CreatingNewEchosystem
Version 2 (Botanic, 01/22/2012 10:05 pm)
1 | 1 | Botanic | h1. CreatingNewEchosystem |
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2 | 1 | Botanic | |
3 | 1 | Botanic | So... |
4 | 2 | Botanic | <pre> |
5 | 1 | Botanic | |
6 | 1 | Botanic | Adding a new ecosystem |
7 | 1 | Botanic | You need: |
8 | 1 | Botanic | - a name for the ecosystem (I use "rocky") |
9 | 1 | Botanic | You will make: |
10 | 1 | Botanic | - a tilebank |
11 | 1 | Botanic | - ligo blocks |
12 | 1 | Botanic | How to add: |
13 | 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] |
14 | 1 | Botanic | - Run R:\code\nel\tools\build_gamedata\generators\generate_ecosystem_projects.py. |
15 | 1 | Botanic | - In R:\code\ryzom\tools\build_gamedata\workspace\projects.py, add [2] |
16 | 1 | Botanic | - Run "0_setup.py -ipj ecosystems/rocky" |
17 | 1 | Botanic | - Create your rocky.bank under W:\database\landscape\_texture_tiles\rocky, create all necessary tiles |
18 | 1 | Botanic | - Create all necessary tiles under W:\database\landscape\_texture_tiles\rocky_au, _sp, _su and _wi. |
19 | 1 | Botanic | - Create ligo blocks under W:\database\landscape\ligo\rocky\max |
20 | 1 | Botanic | - Per material you need a file in W:\database\landscape\ligo\rocky\max\materials |
21 | 1 | Botanic | - Per transition between material you need a file in W:\database\landscape\ligo\rocky\max\transitions |
22 | 1 | Botanic | - A screenshot tga of ligo blocks under W:\database\landscape\ligo\rocky\zonebitmaps |
23 | 1 | Botanic | - Run "1_export.py -ipj ecosystems/rocky" "2_build.py -ipj ecosystems/rocky" "3_install.py -ipj ecosystems/rocky" |
24 | 1 | Botanic | - Create L:\leveldesign\Ecosystems\rocky.ecosystem (with required info). |
25 | 1 | Botanic | - In L:\leveldesign\world_editor_files\world_editor_classes.xml, add context entries for rocky wherever it seems necessary. |
26 | 1 | Botanic | - In R:\code\ryzom\common\data_common\database.xml, update the ecosystem count, and run the xsl transform tool. |
27 | 1 | Botanic | - In R:\code\ryzom\common\src\game_share\ecosystem.h&cpp, add the necessary entries for rocky. |
28 | 1 | Botanic | - Compile code & run leveldesign_dev.bat in the build pipeline. |
29 | 1 | Botanic | - Sync all sheets and other server data to server. |
30 | 1 | Botanic | |
31 | 1 | Botanic | Adding continent howto & files will be mailed later today |
32 | 1 | Botanic | |
33 | 1 | Botanic | Here's screencap |
34 | 1 | Botanic | http://www.youtube.com/watch?v=KyVa1gZf6Z0 |
35 | 1 | Botanic | |
36 | 1 | Botanic | [1] |
37 | 1 | Botanic | |
38 | 1 | Botanic | # ROCKY |
39 | 1 | Botanic | ShapeExportOptExportLighting = DefaultShapeExportOptExportLighting |
40 | 1 | Botanic | ShapeExportOptShadow = DefaultShapeExportOptShadow |
41 | 1 | Botanic | ShapeExportOptLightingLimit = DefaultShapeExportOptLightingLimit |
42 | 1 | Botanic | ShapeExportOptLumelSize = DefaultShapeExportOptLumelSize |
43 | 1 | Botanic | ShapeExportOptOversampling = DefaultShapeExportOptOversampling |
44 | 1 | Botanic | ShapeExportOpt8BitsLightmap = DefaultShapeExportOpt8BitsLightmap |
45 | 1 | Botanic | ShapeExportOptLightmapLog = DefaultShapeExportOptLightmapLog |
46 | 1 | Botanic | TextureMulSizeValue = DefaultTextureMulSizeValue |
47 | 1 | Botanic | SeasonSuffixes = DefaultSeasonSuffixes |
48 | 1 | Botanic | MapSubdirectories = [ ] |
49 | 1 | Botanic | MapSubdirectories += [ "vegetations" ] |
50 | 1 | Botanic | TileDirectories = [ ] |
51 | 1 | Botanic | TileDirectories += [ "1-sample-rocks" ] |
52 | 1 | Botanic | TileDirectories += [ "transitions" ] |
53 | 1 | Botanic | generateEcosystem("rocky", "rocky") |
54 | 1 | Botanic | |
55 | 1 | Botanic | |
56 | 1 | Botanic | [2] |
57 | 1 | Botanic | |
58 | 2 | Botanic | ProjectsToProcess += [ "ecosystems/rocky" ] |
59 | 2 | Botanic | </pre> |