="artScale" value="3.0" name="Half Planet" />
<set_object_property property="pushRadius" value="3000.0" name="Half Planet" />
<set_object_property property="blocksShotFlag" value="1" name="Half Planet" />
<create type="genericMesh" x="25000.0" y="0.0" z="50000.0" name="Round Planet" meshFileName="dat\asteroid.dxs" textureFileName="dat\3B_diffuse.png" colorRed="1.0" colorGreen="1.0" colorBlue="1.0" />
<set_object_property property="artScale" value="3.0" name="Round Planet" />
<set_object_property property="pushRadius" value="1500.0" name="Round Planet" />
<set_object_property property="blocksShotFlag" value="1" name="Round Planet" />
<set_object_property property="angleDelta" value="0.2" name="Round Planet" />
<create type="genericMesh" x="50000.0" y="0.0" z="80000.0" name="Orbit Planet" meshFileName="dat\asteroid.dxs" textureFileName="planet.png" colorRed="1.0" colorGreen="1.0" colorBlue="1.0" />
<set_object_property property="artScale" value="3.0" name="Orbit Planet" />
<set_object_property property="pushRadius" value="1500.0" name="Orbit Planet" />
<set_object_property property="blocksShotFlag" value="1" name="Round Planet" />
<set_object_property property="angleDelta" value="0.2" name="Round Planet" />
<create type="blackHole" x="50010.0" y="0.0" z="80000.0" name="Gravity Well" />
<set_variable name="chapter_1" value="1" />
</start>
</mission_data>

I tried replacing the mine1.png texture reference on "Orbit Planet" to a reference to the attached/included image.  When the ship got close enough to draw the "planet" the server crashed.

Is there any trick to using a custom png for a texture?  Does the texture file need to be a certain size, pixel density, color density, etc.?

I *thought* the new texture image was on both machines, but I'll have to go back and really check again.

planet.png

Mike Substelny

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Reply with quote  #6 
I am a terrible artist and I have never made a custom png. I always use the stock png files that came with the game. But I do know that the game will crash unless you have all of the artwork on all of the clients.

The texture file planet.png must be inside the mission script folder, and every client needs a copy of that mission script folder within the .dat folder.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
abouffard

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Reply with quote  #7 
I got it to work but I had to move the custom png into the dat folder on both machines.  
Both machines had the mission folder with the png inside and the script referencing it there, but the client app probably doesn't really know anything about my custom mission folder, so a local reference to "planet.png" is meaningless to it, while both machines know perfectly well where the "dat" folder is located, and thus had no problem finding the png.

Here is the result with an artScale of 6, with Starbase 13 in orbit!  :-)

Now I just need to build a rounder mesh with more triangles... :-)

Untitled.png  Untitled2.png 

abouffard

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Reply with quote  #8 
I used DeleD 3D to build a geo sphere, a new planet.dxs.

This is artScale = 4

Now just need to find more textures to build water, desert, ice, etc worlds...

--Andy

Untitled.png 

Mike Substelny

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Reply with quote  #9 
That looks pretty awesome, abouffard! Nice work!
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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Daan

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Reply with quote  #10 
Nice, this is useful. I Hope you'll share the file of your final version with us.
abouffard

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Reply with quote  #11 
I've placed my planet.dxs and all the texture's I've created for different types of worlds in the following location.

https://www.dropbox.com/sh/2vfuybekdddbso3/AABR1ciLlDIcrquJj3MxVxf5a?dl=0

Enjoy.

--Andy
Daan

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Reply with quote  #12 
Thanks!

I see different texture file names in the dxs than the .png included?
Floor Roof Walls etc. Is that correct? 
abouffard

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Reply with quote  #13 
I can't really answer that.

I am completely new to DeleD CE, the editor I used to create the sphere.  I suspect those just happen to be the default textures that were loaded when I created a new model and I didn't know enough to delete them first before saving the dxs.

I just apply the pngs as textures to the dxs in the xml for a mission, when creating my generic meshes.

For example:

Code:
<create type="genericMesh" x="8000.0" y="0.0" z="8000.0" angle="0" name="Vardarak VII" meshFileName="dat\Missions\MISS_DogsOfWar_1\planet.dxs" textureFileName="dat\Missions\MISS_DogsOfWar_1\planet.png" colorRed="0.0" colorGreen="0.5" colorBlue="0.0" />

<create type="genericMesh" x="92000.0" y="0.0" z="92000.0" angle="0" name="Vardarak VIII" meshFileName="dat\Missions\MISS_DogsOfWar_1\planet.dxs" textureFileName="dat\Missions\MISS_DogsOfWar_1\red_planet.png" colorRed="0.5" colorGreen="0.0" colorBlue="0.0" />


--Andy


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