So what we're going to do is to create another creature and put it (with help by the world editor) onto newbyland.
For the sake of simplicity in this guide I oriented myself at the existing dag creature or "yubo" as it is called in-game. Of Course, the goal of Ryzom Core is not to rebuild the original Ryzom. But in my opinion it will take some time till we have e.g. some truly new creatures as this also relies heavily on source code additions. Until then it should be OK if we create some more samples to get to known with the whole process. |
Personally I think the current Georges Editor has much potential but most times I'm kind of overwhelmed by the masses of editable information. So I switched to just open the actual XML files and edit them. I decided to do it for this guide as well which also saves me from making a lot of screenshots. Of course you are welcome to do it all in the official NeL tool! |
Look into the "Adding Game Entities" tutorial for most of the prerequisites.
Follow the Using the World Editor tutorial to get your World Editor ready.
Relevant yubo creature files existent in the ryzom core leveldata:
Make a copy of each one in the respective folder and rename them to something new e.g. your desired creature name. In this tutorial ill create a "arma" creature so my renamed files are:
|
Open the arma.creature file
replace
<PARENT Filename="_dag_for.creature"/> |
with
<PARENT Filename="_arma_for.creature"/> |
Open the _arma_for.creature file
replace
<PARENT Filename="_dag.creature"/> |
with
<PARENT Filename="_arma.creature"/> |
Open the _arma.creature file
Basics
struct
<ATOM Name="Race" Value="dag"/> |
with
<ATOM Name="Race" Value="arma"/> |
replace the Equipment
struct with the following
<STRUCT Name="Equipment"> <STRUCT Name="Body"> <ATOM Name="Item" Value="arma_chest.item"/> </STRUCT> <STRUCT Name="Legs"> <ATOM Name="Item" Value="medium_slashing_legs.item"/> </STRUCT> <STRUCT Name="Arms"> <ATOM Name="Item" Value="medium_slashing_arms.item"/> </STRUCT> <STRUCT Name="Hands"> <ATOM Name="Item" Value="medium_slashing_hands.item"/> </STRUCT> <STRUCT Name="Feet"> <ATOM Name="Item" Value="medium_slashing_feet.item"/> </STRUCT> <STRUCT Name="Head"> <ATOM Name="Item" Value="medium_slashing_head.item"/> </STRUCT> </STRUCT> |
replace the Skel, AnimSetBaseName and LodCharacterName atoms in the 3d data
struct with the following
<ATOM Name="Skel" Value="TR_MO_Arma.skel"/> <ATOM Name="AnimSetBaseName" Value="arma"/> <ATOM Name="LodCharacterName" Value="TR_MO_arma_LOD"/> |
Open arma_chest.item
replace 3d
struct with the following
<STRUCT Name="3d"> <ATOM Name="shape" Value="TR_MO_Arma.shape"/> <ATOM Name="shape_female" Value="TR_MO_Arma.shape"/> </STRUCT> |
So far so good, now lets recreate the .packed_sheets
_A07A5C396E75AF9C arma My Arma a the Armas the
h2. Edit Newbyland
Note: Make sure your data_leveldesign folder is correctly linked to l: or else the neccessary files wont be found