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[carveJwlIkooP6JGAAIwe30JlM.git] / web / frag / workshop_world.html
1 <div class="subcontent" style="background-color:var(--k_ui_bg4)">
2 <center><h1>Workshop Guide - Custom worlds</h1></center>
3 <p>This guide covers creating a custom world blender.</p>
4 <p>
5 Skaterift comes with the same tools that I used to make the main game world.
6 This guide hopes to give you the knowledge on how to put together your own
7 place to skate.<br>
8 <br>
9 Please note, it assumes you understand how to model and use Blender.
10 But this is the only tool you need to make a world.<br>
11 If you need help with something or you found a bug, I can be contacted at
12 hgodden00@gmail.com.<br>
13 </div>
14 <div class="subcontent">
15 <h2>0. Things you need</h2>
16 <p>
17 - Skaterift content is made using Blender. You can get the latest version
18 of <a href="https://store.steampowered.com/app/365670/Blender/">
19 Blender from steam</a><br>
20 - <a href="https://www.gimp.org/">GNU Gimp</a> or similar image editor.<br>
21 - Download the <a href="files/world_template.zip">world_template.zip</a><br>
22 - An installed copy of Skaterift of course.
23 </p>
24 </div>
25 <div class="subcontent">
26 <h2>1. Installing exporter addon</h2>
27 <p>Skip this step if you've already done it before.
28 <a href="index.php?page=addon">Guide on how to install the exporter addon for
29 Blender</a>
30 </p>
31 </div>
32 <div class="subcontent">
33 <h2>2. Configuring the template</h2>
34 <p>Firstly, Open the .blend file from the world_template zip.<br>
35 <br>
36 Open the side panel in the 3D Viewport, and find the Skaterift tab, and in
37 that menu, the <b>Export tab</b><br>
38 <br>
39 <b>Export Dir</b> must be set to the game folder, which ends in
40 <i>/steamapps/common/skaterift<b>/</b></i><br>
41 <b style="color:var(--k_ui_red1)">NOTE</b>:<i style="color:var(--k_ui_fg4)">
42 the path must have a <b>/</b> at the end, else things will break.</i><br>
43 </div>
44 <div class="subcontent">
45 <h2>3. World editing</h2><br>
46 <h3>Surfaces/Materials</h3><br>
47 <p>Blender materials get some extra Skaterift properties</p>
48 <img src="img/wsmaterial.jpg"/>
49 <pre>
50 Format: The type of shader to use
51
52 Surface Property: What is the material made from. This is used for audio.
53
54 Collision Options:
55 - Skate Target: The game will prioritize this material to land on
56 - Grindable: Allow grinding on the corners of this material
57 - Grow Grass: Spawn grass models on this surface
58 - Preview Visible: Render this material in the preview hologram
59 </pre>
60
61 <p>An example material setup:<br>
62 <pre>
63 Surface | Collision | Skate Target | Grindable | Grow Grass
64 <span style="color:var(--k_ui_green1);">Green: Enabled Yes Yes </span>
65 <span style="color:var(--k_ui_gray1);">Gray: Enabled Yes </span>
66 <span style="color:#ac6020;">Brown: Enabled Grows</span>
67 <span style="color:var(--k_ui_blue1);">Blue: Enabled </span>
68 <span style="color:var(--k_ui_red1);">Red: No </span>
69 </pre>
70 </p>
71 <img src="img/ws_ramp_diag.svg" width="500px"/>
72 <br>
73
74 <h3>Texturing/Shaders</h3><br>
75 <p>
76 By changing the format option you have a selection of 5 shaders
77 (The first 4 use the diffuse texture plugged into the material):<br>
78 <br>
79 <pre>
80 1. Standard - This is just a textured material
81 2. Standard Cutout - Textured material with alpha test
82 3. Terrain Blend - This is a special shader which adds an offset to the UVs depending on whether the slope of the surface is above 45 degrees. You can also choose what colour the sand is when the coordinate of the mesh is near 0 on the up axis.
83 4. Vertex Blend - Same as Terrain blend but you can paint the transition using the Vertex Paint's Red channel
84
85 5. Water - Does not allow any textures, but you can change the colours of it.
86 </pre>
87
88 For reference, most of the main world uses Terrain Blend, as it gives a nice
89 crunchy effect on the slopes.<br>
90 <br>
91 <b>Texturing Skate Rift style</b><br>
92 Skate Rifts main map uses 2 textures for the entire thing, it is mostly just a
93 solid colours file with lines that get darker.<br>
94 When you place the UVs in these lines, the offset will jump back and fourth
95 between the dark and light colours to give the effect you see in the game.<br>
96 <br>
97 <img src="img/wstex.jpg"/><br>
98 This texture is 512x512, the maximum supported size is 1024x1024.<br>
99 </p>
100
101 <h3>Entities</h3><br>
102 <p>
103 Entities are configured through the Entity tab in the 3D Viewport.<br>
104 <br>
105 <img src="img/wsentity.jpg"/><br>
106 The template file contains all you need to get started, but here you can find a
107 <a href="index.php?page=wsentities">full list of entities and their description
108 </a>
109 </p>
110 </div>
111 <div class="subcontent">
112 <h3>Test Run</h3><br>
113 <p>In the <b>Outliner</b> panel in the top right, rename the collection name,
114 called <i>maps/template/main.mdl</i>. You should replace only the word
115 <b></i>template</i></b>. The collection name is the path it will export the
116 model, relative to the directory we set earlier.<br>
117 <br>
118 Now in the Skaterift Export tab, press Compile This collection.<br>
119 The map will now show up in-game, and you can load it.<br><br>
120
121 Theres some helpful commands to debug the map, to open the console, once the
122 game is loaded, you press the ` (backtick) key. Commands:<br>
123
124 <pre>
125 list - list all commands and variables
126 respawn <name> - reset at this spawn
127 vg_lines 0/1 - helps you debug
128 vg_profiler 0/1 - Monitor performance</pre>
129 </p>
130 </div>