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 As a member of Flatland's beta tester group, I will try to do a
summary of all the information you'll need to use the new EditBset tool, make your own
blocksets with textures, sounds, even how you can build your own blocks and how EditBset
helps you with that.
1. About old restrictions
Starting with Rover 1.5.2 there's no more restriction for blocksets having to be hosted on
Flatland's server. This means, blocksets can be hosted wherever you want! Just put your
blockset on your server and define the according URL in the BLOCKSET tag in your 3DML
file.
Your blockset will be cached by Rover the same way like the official one from Flatland.
Once downloaded, you will find it beneath the Flatland folder on your harddisk in a folder
named after your server's domain name. So, if your blockset is hosted on
www.yourserver.com/yourdirectory/blocksets, the blockset will be downloaded to:
Flatland\www.yourserver.com\yourdirectory\blocksets.
2. About new restrictions
Where's light, there's shadow... Rover will reject blocksets that are larger than 300 KB
if they don't come from blocksets.flatland. com. This
was done to ensure that people don't go crazy creating huge blocksets that nobody will
want to wait for to download.
3. What you can do with EditBset
With EditBset, you can open any blocksets, edit all blockset parameters like version,
placeholder, sky, ground and orb settings. You can also create new blocksets, load
textures and sounds into it. And last but not least, you can even load your very own block
definition files (*.block) into the blockset and let EditBset calculate
those nasty BSP trees!
4. Creating texture/sound blocksets
One cool purpose of EditBset is to create blocksets containing all the textures and/or
sounds needed for your spot. This is now a very simple task. You just have to create a new
blockset with EditBset and load all your textures and sounds into it. Then save your work,
upload the blockset to your server and note a BLOCKSET tag in your 3DML file with the URL
leading to your new blockset. Now you can use the textures and sounds of your blockset by
referencing them the same way you do with standard blocksets:
"@yourblockset:yourtexture.gif"
"@yourblockset:yourtexture.jpg"
"@yourblockset:yoursound.wav"
Tip: As for version 1.0 of EditBset, you can load your textures and
sounds only one by one into your blockset. If you find this annoying and you have WinZip,
there's an easier way: create an empty folder with the name of your new blockset, then
create a subfolder "textures" and/or a subfolder "sounds". Now put all
your files into the subfolders and zip up the whole folder using WinZip's context menu
function in explorer. Rename the .zip file to a .bset suffix and load it
into EditBset. The tool will come up with an error message cause it couldn't find the .style
file. Click on ok and edit at least the blockset's version parameter. Then save the
finished blockset.
5. Conscientious usage of blocksets
Please remember the 300kb limit! Of course you can do more than one blockset to load more
than 300 kb of textures and sounds into your spot, but please remember: your visitor will
not see anything of your spot until the last blockset has been downloaded and I doubt if
he will be patient enough to wait that long!
So, you should take your time to organize your sources and keep the usage of custom
blocksets in reasonable limits.
Speaking of reasonable things... it would be great if you could use speaking names for
your blocksets, so people have an idea of what is in the set when they're cleaning up
their blockset cache. So, please don't get cryptic, even if the blockset names will get a
little longer.
6. The expert task: Create your own blocks!
Of course, blocksets wouldn't be blocksets, if they could only contain textures and
sounds. You can add your very own blocks too! Unfortunately, one thing EditBset is NOT is
a block editor. You will have to code your blocks in an editor before loading them into a
blockset. Fortunately, on the other hand, EditBset will make the task much easier, since
it will add the nasty parts of block creating automatically: the BSP trees and even the
texture coordinates! So, all you have to do is to define vertices, polygons and parts.
Next - Part II |