Start Here: RPG-X Modding

Started by Martin Thompson, August 06, 2014, 01:49:13 pm

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Martin Thompson

August 06, 2014, 01:49:13 pm Last Edit: July 14, 2018, 01:40:52 pm by Martin Thompson
Do you want to create your own map, model, skin or rank/classset for RPG-X but don't know where to start? You've looked everywhere already? Well, look no further, you are in the right place!

This topic is a short list of the tools you need for modding (a.k.a. creating a modification, add-on content) for RPG-X. It also lists links to more detailed tutorials below which explain several concepts about a single modding topic in more detail. If you would like to see something added here, make a post about it and it will be added.

The following topics are covered here. For a list with links to the tools, scroll down.

Mapping

To create a map, you need a bunch of different tools to do different things. First, you need a map editor such as GTK Radiant to create the map geometry itself, place entities (usables, models, etc.) in the map. A map editor also comes with a compiler which compiles the map into a level which RPG-X can load. This compiler is called Q3Map2 and has a bunch of commands which affect the result of how your map will look like ingame. You can alter how the lighting is calculated for instance. It can also do some other neat stuff like convert a piece of a map into a model. More on that in the detailed tutorials later.

If you are going to create your own textures for use in your map, you will need an image editor such as Photoshop as well. If you want to create custom models (chairs for example), you will need a 3D modelling tool such as Milkshape 3D. Finally, RPG-X also supports a few forms of scrips. There are Shader scripts, which are small scripts defining how textures look like (for example to get a warp core effect, or a glass effect). There is also a shader editor, Q3Ase, in which you can graphically create shaders and see how they look like in a preview window. There is also the Q3A Shader Manual which lists and explains a bunch of shader commands and is an invaluable tool when working on shaders. There are also Lua scripts (added in later versions of RPG-X), which are scripts that run when a certain entity is used or a certain event fires. Both scripts require the use of a text editor (unless you are using Q3Ase for shader scripts, but it doesn't support all commands that a RPG-X shader can contain, so the use of a text editor is desired).

Modelling/Skinning

To create a model, both for use as in game model in maps, or a character model, you need a 3D modelling tool such as Milkshape 3D. A model, just like a map, also needs textures applied to it, for which you again need an image editing tool such as photoshop.

Creating a Rankset or Classet for use with RPG-X
A rankset is a definition of all ranks you can use during an RP, such as Captain, Commander, Ensign etc. A rankset consists of two portions, a text file defining the ranks and an image file defining the rank textures (the ones you see when pressing TAB ingame). For the text file a text editor such as Notepad++ is recommended, for altering the rank textures you need an image editor. A website such as Kuro-RPG is usefull since it provides a lot of pre-made rank images. You only need to put them in a format that RPG-X can
understand.

A classet is a definition of all classes you can be during an RP, such as Security, Command, Alien etc. A classet consists of a single file defining the classes, which equipment they have and some other bits. For this, a good text editor such as Notepad++ is needed.

Classet Tutorial: http://www.last-outpost.net/forum/index.php?topic=7326.0




From GSIO01's Post:

Introduction
While such link compilation exist elsewhere many of the are outdated and/or not maintained anymore. Also sources for ID Tech 3 tutorials are geting fewer. Therefore I thought it might be a nice idea to create a new link collection here. Feel free to suggest addtional resources and tutorials.

Tutorials
BSP-Level based game Engines by Chrissstrahl - When it comes to learn how BSP based game Engines work and also to how to optimize maps this tutorial is my favority. Even though explaining things with EF2 everything showed and discussed in this tutorial applies to all other ID Tech 3 based games.
Modifying a BSP (Binary Space Partitioning) by Chrissstrahl - A tutorial showing how BSP files (compiled maps) can be modified without recompiling them.
Mapping with Martin - Issue 1: The Starting Point - A Series of tutorials explaining different (RPG-X) entities. Starting with the very important entity: spawnpoint
Complex curved hallways/corridors by GSIO01 - A tutorial showing how complex curved hallways/corridors can be created.
RPG-X Mapping - Lua Basics by GSIO01 - Explaining the basics about using Lua in RPG-X
RPG-X Mapping - Transporters with the ui_transporter entity by GSIO01 - Explains how to setup transporters with the ui_transporter entity
RPG-X Mapping - locations file version 2 by GSIO01 - Explains the locations file version 2

Resources




Here is the list of tools which you can use:

Map Editors:
-GTK Radiant 1.5 and the GTK Radiant 1.5 Fix (Recommended)  *
-GTK Radiant 1.6.6**
-EFRadiant (Included in the Elite Force SDK, see below, Not Recommended)

Image Editors:
-Adobe Photoshop CC (Commercial, Recommended)
-Gimp

Modelling Tools:
-Milkshape 3D + Elite Force plugins (or http://www.milkshape3d.com/)
-Blender with MD3 export plugin

Shader Tools:
-Q3Ase
-Alternative Q3Ase link

Text/Script Editors:
-Notepad++ (Recommended)
-Programmers Notepad
-The regular notepad that comes with Windows (though this is not recommended)

Other Resources:
-Q3Map2 Wiki - Wiki explaining all Q3Map2 commands
-Q3A Shader Manual - Manual explaining how shaders work. Not RPG-X/EF specific, but still a great help while creating shaders
-Kuro-RPG - Rank images

* Note 1: This file has been rehosted by me since the original download is not available anymore.
* Note 2: There are actually 2 versions of GTK Radiant 1.5, the file you can still find on the internet such as on the official GTK site is not the one I'm hosting here. The one I'm hosting here is taken from a different branch with some UI improvements which are for some reason gone from the still available 1.5 and 1.6.4 versions. Send me a PM for more information.
** Even though GTK 1.6.6 is newer, 1.5 is recommended due to a slightly more favorable UI.

If you still have a copy of Star Trek Voyager Elite Force (e.g. are not using one of TLO's RPG-X editions), you can also get the Elite Force SDK. It includes useful tools for single player modding, though the map editor that comes with it (EFRadiant) is heavily outdated and shouldn't really be used. It can still be found on elite force files here: http://eliteforce2.filefront.com/file/Elite_Force_GDK_2;1063.


JSpaced10

Hey Martin,
Did you get any further on these tutorials?
Also, can Blender be used to create new models?
J
"I was going to make you omlettes, then tell you I was dying..."

Martin Thompson

Hey JSpaced,

I havn't worked on this anymore. Might pick it up again in the future though when i feel like it.

As for Blender, I've been experimenting with that a while ago. It is possible to export models made in blender, there is a plugin which exports to EF format (MD3):
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3

It is a bit tricky to get the textures correct though, but if you look closely at the description on the page and the screenshot you should be able to figure it out.


Serris

I'll get to creating a tutorial for making new player skins based off of existing models. I should have it done in a couple of weeks.

JSpaced10

October 11, 2015, 10:58:40 am #4 Last Edit: October 11, 2015, 11:19:05 am by JSpaced10
What would be a good place to find tutorials for modelling new player models?
Specifically how to map the moving parts: head, torso etc. to the mouse movements?
Also: is it possible to map a model part to respond to the mouse but only on one axis? As in, it doesn't matter where you move the mouse, the head only moves left and right?

Oh and what's an acceptable player model polygon count for rpg-x?

Cheers, J
"I was going to make you omlettes, then tell you I was dying..."

JSpaced10

Quote from: Serris on October 10, 2015, 02:51:15 pm
I'll get to creating a tutorial for making new player skins based off of existing models. I should have it done in a couple of weeks.

This too is exciting!
"I was going to make you omlettes, then tell you I was dying..."

Martin Thompson

Quote from: JSpaced10 on October 11, 2015, 10:58:40 am
Specifically how to map the moving parts: head, torso etc. to the mouse movements?
Also: is it possible to map a model part to respond to the mouse but only on one axis? As in, it doesn't matter where you move the mouse, the head only moves left and right?

This is not possible in EF. The standard model animations are all we get. We can't add new one due to the software for the animation not being existant anymore (it was made with some very very old bit of software if i recall).

As for your other questions, just have a look at the other models of ef for the poly count, i wouldnt go too much over that (i think somewhere between 80% and 120% of the existing models should be acceptable).


JSpaced10

Quote from: Martin Thompson on October 12, 2015, 02:58:36 am
This is not possible in EF. The standard model animations are all we get. We can't add new one due to the software for the animation not being existant anymore (it was made with some very very old bit of software if i recall).

Wow, I think, I might declare RPG-X modelling to be a bit of a lost cause then... (For what I have in mind anyway) Think I'll try to teach myself Unreal Engine...
"I was going to make you omlettes, then tell you I was dying..."