Simple questions about client assets set up
Added by Muro over 3 years ago
Greetings,
New to trying to set up Ryzom and am in need of some clarification about setting up the client for testing on Windows. The compilation instructions are great and were easy to follow from a non-coding, purely artistic background. Following it I was able to compile the project easily. However, it is the set up of the client to be able to test it that I am fuzzy about.
Does the client binary package have all the art assets necessary to get the client running so that one can begin testing out the art pipeline and tweaking gameplay? If the client binary package does not, where can I pick up the necessary assets? I received a Ryzom.ttf error on starting it up, so this made me wonder. I downloaded the 1.2g assets revision 2 package and notice the font is in there. Is this the asset compilation I need? Any specific directory these need to be placed in?
The wiki tutorials are great from a technical standpoint, just seems to lack the finishing details about client set up - that I have seen.
Thanks in advance for any help that can be offered.
Replies (3)
RE: Simple questions about client assets set up - Added by molator over 3 years ago
First of all, here the client you should have downloaded:
http://sourceforge.net/projects/ryzom/files/0.8.0/client_win_x86_stlport-0.8.0.1785.7z/download
The client package contains the data (shapes, textures, etc) in the NeL format.
The assets are the models in 3dsmax format.
I've just uploaded the new revision of the assets (convertion to a recent max format):
http://sourceforge.net/projects/ryzom/files/ryzom_assets_rev2.7z/download
You can test the client on the Dev Shard:
http://dev.ryzom.com/projects/ryzom/wiki/OpenShard
2nd section
The pipeline is used to convert the assets in NeL format.
You will need the pipeline if you want to add your own models.
Here a starting point:
http://dev.ryzom.com/projects/ryzom/wiki/How_to_set_up_the_Build_Pipeline
Otherwise you will find some shapes, textures in the data folder of the client.
The data are located in the bnp files.
You can pack/unpack those files using bnp_make frontend:
http://dev.ryzom.com/projects/ryzom/wiki/WindowsBinaries
You can open the shapes you will find in the data using Object Viewer Qt:
http://sourceforge.net/projects/ryzom/files/0.8.0/ovqt_win_x86_stlport-0.8.0.1858.exe/download
If you want to tweak the game, you will need to setup your own shard.
Here some examples of what you can tweak using the existing data:
http://dev.ryzom.com/projects/ryzom/wiki/AddingGameEntities
Some great people are working on creating new tools, friendly tools.
The pipeline is a tough part, if you've got questions on that subject you should join us on irc:
#[email protected]
RE: Simple questions about client assets set up - Added by Muro over 3 years ago
Thank you for the tips. I'll try out this new download of the client. The previous compiled version gave errors when running it once I resolved the Ryzom.ttf error so I hope I'll have better luck with it than the version hosted in a link in the wiki.
RE: Simple questions about client assets set up - Added by Muro over 3 years ago
The client you linked worked like a charm. I was able to connect and play on the dev server. I was not able to get a private shard up and running, however. Everything ran, but I was unable to connect.
At least I have progress!
(1-3/3)