Adding objects to cyphesis
  • In what ways can insert new objects in cyphesis?
    In ember too, of course.

    thanks
  • If you log in to a server where you have admin access (for instance your own server) as the user "admin" (you can set the password for the admin account through the cypasswd command) you'll see a new button labeled "use creator" on the window where you can create new users. Clicking on that will allow you to enter the world as an admin. From there you'll get some nifty widgets for creating new entities. You can also click on existing entities and edit them, move them, delete them and so on.
  • I known that, but, If I create a new character, house, building, ... ?
    I can model in Blender, Maya and Lightawave. Convert the models to mesh and import them to Cyphesis. That is.
    How can I make it ?

    I have tried creating new entities in ember. Failure total. When I press on new entitie, does not create the name. What I have tried in win and linux. The same result. Ember does not generate the new entity.

    Thanks
  • The bindings between an entity on the server and the model which shows up in Ember are quite complex.
    To start with you have to have a .mesh file which can be accessed from Ember (info on how to convert into .mesh files can be found at http://www.ogre3d.org/wiki/index.php/DCC_Tutorials). The easiest way is to create a ~/.ember/user-media/models directory and place your meshes there.
    You then need to create or edit a Model which uses the meshes. This is easiest to do in Ember by issuing the command /show_modelEdit. In this case you probably want to edit an existing Model. Say what you want to change the model used for the sty. You can now select and edit the sty Model in the Model Editor. Once you're done (perhaps replacing it with your own mesh) be sure to select the model in the list and click on "save", at which point it will be saved to ~/.ember/user-media/modeldefinitions and loaded the next time you run Ember.

    Now, the way in game entities are connected to Models is quite complex and is decided by this file: http://amber.worldforge.org/media/media ... delmap.xml
    In some cases the model will have the same name as the entity type (for example the model "acorn" is used for entities of type "acorn") but in other cases certain Parts of the Model can be turned on and off depending on certain values in the entity (for example, depending on the "style" attribute of a mushroom different Parts are shown. Each part uses a different material, so you'll get a different look.
    If you want to provide your own mappings you can copy the modelmappings.modelmap.xml file to ~/.ember/user-media/modelmappings and alter it and it will be loaded. There' s no easy gui tool for editing it currently though.
  • Certain, it is complicated well. I am going to try as you say to me. I used another method.

    The weekend I have been checking a bit and trying with an object ( I put a post asking for the textures )
    I duplicated the file "House3.py" and renamed it to "House4.py". I duplicated all the relating information to house3 in "buildings.xml". Changing to house4 GO and the route.
    I did the same thing in "mason.xml". I updated postgres with the new information. I ran cyphesis and then cyclient. The server gave to me the following error:

    SCRIPT_ERROR AttributeError: 'module' object has no attribute 'argv'
    SCRIPT_ERROR
    SCRIPT_ERROR Original exception was:
    SCRIPT_ERROR AttributeError: 'module' object has no attribute 'House4'


    I was checking other scripts of configuration and there was none that was referring to house3.
    Theoretically it should work. Me has something passed?

    thanks
  • Al knows more about this. Did you run cyloadrules first though?
  • of course.
    I erased the previous tables and turned them to creating.

    Thanks
  • cyloadrules clears the old contents of the rules tables for you, so there is no need to make manual changes to the database yourself.

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