Hi Everybody!
This is a small guide explaining how to create a custom location of you own. I will update this article as often as necessary, modifying the date at the top when I do so.
If there is any question regarding custom locations creation, please use this thread!

A location is completely defined inside its file "custom_location_X.loc", situated inside the media/models directory. The X in the name is for its ID, which can be between 0 and 9, meaning that the game is able to handle 10 different locations at the same time.
So you could start with making a copy of "custom_location_0.loc" named custom_location_1.loc, and work on it.
You can start editing the custom_location_1.loc file now, a lot of parameters can be set. You can edit it with any text editor, this is a simple text file.
Be aware, Y is the UP direction, X FRONT (when facing waves) and Z SIDE. Units are Meter and Radian for angles.
You could edit the image file "custom_location_1.png" situated inside the media/materials/textures. This image is the one that can be seen inside the locations menu.
PRESS "I" during the game to show the information window showing the camera position, this helps when identifying precise coordinates.
*************** 3D OBJECTS ******************
You have to create 3D objects for your scene, using for example Blender which is free. You will need to create a landscape object (ground of the landscape, players will be walking on it) and all other objects of the environment.
To create objects you will need to:
-Download and install Python 2.6.4 (Blender needs it): http://www.windsurfing-the-game.com/MMX ... -2.6.4.msi
-Download and install Blender 2.49b (use "installation directory for user data" when asked for it):
http://www.windsurfing-the-game.com/MMX ... indows.exe
-Download and install the mesh exporter for blender (extract the files inside the directory .blender/scripts):
http://www.windsurfing-the-game.com/MMX ... Export.zip
-Download and install the xml converter for the game (converts xml into mesh format, can be called directly from inside Blender if you set it inside the preferences from the xml exporter!):
http://www.windsurfing-the-game.com/MMX ... onvert.rar
2 very good tutorials for starters should be followed for this:
http://www.windsurfing-the-game.com/MMX ... N-v1.0.pdf
http://www.windsurfing-the-game.com/MMX ... N-v1.1.pdf
from http://www.blendercourse.com/English.aspx
Basically the steps are as follows:
Create model in blender -> Export as .mesh + .material -> copy the .mesh inside "models", .material inside "materials/scripts" and your textures inside "materials/textures" -> copy and paste a new "New Object" block inside the .loc file and set parameters for it -> Play!
Mesh Objects should be saved inside the models directory
->Materials for objects or sky should be saved inside the materials/scripts directory (example: shorebreakcoast inside the file "shorebreakcoast.material", NoonSkyBox4 inside "Sky.material")
->Textures for those materials are situated inside the directory materials/textures
->Shader programs used by those materials should be placed inside the materials/programs directory
Try to use very unique names for all your objects or materials to avoid future conflicts with other locations!
*************** SKYDOME ******************
A very good tool for creating skydomes, Terragen:
http://www.windsurfing-the-game.com/MMX ... ll0943.msi
Use the OGRE3D homepage and the BLENDER tutorials if you need more help...
