CreatingNewEchosystem
Version 1 (Botanic, 01/22/2012 10:05 pm)
| 1 | 1 | Botanic | h1. CreatingNewEchosystem |
|---|---|---|---|
| 2 | 1 | Botanic | |
| 3 | 1 | Botanic | So... |
| 4 | 1 | Botanic | |
| 5 | 1 | Botanic | Adding a new ecosystem |
| 6 | 1 | Botanic | You need: |
| 7 | 1 | Botanic | - a name for the ecosystem (I use "rocky") |
| 8 | 1 | Botanic | You will make: |
| 9 | 1 | Botanic | - a tilebank |
| 10 | 1 | Botanic | - ligo blocks |
| 11 | 1 | Botanic | How to add: |
| 12 | 1 | Botanic | - In R:\code\nel\tools\build_gamedata\generators\generate_ecosystem_projects.py, add an entry for rocky, make sure it contains the necessary tile directories [1] |
| 13 | 1 | Botanic | - Run R:\code\nel\tools\build_gamedata\generators\generate_ecosystem_projects.py. |
| 14 | 1 | Botanic | - In R:\code\ryzom\tools\build_gamedata\workspace\projects.py, add [2] |
| 15 | 1 | Botanic | - Run "0_setup.py -ipj ecosystems/rocky" |
| 16 | 1 | Botanic | - Create your rocky.bank under W:\database\landscape\_texture_tiles\rocky, create all necessary tiles |
| 17 | 1 | Botanic | - Create all necessary tiles under W:\database\landscape\_texture_tiles\rocky_au, _sp, _su and _wi. |
| 18 | 1 | Botanic | - Create ligo blocks under W:\database\landscape\ligo\rocky\max |
| 19 | 1 | Botanic | - Per material you need a file in W:\database\landscape\ligo\rocky\max\materials |
| 20 | 1 | Botanic | - Per transition between material you need a file in W:\database\landscape\ligo\rocky\max\transitions |
| 21 | 1 | Botanic | - A screenshot tga of ligo blocks under W:\database\landscape\ligo\rocky\zonebitmaps |
| 22 | 1 | Botanic | - Run "1_export.py -ipj ecosystems/rocky" "2_build.py -ipj ecosystems/rocky" "3_install.py -ipj ecosystems/rocky" |
| 23 | 1 | Botanic | - Create L:\leveldesign\Ecosystems\rocky.ecosystem (with required info). |
| 24 | 1 | Botanic | - In L:\leveldesign\world_editor_files\world_editor_classes.xml, add context entries for rocky wherever it seems necessary. |
| 25 | 1 | Botanic | - In R:\code\ryzom\common\data_common\database.xml, update the ecosystem count, and run the xsl transform tool. |
| 26 | 1 | Botanic | - In R:\code\ryzom\common\src\game_share\ecosystem.h&cpp, add the necessary entries for rocky. |
| 27 | 1 | Botanic | - Compile code & run leveldesign_dev.bat in the build pipeline. |
| 28 | 1 | Botanic | - Sync all sheets and other server data to server. |
| 29 | 1 | Botanic | |
| 30 | 1 | Botanic | Adding continent howto & files will be mailed later today |
| 31 | 1 | Botanic | |
| 32 | 1 | Botanic | Here's screencap |
| 33 | 1 | Botanic | http://www.youtube.com/watch?v=KyVa1gZf6Z0 |
| 34 | 1 | Botanic | |
| 35 | 1 | Botanic | [1] |
| 36 | 1 | Botanic | |
| 37 | 1 | Botanic | # ROCKY |
| 38 | 1 | Botanic | ShapeExportOptExportLighting = DefaultShapeExportOptExportLighting |
| 39 | 1 | Botanic | ShapeExportOptShadow = DefaultShapeExportOptShadow |
| 40 | 1 | Botanic | ShapeExportOptLightingLimit = DefaultShapeExportOptLightingLimit |
| 41 | 1 | Botanic | ShapeExportOptLumelSize = DefaultShapeExportOptLumelSize |
| 42 | 1 | Botanic | ShapeExportOptOversampling = DefaultShapeExportOptOversampling |
| 43 | 1 | Botanic | ShapeExportOpt8BitsLightmap = DefaultShapeExportOpt8BitsLightmap |
| 44 | 1 | Botanic | ShapeExportOptLightmapLog = DefaultShapeExportOptLightmapLog |
| 45 | 1 | Botanic | TextureMulSizeValue = DefaultTextureMulSizeValue |
| 46 | 1 | Botanic | SeasonSuffixes = DefaultSeasonSuffixes |
| 47 | 1 | Botanic | MapSubdirectories = [ ] |
| 48 | 1 | Botanic | MapSubdirectories += [ "vegetations" ] |
| 49 | 1 | Botanic | TileDirectories = [ ] |
| 50 | 1 | Botanic | TileDirectories += [ "1-sample-rocks" ] |
| 51 | 1 | Botanic | TileDirectories += [ "transitions" ] |
| 52 | 1 | Botanic | generateEcosystem("rocky", "rocky") |
| 53 | 1 | Botanic | |
| 54 | 1 | Botanic | |
| 55 | 1 | Botanic | [2] |
| 56 | 1 | Botanic | |
| 57 | 1 | Botanic | ProjectsToProcess += [ "ecosystems/rocky" ] |