| Getting Started -
                Know Thy Computer! These developer pages are
                going to go on and on about files and assets that
                you'll need to provide, or edit, as you make your
                plans. If you don't know what a file or a folder
                is, then you should find out a bit more about
                your computer before attempting to craft an
                object. The FIRST thing
                you'll want to know about your computer, is just
                where you installed Rocket Club. I'll be
                referring to the "RC Folder" a lot. If you accepted
                the default installation, it will be at "C:\Games\RocketClub" Otherwise, I leave it to
                you to know where it is. Inside of your
                Rocket Club folder are other folders, but the one
                we are most interested in is called
                "Assets". Everything you create for
                Rocket Club will be an asset of one type or
                another, and will live in the assets folder. It
                won't live their directly, it will live in your
                VERY OWN PRIVATE subfolder of the assets folder.
                That folder is given the highly exciting name of
                'your serial number, expressed in hexadecimal'. Hence, if your
                serial number were 4B237865, then your assets
                would all live in this folder: RocketClub\Assets\4B237865. Your
                Personal Asset Folder Kinda chokes you
                up inside, doesn't it? Seeing your number up in
                lights like that. Please note that if you have a
                Golden Soul (Sometimes referred to as a Golden
                Star in the Rocket Club context, but the same
                activation codes work for WoS and RC).. anyway,
                say you have the id GS 1000. You might think your
                asset folder would be called "1000" or
                perhaps "00001000" since you noticed
                that all asset sub-folders must be exactly 8
                characters long. But you would be WRONG. You show
                signs of decimal thinking, to quote Star Trek. If
                you were GS1000, your asset folder would be RocketClub\Assets\000003E8. You should invest in a
                good hexadecimal calculator asap.. In any case,
                this is what we'll be referring to as Your
                Asset Folder
                from time to time. You only own the
                contents of your own asset folder, so if you want
                to play with other people's assets, be sure to
                MAKE A COPY and put it in your OWN asset folder,
                and RENAME IT appropriately and play with the
                copy and not the original. Here's another
                tip: BACKUP YOUR ASSET FOLDER REGULARLY. It's easy to make a
                mistake and you could quickly lose a lot of your
                work. In fact, you
                will probably want to develop your assets in a
                completely separate folder, and then copy them to
                your asset folder when they are ready to be used
                by other people. Folders and Files
                and Assets, Oh My! Inside your
                asset folder are even more folders. One folder
                for each asset type. These are: 
                    MODELS
                        (hold's your 3D geometry model files,
                        exported as .txt files)TEXTURES
                        (holds graphic textures to be applied to
                        your models)PLANS
                        (holds the blueprints of individual
                        objects you have designed) Again, you might
                find it educational to make a copy of someone
                else's stuff (the Assets/00000001 folder is filled with my
                stuff, the only assets which ship with the game.
                You can feel to copy, or directly link to these
                assets with some expectation that they will be
                available to everyone at all times)  Your serial
                number is also your Designer ID and is
                what credits you as having created a particular
                asset. The idea is for your serial number to be
                UNIQUE, so try to avoid sharing serial numbers,
                Golden Souls, etc. Just as you would do NORMALLY
                (I see you out their, mister GS thief! Shoo!) Assets get
                shared using 'peer to peer' technology. When you
                warp into a Star System, or encounter a new
                player or object.. the assets you need are
                automatically downloaded to your PC. Likewise,
                when you warp into a star system that has never
                seen you before, it will ask you to upload your
                assets to it. This is all done automatically in
                the background, of course.  Over time, every
                star server gets a copy of every popular asset.
                Every asset file is tagged with it's designer's
                ID and can only be stored in that designer's
                personal asset folder. RC is not Kazaa. Don't
                use copyrighted materials without permission in
                your assets. The
                Birth of a New Object Say you want to
                design a cool little spaceship object.  You make a PLAN
                file for it which is the overall description of
                the ship. The PLAN indicates that it is a
                spaceship as opposed to a monster, calls out the
                model file(s) it uses, and the texture files it
                needs, along with a bunch of other bits.  All told, let's
                say your ship needs three assets, which are then
                stored in your asset folder like this: (here we
                assume you are serial number 4B237865) 
                    RocketClub\Assets\4B237865\Plans\4B237865.viper.txtRocketClub\Assets\4B237865\Models\4B237865.viper.txt
 RocketClub\Assets\4B237865\Textures\4B237865.viper.jpg
 Note that your
                serial number is part of the actual filename.
                This seems a little redundant to the fact that it
                also lives inside a folder with your serial
                number as its name, but it is how we keep
                everything straight in the peer to peer universe.
                For example, the game will refuse to overwrite an
                asset in YOUR asset folder if you run into some
                other player who claims to be willing to supply
                one. So your assets SHOULD be safe from being
                overwritten by accident. If you try to
                stick someone else's file inside of one of YOUR
                asset folders (but it still has THEIR serial
                number in its name), weird things might happen.
                Leave their asset where it was and just call it
                out by name in your PLAN file. Also note that I
                used 'viper.txt' for two different assets. This
                was to illuminate that PLAN assets are stored in
                a SEPARATE FOLDER FROM MODEL assets, etc. These
                two files would NOT be 2 copies of the same file.
                a PLAN file has entirely different stuff in it
                than a MODEL or TEXTURE file has. Anyway, assuming
                you have some way of BUILDING an item from a
                plan, other people will start getting copies of
                your assets as soon as they encounter them in the
                universe. This is very similar to Skin file
                propagation in WoS except that in RC it is
                actually reliable and works through most
                firewalls (and, of course, is completely secure -
                inasmuch as nothing executable is transferred and
                nothing is allowed to arrive to or be sent from
                outside the Rocket Club folders.) What
                Kind of a Designer Are You? In general, try
                to credit anyone you borrow from. In most cases,
                a little credit from you is the only recompense
                these people get. And now that YOU'RE a designer,
                too, you'll be wanting people to give YOU a
                little credit, as well! I figure Object
                Designers will fall into 3 basic levels: 
                    
                        | Level I
 | The
                        full service designer, who makes their
                        own 3D models, their own textures to
                        paint on top of the models, and their own
                        PLAN files to describe new objects for
                        the universe. This person will need to
                        invest $25 to buy a copy of MilkShape
                        probably. |  
                        | Level II
 | The
                        talented 2D artist who makes textures to
                        be painted on existing 3D models, and
                        makes PLAN files to describe new objects
                        for the universe. The person needs a
                        paint program of some sort. |  
                        | Level III
 | The
                        talented product developer who makes PLAN
                        files to describe new objects for the
                        world based on pre-existing Models and
                        Textures. This person only needs a text
                        editor. |  Clearly there is
                more variety than that, since we have sound
                assets to make, Monster AI scripts and who knows
                what else. I just felt like pointing out the
                re-use of assets using this table. The only thing
                which absolutely has to be NEW for a new object
                is its plan file. The plan can call out any
                number of pre-existing assets (from other
                people's asset folders). But the plan must live
                in the asset folder of its designer. Editors You Will
                Need You will depend
                on several tools as you design assets for Rocket
                Club. Much of what you will do will be in the
                form of text files which you can open with the
                editor of your choice. Textures are image files
                which you can manipulate with the image editor of
                your choice (note, unlike WoS, RocketClub is a 24
                bit color game, so you have a variety of formats
                available to you. However, you still want to keep
                files as small as possible so as to minimize file
                download time). The
                model editor. I have selected MilkShape as the preferred model
                editor for Rocket Club. A free demo is available,
                but the tool requires a license after a certain
                amount of use. Hence it will be costing you $25
                to become a full-fledged Level I RC object
                designer (and then I am going to still hope
                you'll donate $25 to get a Golden Soul... um
                Star... so this is getting expensive already!)  MilkShape is
                cool in many many ways, but one of those ways is
                that it has a built-in AVI movie generator. You
                might think this is so you can make movies of
                your models walking around, and perhaps it can do
                that as well. But the real reason it is there is
                so that you can make your own 'tutorial' movies
                where you give spoken instructions (on the sound
                track of the movie) and the images are the
                MilkShape program with the mouse moving around as
                you do stuff. This was a brilliant idea. As a
                result there are tons of tutorials out there
                explaining how to use MilkShape. This is great
                news since 3D modelling is a pretty arcane
                science. If you have some
                other way of generating compatible model files,
                that's your business (they are, after all, 'just
                text' so you could make them by hand if you
                wanted. But man, that would probably be a big
                pain). Now, I say they
                are text files, and yet once you get your copy of
                MilkShape you will notice right away that
                milkshape files are actually binary with the file
                extension .ms3d That is the format you need to be
                able to EDIT the file with milkshape, and you
                should keep all your models around in some folder
                with this format.  But to be used
                by Rocket Club you have to 'export' your model as
                a text file (This function is built into
                Milkshape, which can export to a zillion game
                formats, so you can make models for half life,
                etc. Select 'Milkshap Ascii' from the export list
                and let the file have a '.txt' extension)  Rocket Club uses
                the MilkShape ASCII exporter as that felt
                like the most common ground (and meant that you
                could make one manually, someone could easily
                make something that generated the same format
                files, etc.) Personally, if
                you have any interest in learning about making 3D
                models, and can't afford 3D Studio Max (thousands
                of dollars) and don't want to steal illegal
                copiez of it (good for you!), I strongly
                recommend MilkShape, and you should tell your
                folks it will prepare you for a lucrative career
                later in life. Just don't let them see that naked
                mole rat monster model you've been working on! The
                Texture Editor. I suggest MapZone (free) for generating
                interesting texture 'tiles' (images which can be
                laid end to end and not show an obvious line
                between them) for your models. MapZone definitely
                fell through a crack from an alternate universe,
                being both simple and complex at the same time.
                Then I suggest Gimp (free) as a
                way-too-powerful image editing program, which
                amongst other things lets you add an alpha
                channel to your images (important for the
                particle system). See table above for links.
                Unlike 3D models where Rocket Club *only*
                supports the MilkShape Ascii file format, you can
                use any image editors you like, so long as the
                final output is something RC can use, like jpg or
                png. --- OK, you now
                officially know little enough to be dangerous!
                Remember: BACKUP YOUR WORK and ONLY MODIFY COPIES OF OTHER PEOPLE'S WORK. Time to have
                some fun! |