A single-player total conversion of Cube2-Sauerbraten with focus on adding rpg/adventure elements. The goal is to make gamebuilding as fun as playing a game, with intuitive menus and guides to help anyone make their own open-source rpg/adventure game, without prior knowledge of programming or 3D-modeling.
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Sep 6 2013 Anchor | ||
SabiCube is build exclusively using open-source tools, most of them available with a few clicks on most linux-distros, atm. I use KUbuntu 64-bit with kx-studio repositories enabled (for my music-production). As for the engine, I did some digging and found that the existing engines either lacked certain components, or was to complex for my entry-level. Cube2 collect-edition was the one that came closest to what I wanted, and then I just started reading the code, trying to figure it out as I hacked away. I've made a lot of small Py-GTK programs, and in my early days I did some Pascal, so I did have some minor knowledge of programming when I started. There are several layers to modding, each requiring it's own skill-set, and we can't all do everything equally good, I certainly can't, but I try anyway :-) Here are some of the tips that I could have used when I started: Coding (making changes to the source-code and scripting): All programming is done in KDevelop or Kate, but any basic text-editor will do, as long as you have dependencies and compiler-tools installed. install dependencies and compiler-tools on a Debian system: To compile SabiCube, cd into the source-dir (src), and run the make command, followed by make install: There are a lot of benefits to using the terminal. and by executing SabiCube with: Find and Remove backup-files: Search for a text string recursively with -r option: If you want to make your own scripts, take a look at the packages/base folder. Modeling, animation, textures and such: To get MD5-export working, I downloaded Blender 2.63 and der-ton's MD5-exporter from katsbits.com. MD5 export from Blender: in objectmode, select action, select mesh then armature. InsaneBump is a great tool for textures Registry.gimp.org make list of all jpg's in current folder: convert folder with bmp into jpg. (add " && rm *.bmp" to remove source): When writing/creating your own mapname.cfg, use the folowing guideline for textures: EDIT: I have added a tools-folder to sabicube 1.1 with a md5-export-csript, playerhands.blend and other gamebuilding related stuff Edited by: sandsound |
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