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Atencio: aquest software encara esta en fase de desenvolupament.

Es més una prova a llarg termini.

Si us plau, notifica els error al IRC


  • Inkscape (>= 0.44)
  • Python (>= 2.4)
  • Svg2lvl converter i inkscape extension (disponible en el xmoto cvs)
$ cvs -z3 co -P xmoto/tools/svg2lvl/

Primer de tot

Has de instal·lar l'extensio svg2lvl del inkscape.


$ cd the_rep_where_you_ve_done_the_cvs_checkout
$ cd xmoto/tools/svg2lvl/
$ mkdir -p ~/.inkscape/extensions/svg2lvl/
$ cp svg2lvl.inx ~/.inkscape/extensions/
$ cp *.py ~/.inkscape/extensions/svg2lvl/

Aleshores, ja pots arrencar inkscape.


En share/extensions/ dins del directori d'instalacio de linkscape. Crea un directori anomenat svg2lvl. Copia els arxius .py dins d'aquet. I copia els .inx file en share/extensions/

Ara, arrenca inkscape.

Dibuixa un nivell

Obre Inkscape.


Ja estas preparat per a dibuixar un nivell utilitzant Inskcape. Mira't els howto's del Inskcape del menu Ajuda.


Transforma tots els objectes en trajectories

Inskcape treballa amb les seves propies figures com estrelles, cercles, ... aixi que hauras de transormar-les en trajectories de vertex.

Important: no especificar les propietats d'un objecte abans de transformar-lo en trajectories ! Totes les propietats s'eliminaran.. Inkscape les borra.

Primer, selecciona un objecte, Inskcape-obj.png

Despres, Shift+Ctrl+C (o utilitza el menu)


I ja tens la trajectoria del vertex


Repeteix aquest process per a totes les figures del inskcape (cuadrat, cercle, estrella, ...)

Level objects properties

Once your level is drawn, you have to put entities, blocks and sprites properties. Select an object, right click on it, then select 'object properties'.


Properties are put inside the 'label' box. They are seperate with a '|'. If no properties are set, then the object is put as a block with default texture. You can also fill the 'id' box, it's useful if you write a lua script for the level, because you got the blocks, zones and entities names to use in your script.

WARNING : properties are case sensitive ! Write them with the exact case as show below.

Block properties

  • background
  • dynamic
  • usetexture=texture_name


A background block (it's a block in the background and the player can't interact with it) using the Dark Dirt texture:


A dynamic block using the default texture:


A block using the default texture:

(you have nothing to put in, let it blank (or let what inkscape puts in it))

A block using the Dark Dirt texture:


Entity properties

  • typeid=[PlayerStart|EndOfLevel|Strawberry|Wrecker|ParticleSource|Sprite]
  • size=float_number (the entity colision radius)
  • param_name=param_value available params name are (there's more of them):
    • z (for Sprite)
    • name (for Sprite)
    • style (for every entity)
    • type (for ParticleSource)

For example

A particle source throwing smoke:


A strawberry:


A tree sprite put under foreground blocks


Player start:


End of level:


Zone properties

  • typeid=Zone
The only possible value for a zone

Generate level file

Inkscape works with bezier curves, but the converter only use vertex, so you have to smooth objects.

Select the first tool (pressing F1), then select every objects with Ctrl-a. In order to add plenty of vertex to the objects, use the Effect 'add nodes' which is available from the Effect -> Path modification -> add nodes menu. Choose a maximum lenght value of 10.0 for example.


Feel free to add plenty of vertex because the converter will remove unnecessary vertex. For example, here are the remaining vertex in the sample level:

level in the editor

launch the converter

In order to save your level in the .lvl file format, use the menu File -> Save as... (or use Shift-Ctrl-S) and choose the X-Moto Level file extension, put the level file name then press Save.


A new window pops, you have to put:

  • level width : the level width in xmoto unit. play with it until you find the right value for your level
  • smoothitude : the higher the value, the smoothest the level. But don't add to much vertex, because xmoto doesn't scale very well with big levels made with thousands of vertex... and became quite slow...
  • lua script  : the absolute path to your lua script (leave blank if your level doesn't have a lua script)
  • level id  : the level id (each level got a unique one)

Then your level file will be save in the place you choose in the Save as... window.


You can also use the command line.

$ python --width=100.0 --smooth=95.0 --lua= --name=myLevelId svgfile > levelfile.lvl

Params are:

  • level width in xmoto unit
  • smooth percent (play with it)
  • absolute path to lua script file (optional)
  • level id
  • absolute path to the svg file

Then, put your lvl generated file into your xmoto Levels directory, and you can play it:

Our level in X-Moto

Files used in this howto