entity parents
Added by nimbus3 over 4 years ago
OK so I now have 80% armour sitems/ sbricks/ sphrases for four races, refugee, general and boss completed.
Question 1 A. For the variation in quality one uses the same shapes and just changes the map variant label ?
Question 1 B. In the example one gets with the source there is a file associate with bcmaea07.sbrick named bcpa10.sbrick in this file there is:
value property 0 with the attribute FPLAN and a list of values (eg. FPLAN: BCMAEA BCMAEB BCMAEC BCMAED BCCAEA BCCAEB BCCAEC BCCAED BCRAEA)
I have tride to search for some of the values in the sbrick_words_en.txt and not all are listed so I am wondering whether some are obsolete or just not implemented?
Question 2 part A. The parent item of the matis armour icmalb.sitem is _gma_l.sitem. This is another thing I cannot find listed in any of the files located in code\ryzom\server\data_shard\language. So what I would like to know is what is the naming convension for these files. Because the content of this file is indicating matis light armour would I be right in assuming this:
g ?
ma = matis? or matis armour?
l = light
Therefore would the following be correct:
_g+
fy = fyros? or fa = fyros armour?
zo = zorai? or za = zorai armour?
tr = tryker? or ta = tryker armour?
re = refugee? or ra = refugee armour?
_l = light
_m = medium
_h = heavy
_r = refugee
Question 2 part B. The file above has a parent named _c_al.sitem because of where this file is located, i.e. in the root of the armour folders, am I right in thinking this is a generic light armour file for all races and if this is the case for medium armour do I do the following with the file names:
c +
al for light
am for medium
ah for heavy
Refugee armour
Question 3 A. Am I correct in thinking Refugee armour origin would be null or all ?
Question 3 B. Refugee armour comes in eight different colour flavours, is this just indicated by the color attribute or another or combination of attribs ?
Question 3 C. hopefully once Question 2 is answered this question will be answered too lol as it is about the parents of refugee armour
The content of these files I have worked out already so these are the only stumbling blocks in my way right now for all armour almost of the boss armour figured out too.
Once I have these answered and tested I will share my findings and work in the wiki.
Thanks
Nimbus3
:|
Replies (8)
RE: entity parents - Added by nimbus3 over 4 years ago
Question 2 part A. Answer: The correct format for this file is:-
_g+
ma = matis armour
fa = fyros armour
za = zorai armour
ta = tryker armour
ca = common armour
+
_l = light
_m = medium
_h = heavy
RE: entity parents - Added by molator over 4 years ago
Hum, i forgot to answer to that message.
Here some clues:
Question 1 A.
You will find a bunch of character maps in data/characters_maps_...
For each armor part, you will find 3 variants and 8 colors, 24 texture files (dds).
Question 1 B.
All those family ids appears in code\ryzom\common\src\game_share\brick_families.h
But only BCMAEA and BCRAEA are used.
I found no trace of the others, so i believe those ids were never used.
Question 2 part A.
Your answer is fine.
Question 2 part B.
You're right.
Question 3 A.
As you can see in code\ryzom\common\data_leveldesign\leveldesign\game_element\sitem\melee_weapon\refugee\icrm1pd.sitem for the refugee dagger:
<ATOM Name="origin" Value="refugee"/>
the origin is "refugee"
Question 3 B.
All armors comes with 8 colors.
You can specify the color in the sitem using for example:
<ATOM Name="color" Value="White"/>
You will find the color list here:
code\ryzom\common\data_leveldesign\leveldesign\DFN\game_elem\_item\item_color.typ
The refugee armor is a special case.
You found a set of sitem, one per color per armor part.
It's the depracated way for the colors.
You should use the previous method.
Question 3 C.
You will find only one parent, for all the refugee armors.
RE: entity parents - Added by nimbus3 over 4 years ago
Hi molator
Thank you for the reply.
I have started to progress further on my own. But the information you have provided has cleared up a couple of loose ends.
Even though it is a bit old school I have made, and making more, batch files to create all armour sitem and sbrick folders and files. I do need someone to proof the output sometime in the next couple of days or so. It has only taken a couple of days to make them so expect alot more if they are any good to the community. I will share them once they are proofed.
On another note. Are there any details for trainer npcs you could direct me to?
Regards
Nimbus3
RE: entity parents - Added by molator over 4 years ago
My data are in a mysql db and i'm generating my own sheets using php scripts :).
You've got everything i know about the trainer in your other post:
http://dev.ryzom.com/boards/17/topics/4106?r=4117#message-4117
RE: entity parents - Added by nimbus3 over 4 years ago
Durrrrr
Sorry forgot about that post lol ..
Using mysql was my intention but I got a bit carried away with old school batch files lol..
So far I have 3 bat's with around 6 - 8k lines in each lol.
Still have my Spreadsheets though, so can generate the sql from them. In creating the batch files I did come accross a minor error in the folder structure.
Something you might be aware of having spent a lot longer than me looking at this.
In "code\ryzom\common\data_leveldesign\leveldesign\game_element\sbrick\craft2 there is a folder named "recommended" this folder isn't needed as the contents should be here "code\ryzom\common\data_leveldesign\leveldesign\game_element\sbrick\craft\credit\recommended". The content of the former is matis and the content of the latter is zorai but the same sbrick level.
So I have corrected this in my batch files folder creation.
For now as I have done quite a lot I will carry on with my bat's, as I am a bit batty myself, and do a rework into php/mysql later from the files them selves as they are in xml format.
I have a really stupid/annoying question here, the hash codes in the language files; are they just made up, do they get generated when the items and bricks get used/packed or compiled, is there a generator to make hash creation for these easier?
Thanks
RE: entity parents - Added by molator over 4 years ago
You can create as much folders as you want, just a matter of organization.
I'm using made up hash codes.
The hash codes in the language files look like generated one.
I don't know yet how to generate new one.
Edit: maybe in code\ryzom\tools\translation_tools,
search makeHash
RE: entity parents - Added by sfb over 4 years ago
molator wrote:
I'm using made up hash codes.
The hash codes in the language files look like generated one.
I don't know yet how to generate new one.
Molator,
You are correct, translation_tool is what accomplishes this. The brief version of this story is that translation_tool has a number of stages and at the completion of transation for a given worksheet it will generate a hash-value based upon the string or phrase. It uses this hash value to determine if the local string (in code/ryzom/tools/translations/work) differs from the translated string (code/ryzom/tools/translations/translated). If the strings differ then new files will be created in the diffs folder for translation and later merged.
One of the first stages of this process is to extract any new sheet names, region/place names, bot names, mission titles and so on from the sheets and primitives. This is an easy way to collect up untranslated strings. We haven't added this into the build_gamedata pipeline so you're kind of on your own to determine how it works for the time being.
Thanks,
sfb
/s
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