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	<updated>2026-04-05T22:41:49Z</updated>
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	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18872</id>
		<title>Tools pipeline</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18872"/>
		<updated>2013-09-01T10:34:08Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page has been created to list the &#039;&#039;&#039;tested&#039;&#039;&#039; tool chain for every path in art. It&#039;s important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. &#039;&#039;&#039;This guide needs to be updated!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d cmf&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; cal3d cmf in game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rigging + Animations ===&lt;br /&gt;
&lt;br /&gt;
PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d caf -&amp;gt; in game&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.&lt;br /&gt;
&lt;br /&gt;
==== 3DSMax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; (using the cal3d exporter) -&amp;gt; cal3d caf in game&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.)&lt;br /&gt;
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter]&lt;br /&gt;
&lt;br /&gt;
To view your models exported in CAL3D format, you need the &amp;quot;miniviewer&amp;quot; program.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Miniviewer for [http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows], for Linux (?), for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Existing items can easily be ported to different tools with obj format and edited.&lt;br /&gt;
&lt;br /&gt;
Items which needs to be rigged/weighted with the character follow the same rules of the chapter &amp;quot;Characters&amp;quot; above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
&lt;br /&gt;
Blender (2.68, with other versions YMMV) -&amp;gt; [https://svn.code.sf.net/p/crystal/code/CS/trunk/scripts/blender/ io_scene_cs] -&amp;gt; crystal space &lt;br /&gt;
&lt;br /&gt;
Blender (including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Blender2.49 -&amp;gt; blend2cs -&amp;gt; meshfact (not supported on blender 2.5x but under developpement by CS team)&lt;br /&gt;
&lt;br /&gt;
==== 3dsmax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript exporter -&amp;gt; meshfact in game&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Existing levels should be edited in the original application those were built in. It&#039;s possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender(including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/max/ maxscript exporter]] -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender -&amp;gt; [https://svn.code.sf.net/p/crystal/code/CS/trunk/scripts/blender/ io_scene_cs] -&amp;gt; world&lt;br /&gt;
&lt;br /&gt;
Documentation on how to use it is [http://www.crystalspace3d.org/docs/online/manual/Blender.html here].&lt;br /&gt;
&lt;br /&gt;
After exporting the world file you&#039;ll need to rename it to the name area in Planeshift; you&#039;ll also need to move the definitions of the materials and textures into materials/materials.cslib , and move the &#039;&#039;textures&#039;&#039; directory under &#039;&#039;materials&#039;&#039; directory or zipfile.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Lights ===&lt;br /&gt;
&lt;br /&gt;
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.&lt;br /&gt;
&lt;br /&gt;
Those are exported in a PS specific XML format.&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; not supported&lt;br /&gt;
&lt;br /&gt;
Blender 2.49-&amp;gt; not tested&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x-&amp;gt; Not supported&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript for lights -&amp;gt; world in game&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18871</id>
		<title>Tools pipeline</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18871"/>
		<updated>2013-09-01T10:30:22Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page has been created to list the &#039;&#039;&#039;tested&#039;&#039;&#039; tool chain for every path in art. It&#039;s important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. &#039;&#039;&#039;This guide needs to be updated!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d cmf&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; cal3d cmf in game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rigging + Animations ===&lt;br /&gt;
&lt;br /&gt;
PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d caf -&amp;gt; in game&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.&lt;br /&gt;
&lt;br /&gt;
==== 3DSMax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; (using the cal3d exporter) -&amp;gt; cal3d caf in game&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.)&lt;br /&gt;
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter]&lt;br /&gt;
&lt;br /&gt;
To view your models exported in CAL3D format, you need the &amp;quot;miniviewer&amp;quot; program.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Miniviewer for [http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows], for Linux (?), for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Existing items can easily be ported to different tools with obj format and edited.&lt;br /&gt;
&lt;br /&gt;
Items which needs to be rigged/weighted with the character follow the same rules of the chapter &amp;quot;Characters&amp;quot; above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
&lt;br /&gt;
Blender (2.68, with other versions YMMV) -&amp;gt; [https://svn.code.sf.net/p/crystal/code/CS/trunk/scripts/blender/ io_scene_cs] -&amp;gt; crystal space &lt;br /&gt;
&lt;br /&gt;
Blender (including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Blender2.49 -&amp;gt; blend2cs -&amp;gt; meshfact (not supported on blender 2.5x but under developpement by CS team)&lt;br /&gt;
&lt;br /&gt;
==== 3dsmax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript exporter -&amp;gt; meshfact in game&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Existing levels should be edited in the original application those were built in. It&#039;s possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender(including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/max/ maxscript exporter]] -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/blender/ blender2cs]] -&amp;gt; world in game (needs to be tested) Documentation on how to use it is [http://www.crystalspace3d.org/docs/online/manual/Blender.html here].&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Lights ===&lt;br /&gt;
&lt;br /&gt;
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.&lt;br /&gt;
&lt;br /&gt;
Those are exported in a PS specific XML format.&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; not supported&lt;br /&gt;
&lt;br /&gt;
Blender 2.49-&amp;gt; not tested&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x-&amp;gt; Not supported&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript for lights -&amp;gt; world in game&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18870</id>
		<title>Tools pipeline</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18870"/>
		<updated>2013-08-31T18:18:16Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page has been created to list the &#039;&#039;&#039;tested&#039;&#039;&#039; tool chain for every path in art. It&#039;s important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. &#039;&#039;&#039;This guide needs to be updated!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d cmf&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; cal3d cmf in game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rigging + Animations ===&lt;br /&gt;
&lt;br /&gt;
PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d caf -&amp;gt; in game&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.&lt;br /&gt;
&lt;br /&gt;
==== 3DSMax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; (using the cal3d exporter) -&amp;gt; cal3d caf in game&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.)&lt;br /&gt;
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter]&lt;br /&gt;
&lt;br /&gt;
To view your models exported in CAL3D format, you need the &amp;quot;miniviewer&amp;quot; program.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Miniviewer for [http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows], for Linux (?), for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Existing items can easily be ported to different tools with obj format and edited.&lt;br /&gt;
&lt;br /&gt;
Items which needs to be rigged/weighted with the character follow the same rules of the chapter &amp;quot;Characters&amp;quot; above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
&lt;br /&gt;
Blender (2.68, with other versions YMMV) -&amp;gt; io_scene_cs -&amp;gt; crystal space &lt;br /&gt;
&lt;br /&gt;
Blender (including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Blender2.49 -&amp;gt; blend2cs -&amp;gt; meshfact (not supported on blender 2.5x but under developpement by CS team)&lt;br /&gt;
&lt;br /&gt;
==== 3dsmax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript exporter -&amp;gt; meshfact in game&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Existing levels should be edited in the original application those were built in. It&#039;s possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender(including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/max/ maxscript exporter]] -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/blender/ blender2cs]] -&amp;gt; world in game (needs to be tested) Documentation on how to use it is [http://www.crystalspace3d.org/docs/online/manual/Blender.html here].&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Lights ===&lt;br /&gt;
&lt;br /&gt;
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.&lt;br /&gt;
&lt;br /&gt;
Those are exported in a PS specific XML format.&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; not supported&lt;br /&gt;
&lt;br /&gt;
Blender 2.49-&amp;gt; not tested&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x-&amp;gt; Not supported&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript for lights -&amp;gt; world in game&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18869</id>
		<title>Tools pipeline</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=18869"/>
		<updated>2013-08-31T18:17:34Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page has been created to list the &#039;&#039;&#039;tested&#039;&#039;&#039; tool chain for every path in art. It&#039;s important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. &#039;&#039;&#039;This guide needs to be updated!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d cmf&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; cal3d cmf in game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rigging + Animations ===&lt;br /&gt;
&lt;br /&gt;
PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d caf -&amp;gt; in game&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.&lt;br /&gt;
&lt;br /&gt;
==== 3DSMax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; (using the cal3d exporter) -&amp;gt; cal3d caf in game&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.)&lt;br /&gt;
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter]&lt;br /&gt;
&lt;br /&gt;
To view your models exported in CAL3D format, you need the &amp;quot;miniviewer&amp;quot; program.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Miniviewer for [http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows], for Linux (?), for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Existing items can easily be ported to different tools with obj format and edited.&lt;br /&gt;
&lt;br /&gt;
Items which needs to be rigged/weighted with the character follow the same rules of the chapter &amp;quot;Characters&amp;quot; above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
&lt;br /&gt;
Blender (2.68, with other versions YMMV) -&amp;gt; io_export_cs -&amp;gt; crystal space &lt;br /&gt;
&lt;br /&gt;
Blender (including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Blender2.49 -&amp;gt; blend2cs -&amp;gt; meshfact (not supported on blender 2.5x but under developpement by CS team)&lt;br /&gt;
&lt;br /&gt;
==== 3dsmax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript exporter -&amp;gt; meshfact in game&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Existing levels should be edited in the original application those were built in. It&#039;s possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender(including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/max/ maxscript exporter]] -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/blender/ blender2cs]] -&amp;gt; world in game (needs to be tested) Documentation on how to use it is [http://www.crystalspace3d.org/docs/online/manual/Blender.html here].&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Lights ===&lt;br /&gt;
&lt;br /&gt;
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.&lt;br /&gt;
&lt;br /&gt;
Those are exported in a PS specific XML format.&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; not supported&lt;br /&gt;
&lt;br /&gt;
Blender 2.49-&amp;gt; not tested&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x-&amp;gt; Not supported&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript for lights -&amp;gt; world in game&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=10280</id>
		<title>Tools pipeline</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=10280"/>
		<updated>2013-08-11T16:30:45Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Rigging + Animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page has been created to list the &#039;&#039;&#039;tested&#039;&#039;&#039; tool chain for every path in art. It&#039;s important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. &#039;&#039;&#039;This guide needs to be updated!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d cmf&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; cal3d cmf in game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rigging + Animations ===&lt;br /&gt;
&lt;br /&gt;
PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.&lt;br /&gt;
&lt;br /&gt;
==== Maya ====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
==== Blender ====&lt;br /&gt;
* 2.49 -&amp;gt; [http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9] -&amp;gt; cal3d caf -&amp;gt; in game&lt;br /&gt;
* 2.5 / 2.6 -&amp;gt; https://github.com/alexeyd/blender2cal3d -&amp;gt; cal3d caf (some testing is needed on this new script)&lt;br /&gt;
&lt;br /&gt;
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.&lt;br /&gt;
&lt;br /&gt;
==== 3DSMax ====&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; (using the cal3d exporter) -&amp;gt; cal3d caf in game&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
&lt;br /&gt;
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.)&lt;br /&gt;
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter]&lt;br /&gt;
&lt;br /&gt;
To view your models exported in CAL3D format, you need the &amp;quot;miniviewer&amp;quot; program.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Miniviewer for [http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows], for Linux (?), for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Existing items can easily be ported to different tools with obj format and edited.&lt;br /&gt;
&lt;br /&gt;
Items which needs to be rigged/weighted with the character follow the same rules of the chapter &amp;quot;Characters&amp;quot; above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; Blender&lt;br /&gt;
&lt;br /&gt;
Blender (including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript exporter -&amp;gt; meshfact in game&lt;br /&gt;
&lt;br /&gt;
Blender2.49 -&amp;gt; blend2cs -&amp;gt; meshfact (not supported on blender 2.5x but under developpement by CS team)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
Existing levels should be edited in the original application those were built in. It&#039;s possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geometry + UV ===&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender(including blender 2.5x) -&amp;gt; obj -&amp;gt; 3dsmax -&amp;gt; maxscript exporter -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/max/ maxscript exporter]] -&amp;gt; world in game&lt;br /&gt;
&lt;br /&gt;
Blender -&amp;gt; [[https://crystal.svn.sourceforge.net/svnroot/crystal/CS/trunk/scripts/blender/ blender2cs]] -&amp;gt; world in game (needs to be tested) Documentation on how to use it is [http://www.crystalspace3d.org/docs/online/manual/Blender.html here].&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Lights ===&lt;br /&gt;
&lt;br /&gt;
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.&lt;br /&gt;
&lt;br /&gt;
Those are exported in a PS specific XML format.&lt;br /&gt;
&lt;br /&gt;
Maya -&amp;gt; not supported&lt;br /&gt;
&lt;br /&gt;
Blender 2.49-&amp;gt; not tested&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x-&amp;gt; Not supported&lt;br /&gt;
&lt;br /&gt;
3dsmax -&amp;gt; maxscript for lights -&amp;gt; world in game&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Engine_Others&amp;diff=10278</id>
		<title>Engine Others</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Engine_Others&amp;diff=10278"/>
		<updated>2013-07-24T11:09:33Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Core information ==&lt;br /&gt;
&lt;br /&gt;
*[[BuildGuide|Build Guide]]&lt;br /&gt;
*[[CodingStandards|Coding Standards]]&lt;br /&gt;
* [http://www.vaikene.net/planeshift/api/ PlaneShift&#039;s API]&lt;br /&gt;
&lt;br /&gt;
== Helper applications ==&lt;br /&gt;
&lt;br /&gt;
=== ccheck ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ccheck&#039;&#039; is an helper application to parse, check and rearrange art files:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
~$ ccheck --help&lt;br /&gt;
Art Conflict Checker.&lt;br /&gt;
&lt;br /&gt;
This application checks for duplicate meshfact and texture inclusions in art files.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
-in The vfs path to directory to search in. Defaults to /this/ccheck/&lt;br /&gt;
&lt;br /&gt;
-check Whether to do a meshfact conflict check.&lt;br /&gt;
&lt;br /&gt;
-process Whether to process art into a optimal format for bgloader.&lt;br /&gt;
&lt;br /&gt;
-strip Whether to strip data not needed for collision.&lt;br /&gt;
&lt;br /&gt;
-out The vfs path to the directory to output processed art files in. Defaults to /this/ccheckout/&lt;br /&gt;
&lt;br /&gt;
Usage: ccheck(.exe) -path=/this/path/to/directory/&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
*[[Links]]&lt;br /&gt;
*[[Web Console Design]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Creating_Art_and_mods&amp;diff=10268</id>
		<title>Creating Art and mods</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Creating_Art_and_mods&amp;diff=10268"/>
		<updated>2013-07-01T18:19:51Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This wiki page has been created to give you detailed information on how to create art for PlaneShift, this goes through the assets needed, the tools and the techniques. Please remember this is a collaborative effort, so EDIT this page if you think you have good information to share!!&lt;br /&gt;
&lt;br /&gt;
This page is only about &#039;&#039;creating&#039;&#039; contents for the game; if you want to add contents to your own server based on the PlaneShift engine see [[Adding_assets_to_a_server|Adding assets to a server]].&lt;br /&gt;
&lt;br /&gt;
== Assets Needed ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of assets you may decide to create and contribute to PlaneShift:&lt;br /&gt;
* Screenshots used as advertizing or press material&lt;br /&gt;
* Sketches and concept art&lt;br /&gt;
* Fan made videos&lt;br /&gt;
* Icons&lt;br /&gt;
* Textures for existing models&lt;br /&gt;
* New 3d items (geometry, UVs, textures) used as props&lt;br /&gt;
* Full areas (for example a new cave level)&lt;br /&gt;
* Monster or character model (geometry, UV, textures)&lt;br /&gt;
* Monsters or character rigging (skeleton/bones setup)&lt;br /&gt;
* Monsters or characters animation&lt;br /&gt;
* Skins for the game User Interface&lt;br /&gt;
* Rendered scenes used as advertizing or press material (example youtube channel)&lt;br /&gt;
&lt;br /&gt;
For each of the items above there are different tools and techniques to use, which we are documented here below.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Taking screenshots of the game seems a simple task, but it&#039;s actually very useful. We use screenshots in our &amp;quot;pic of the day&amp;quot;, in articles, contact with press and on our web sites. If you want to provide nice screenshots, please do so! You can post your screenshots [http://www.hydlaaplaza.com/smf/index.php?topic=40396.0 here].&lt;br /&gt;
&lt;br /&gt;
Important Notes:&lt;br /&gt;
* To take screenshots disable text labels (from the game option menu)&lt;br /&gt;
* be sure to use high resolution settings and shader quality in pslaunch options.&lt;br /&gt;
* Screenshots from 1024x768 or more are good.&lt;br /&gt;
* To save a screenshot you can use the in game command : /screenshot  (the image is saved in the %appdata% dir)&lt;br /&gt;
* To save a screenshot without the UI use: /screenshot nogui&lt;br /&gt;
* If you want to save to high quality no compression PNG use: /screenshot lossless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sketches and concept art ==&lt;br /&gt;
We definitely need to enrich our world with more buildings, tools, cloths, items, etc... all of them need to be race based. The idea is that each race has a special/unique style and looking at a building you should be able to tell which race created it.&lt;br /&gt;
&lt;br /&gt;
Important Notes:&lt;br /&gt;
* Be sure to play the game first and get a feeling of the current art&lt;br /&gt;
* Be sure to read the [http://www.planeshift.it/races.html Races page] on main site. There are sketches of their architecture already&lt;br /&gt;
* Items, tools, faces, clothes, special characters, weapons, etc.. all are good and useful to us&lt;br /&gt;
&lt;br /&gt;
== Fan made videos ==&lt;br /&gt;
&lt;br /&gt;
We may use fan made videos to spread the word about the game, and what it looks like in game. You should record the videos using an external program, and then edit the video as you wish. There are already a number of fan made videos on youtube, and having more is surely a benefit for advertizing PS. Also if you think your video is great, you can submit it to us to be posted in the [http://www.youtube.com/user/PlaneShiftOfficial Official PlaneShift YouTube channel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
&lt;br /&gt;
Quite often we add new items in game and we do not have the time or resources to add new icons to be displayed in the inventory window. In general we tend to reuse existing/similar icons, mainly for quest items. In certain cases a new icon is anyway nice to have because there is no other similar already in game. If you want to create any of those, you can test your icons by opening art/materias.zip in your planeshift folder and checking the files name &amp;quot;*_icon.dds&amp;quot;. Please do a backup of that file in case you are modifying it or the updater will find it broken/different and will redownload it all. For information about DDS and DXT compression, see [[Game Textures|this article]].&lt;br /&gt;
&lt;br /&gt;
== Textures for existing models ==&lt;br /&gt;
&lt;br /&gt;
PlaneShift always under development, so any improvement to existing textures is very welcome. The easiest way to redo/improve a texture is to go to your PlaneShift folder, navigate into the &amp;quot;art&amp;quot; directory and open the zip called materials.zip. This file contains all textures of the game. PlaneShift uses DDS format in the released binaries. DDS format is pretty popular amongst game developers, and you can find tools to view them on the web, example [http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop here]. It&#039;s important to note that DDS is a lossy format, so you always work with PNG as source.&lt;br /&gt;
&lt;br /&gt;
You can read [[Game Textures|this article]] for making textures.&lt;br /&gt;
&lt;br /&gt;
== New 3d items ==&lt;br /&gt;
&lt;br /&gt;
To create new 3D items for PlaneShift it&#039;s important you need this tool:&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Viewmesh : for [http://planeshift.it/download/prospects/PlaneShift_Viewmesh507.zip Windows] (Mar 2011) for Linux (?) for MacOSX (?)&lt;br /&gt;
&lt;br /&gt;
Here is a guide on [[How to use Viewmesh]]&lt;br /&gt;
&lt;br /&gt;
You can use any 3d program you wish to create items, as long as the program can export to OBJ format.&lt;br /&gt;
&lt;br /&gt;
See our [[tools pipeline]] document for details.&lt;br /&gt;
&lt;br /&gt;
== Full areas ==&lt;br /&gt;
&lt;br /&gt;
Making a new full area is not an easy task! So we suggest you to start with simpler items first and also to contact us directly discussing which areas you want to create.&lt;br /&gt;
&lt;br /&gt;
In any case to create an area, review our [[tools pipeline]] document.&lt;br /&gt;
&lt;br /&gt;
Also you will need walktest to be able to view the exported level. The level CANNOT be seen directly in PlaneShift client as it requires to be packaged together with all other levels. That&#039;s not something you can do by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:Tools.png]] Walktest : for [http://www.planeshift.it/download/prospects/PlaneShift_Walktest_Viemesh.zip Windows] (Apr 2011) for Linux (?) for [http://www.planeshift.it/download/prospects/PlaneShift_Walktest_macosx.zip MacOSX] (Feb 2012)&lt;br /&gt;
&lt;br /&gt;
== Monster or character model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See our [[tools pipeline]] document for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skins for the game User Interface ==&lt;br /&gt;
&lt;br /&gt;
One good resource for UI changes and skins is [http://greatshift.111mb.de/ GreatShift]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rendered scenes ==&lt;br /&gt;
&lt;br /&gt;
Mainly for press, articles and advertizing we need trailers, rendered scenes and videos. Those can be made of existing models or new models. If you are interested in creating such kind of rendered scenes, it&#039;s bests if you first contact us, as you will probably need access to the existing models.&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Adding_assets_to_a_server&amp;diff=10267</id>
		<title>Adding assets to a server</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Adding_assets_to_a_server&amp;diff=10267"/>
		<updated>2013-06-29T15:06:39Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: Added premble on vfs.cfg and file format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the steps necessary to add assets to a private server; it&#039;s not possible to add assets to the official Planeshift server if you&#039;re not in the developers team.&lt;br /&gt;
&lt;br /&gt;
The process to create such contents is described in the [[Creating Art and mods]] page.&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The location of the various assets is defined in the file &#039;&#039;vfs.cfg&#039;&#039;. By default the resources are grouped toghether in a zip file, and most of the xml files are converted in binary format with CS&#039;s docconv utility; however, for better clarity we&#039;ll assume in this page that the files are unzipped in an appropriate directory (materials for materials.zip, meshes for meshes.zip, etc).&lt;br /&gt;
&lt;br /&gt;
== Materials (textures) ==&lt;br /&gt;
&lt;br /&gt;
== Items (meshes) ==&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Adding_assets_to_a_server&amp;diff=10266</id>
		<title>Adding assets to a server</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Adding_assets_to_a_server&amp;diff=10266"/>
		<updated>2013-06-29T14:59:13Z</updated>

		<summary type="html">&lt;p&gt;Apalazzi: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the steps necessary to add assets to a private server; it&#039;s not possible to add assets to the official Planeshift server if you&#039;re not in the developers team.&lt;br /&gt;
&lt;br /&gt;
The process to create such contents is described in the [[Creating Art and mods]] page.&lt;br /&gt;
&lt;br /&gt;
== Materials (textures) ==&lt;br /&gt;
&lt;br /&gt;
== Items (meshes) ==&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;/div&gt;</summary>
		<author><name>Apalazzi</name></author>
	</entry>
</feed>