<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://planeshift.top-ix.org//pswiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tuux</id>
	<title>PSwiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://planeshift.top-ix.org//pswiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tuux"/>
	<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php/Special:Contributions/Tuux"/>
	<updated>2026-04-06T23:13:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20302</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=20302"/>
		<updated>2014-06-01T22:23:59Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Complet Workflow on GNU/Linux */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
It use Debian SID on June 2014&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&amp;lt;br&amp;gt;&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&amp;lt;br&amp;gt;&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Manipulation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blender 2.70a: Take care about you Graphic Driver the installation must be perfect.&amp;lt;br&amp;gt;&lt;br /&gt;
io_scene_cs : As indicat eon it document, that the Blender to CrystalSpace exporter. The last SVN version work well.&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20301</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=20301"/>
		<updated>2014-06-01T22:21:44Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Complet Workflow on GNU/Linux */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
It use Debian SID on June 2014&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Manipulation&#039;&#039;&#039;&lt;br /&gt;
Blender 2.70a: Take care about you Graphic Driver the installation must be perfect.&lt;br /&gt;
io_scene_cs : As indicat eon it document, that the Blender to CrystalSpace exporter. The last SVN version work well.&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20300</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=20300"/>
		<updated>2014-06-01T22:20:31Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Complet Workflow on GNU/Linux */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
It use Debian SID on June 2014&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Manipulation&#039;&#039;&#039;&lt;br /&gt;
Blender 2.70a: Very good take care about you Graphic Driver.&lt;br /&gt;
io_scene_cs : As indicat eon it document, that the Blender to CrystalSpace exporter. The last SVN version work well.&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20299</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=20299"/>
		<updated>2014-06-01T22:17:51Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Complet Workflow on GNU/Linux */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
It use Debian SID on June 2014&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20298</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=20298"/>
		<updated>2014-06-01T22:17:37Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Complet Workflow on GNU/Linux */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
It use Debian SID on June 2014&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20297</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=20297"/>
		<updated>2014-06-01T22:16:59Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Overview */&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;
== Complet Workflow on GNU/Linux ==&lt;br /&gt;
&#039;&#039;&#039;Desktop environement:&#039;&#039;&#039;&lt;br /&gt;
Xfce 4.10: A Simple and efficient Gtk2 Desktop environement (Low Memory, Fast, Stable)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic driver&#039;&#039;&#039;&lt;br /&gt;
nvidia 331.67 : Install nvidia-kernel-dkms, nvidia-setting, nvidia-xconfig and be sure to have remove all xserver-xorg-* package before install it, that have a big impact to the stabilitty. run nvidia-xconfig as super user (sudo) one time for initial configuration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Utility&#039;&lt;br /&gt;
libnvtt-bin : Provide nvcompress tool, it permit to manimulate images on .dds format&lt;br /&gt;
Gimp 2.8.10 gimp-texturize gimp-dds : GNU Image Manipulation Program and 2 good plugins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Editor&#039;&#039;&#039; &lt;br /&gt;
Vim-gtk 7.4.273  |  emacs | scite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic SVN manipumation&#039;&#039;&#039;&lt;br /&gt;
Thunar-vcs-plugin if you use Xfce permit to manipulate SVN from you file explorer (Thunar 1.6.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
Ardour3 : a tracker / sequencer .&lt;br /&gt;
Audacity 2.0.5 : The ultimate Audio manipulation programe&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install xfce4 xfce4-goodies blender nvidia-kernel-dkms nvidia-setting nvidia-xconfig libnvtt-bin gimp gimp-texturize gimp-dds vim-gtk thunar-vcs-plugin ardour3 audacity&lt;br /&gt;
 sudo nvidia-xconfig&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20296</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=20296"/>
		<updated>2014-05-26T21:07:32Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Blender */&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;
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;
* 2.7 :&lt;br /&gt;
Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
&lt;br /&gt;
Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
&lt;br /&gt;
the io_scene_cs dir will be on CS_LATEST/scripts/blender/io_scene_cs&lt;br /&gt;
&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tools_pipeline&amp;diff=20295</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=20295"/>
		<updated>2014-05-26T21:04:09Z</updated>

		<summary type="html">&lt;p&gt;Tuux: /* Blender */&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;
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;
* 2.7 :&lt;br /&gt;
 Download Blender 3D : http://www.blender.org/download/&lt;br /&gt;
 Download CrystalSpace SVN version : svn checkout svn://svn.code.sf.net/p/crystal/code/CS/trunk CS_LATEST&lt;br /&gt;
 Follow Intructions from here : http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4&lt;br /&gt;
 Note: Don&#039;t forget to &#039;&#039;&#039;switching to the CrystalSpace render&#039;&#039;&#039; view as indicated on the documentation.&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>Tuux</name></author>
	</entry>
</feed>