Llantern

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!
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andylegate
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Re: Llantern - V002 OUT! Download now!

Post by andylegate »

Okay, I edited the Tutorial. I did say to paste the .py and .pyc files over, but I didn't specify that you'll need all 3 files however. So here's the edited tutorial:

http://dusty.homeunix.net/wiki/Making_L ... als_In_Max
"I'm still trying to find the plKey for Crud!"
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N. Sigismund
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Re: Llantern - V002 OUT! Download now!

Post by N. Sigismund »

Actually, I was putting all three files into the Python folder. I know that for the files to reference each other which is what they have to do to work, they need to be in the same folder. However, I did NOT know that if one file did not work then none of the three would.

The weird thing is, I tested making a copy of your Neolbah.py file, renaming the relevent words to Llantern, changing the self.id and recompiling, and I didn't see the Llantern.py file in the list, but I DID see Neolbah, which I put in as well for comparative reasons. :| I think there may be a problem with using UruPython for compiling? (I can't get Plasmashop 3 or 2 to do anything Python related. )
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andylegate
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Re: Llantern - V002 OUT! Download now!

Post by andylegate »

Not sure about UruPython, as I don't use it. All black and white makes my eyes hurt, so I use PlasmaShop 2.2.6 and 3.0 for the purdy colors!

As you pointed out, PlasmaShop 3.0 does not seem to want to compile or uncompile correctly.....but it does Copy, Cut, and Paste.
PlasmaShope 2.2.6 will compile and uncompile just fine.....but you can't Copy, Cut, or Paste with it.....heheheh. I end up using both.

Here is a link so you can download PlasmaShop 2.2.6 if you want to:

PlasmaShop 2.2.6


As for what's going on: post a link to your python files and let me take a look at them.
"I'm still trying to find the plKey for Crud!"
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N. Sigismund
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Re: Llantern - V002 OUT! Download now!

Post by N. Sigismund »

Righto, I'll do that before I hit the sack tonight, i.e now.

http://www.rapidshare.com/files/4434876 ... PYTHON.rar

The journal text isn't formatted correctly at all, but apart from that I can't personally see what's up with it... :\
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andylegate
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Re: Llantern - V002 OUT! Download now!

Post by andylegate »

Okay, got it fixed:

Image

The problem was: you left all the stuff in the PageDefs file that D'Lanor has in his template. The problem with that is the BookGUI file doesn't have all that stuff in it. Also yah, the Journals file was broken. Once I got that all cleaned up: tah dah! It was in Max.

I guess what I need to do is make a "clean" template so people don't leave that stuff in.

So you don't have to go in and clean it up yourself, here is a link with both the compiled and uncompiled files for you:

http://www.guildofmaintainers.org/ftp/L ... Python.zip
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N. Sigismund
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Re: Llantern - V002 OUT! Download now!

Post by N. Sigismund »

Thanks very much Andy, it does indeed now show up in Max. There's now the problem that it doesn't appear to do anything, though. :| I'm assuming that for a Python file to work it needs to be put in your POTS root/python folder? Not sure how they're supposed to be placed in there - inside a PAK? Loose? :\ I've currently got them loose and nothing happens when I click on either book. I'll try and figure it out - if not, somebody might be able to spot where I've screwed up when I give out the files.

A clean template would be very much appreciated, by the way.

On a more positive note, I've got sounds and footfalls working a little better now, and actually working at all in the former. You can now hear the waves, although the sound is not ideal. I'm going to add in a couple more ambient sounds, then start poking around for Uru sounds that will work for triggered sounds like the door opening (which now opens sideways,far better effect) and the book holder opening too.

If I can get the Python sorted, the sounds fully added in and the journal rewritten, I'm good for v003. The journal currently there is a placeholder which I wrote after realising I needed one whilst I was reading the Developments in Devokan thread, hence the shoutout to the Devokan group!(The other shout-out, I suppose, is that the book that currently links badly to Aegura will for a few releases link to Neolbah instead, until I'm 100% sure that having an Aegura link won't make server admins cry - this isn't an IC thing, it's just convenience. IC the book totally links to Ae'gura. Neolbah is just a really nice age and most if not all servers will have it.) The journal is going to be far more focused - Nye put it there to explain to interested explorers the current status and previous statuses of the age, not for personal talk.

Show Spoiler


OH, and I also got it sorted in my head how the OS is going to have to work. Basically, I'm going to have to put all the textures in one folder, which I will call "LlanternTextures", then I will direct Max to source all the textures from there. It will be located at C:\LlanternTextures, and you'll have to put it there. Hopefully it will work. The rest should be easy-peasy. Once I've got the first OS build/v003 out, I'm going to start working on the first puzzle.
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N. Sigismund
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Re: Llantern - OS version 1 out

Post by N. Sigismund »

Want to see how bad I actually am at this age making business?

Now you can!

The following file is nearly 100mb in size and contains my entire PlasmaStuff folder, plus all the textures you need to open my age in Max. Hopefully. AFAIK you need to extract the folder to a folder called c:\PlasmaStuff, open the Llanternversion2wip Max file, then reassign your export path once the file is open to c:\PlasmaStuff\Llantern.

[Decided to remove this link - I'm going to review what licence and whatnot everything I'm using falls under and then re-release with a clear concience.]

Once I figure out how to do stuff on OpenUru's JIRA, I can get this project set up there. For the time being, you're all 100% allowed to mess with the files in any way, shape or form. Add stuff, take away stuff, improve stuff... I'm okay with pretty much everything. :D
Last edited by N. Sigismund on Sun Apr 10, 2011 10:55 am, edited 1 time in total.
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Re: Llantern - OS version 1 out

Post by N. Sigismund »

As of today, 7th April 2011, the Llantern project is reopened. Not that it was ever formally closed.

This project is going to need to expand slightly, however. It is abundantly clear that I'm about as much use as a programmer as a lemming is as a psychiatrist for suicidal people. So I'm going to need help. It's pretty senseless that with the new drive that begins today (with enough OS code that in a few weeks we'll be hitting 88mph) this project gets bogged down because I suck at computer code.

I'm going to get back up to speed (get 3DS Max 8 on a computer I have access to at home, then get my OS'd stuff back) and then do a little bit of important content work (I have a diary to write, for one!). Then, I'll be looking for interested parties who want to help with the programming and general polish.

Stay tuned, folks.
For reference:
IC: Nye Morgan
OOC: Sigismund, Nye, Huw Dawson
N. Sigismund
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Joined: Tue Jun 08, 2010 10:39 am

Re: Llantern - OS version 1 out

Post by N. Sigismund »

Update: I'm now officially up and running again! It's a little bit of a pain getting everything installed on a new computer, but having a separate and organised folder structure dedicated to Llantern helped enormously.

I'll be rewriting the front page of this post pretty soon with a more rounded opening, because even I'm not sure what I've actually got out there!

THINGS TO DO:

0) (TOP PRIORITY) Remove all Cyan textures. Replace with own textures. (Done, I think.)
1) Remove transparent pixels from grid textures. (At least got the transparency off. It's a start.)
2) Complete second building in Llantern beach area (currently blocked out). (Getting there.)
3) Pester Andy about how he got Wind Bones to work. Add in some small beach foliage.
4) Review Star. The main construction is fine, but I think thinner pipes are in order, as well of a more "integrated" feel to it.
5) Add some clutter, rocks, etc.
6) Once again, redecorate the inside of the stone hut. It's a plot area and needs to feel lived in.
7) Write the journal. Seriously. You've been putting it off for months, you lazy SOB.

Once all the above is done, publish new version of Llantern.

FUTURE SIGHTS:

1) Sounds.
2) Either get Python-savvy or get on a batphone to someone who is.
3) Get the water looking right. Deliberately down here so I don't spend another 3 months on it.
Last edited by N. Sigismund on Sun Apr 10, 2011 11:45 am, edited 1 time in total.
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N. Sigismund
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Re: Llantern - OS version 1 out

Post by N. Sigismund »

Currently, annoyed.

I get my textures off of several places. Some textures are borrowed from Cyan work, some from the internet at large. But a great deal of Llantern's textures are derived from the excellent CGTextures.com. After reviewing their license, they're pretty crystal clear that open-source redistribution of their textures is a big no-no.

I'm not going to do anything about the current release, but it looks like later OS builds of Llantern are not going to include the textures directly from CGTextures. Instead, I will bundle the textures up according to website and replace the CGTextures I use with blank 1x1 white squares. It'll then be up to you to go to CGTex- ah, who am I kidding. The best way will be to use Riveal to extract the textures from whatever the most modern build of Llantern is, then copy them over to the CGTextures folder.

I love CGTextures to bits, but that's a pretty silly license. You may distribute the textures, but not if you're actually distributing the textures.
For reference:
IC: Nye Morgan
OOC: Sigismund, Nye, Huw Dawson
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