Adding assets to a server: Difference between revisions
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Added premble on vfs.cfg and file format |
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The process to create such contents is described in the [[Creating Art and mods]] page. | The process to create such contents is described in the [[Creating Art and mods]] page. | ||
== Preamble == | |||
The location of the various assets is defined in the file ''vfs.cfg''. By default the resources are grouped toghether in a zip file, and most of the xml files are converted in binary format with CS's docconv utility; however, for better clarity we'll assume in this page that the files are unzipped in an appropriate directory (materials for materials.zip, meshes for meshes.zip, etc). | |||
== Materials (textures) == | == Materials (textures) == |
Latest revision as of 15:06, 29 June 2013
This page describes the steps necessary to add assets to a private server; it's not possible to add assets to the official Planeshift server if you're not in the developers team.
The process to create such contents is described in the Creating Art and mods page.
Preamble
The location of the various assets is defined in the file vfs.cfg. By default the resources are grouped toghether in a zip file, and most of the xml files are converted in binary format with CS's docconv utility; however, for better clarity we'll assume in this page that the files are unzipped in an appropriate directory (materials for materials.zip, meshes for meshes.zip, etc).