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Botanic, 01/22/2012 10:05 pm
CreatingNewEchosystem¶
So...
Adding a new ecosystem
You need:
- a name for the ecosystem (I use "rocky")
You will make:
- a tilebank
- ligo blocks
How to add:
- 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]
- Run R:\code\nel\tools\build_gamedata\generators\generate_ecosystem_projects.py.
- In R:\code\ryzom\tools\build_gamedata\workspace\projects.py, add [2]
- Run "0_setup.py ipj ecosystems/rocky" Create your rocky.bank under W:\database\landscape\_texture_tiles\rocky, create all necessary tiles
- Create all necessary tiles under W:\database\landscape\_texture_tiles\rocky_au, _sp, _su and _wi.
- Create ligo blocks under W:\database\landscape\ligo\rocky\max
- Per material you need a file in W:\database\landscape\ligo\rocky\max\materials
- Per transition between material you need a file in W:\database\landscape\ligo\rocky\max\transitions
- A screenshot tga of ligo blocks under W:\database\landscape\ligo\rocky\zonebitmaps
- Run "1_export.py ipj ecosystems/rocky" "2_build.py -ipj ecosystems/rocky" "3_install.py -ipj ecosystems/rocky" Create L:\leveldesign\Ecosystems\rocky.ecosystem (with required info).
- In L:\leveldesign\world_editor_files\world_editor_classes.xml, add context entries for rocky wherever it seems necessary.
- In R:\code\ryzom\common\data_common\database.xml, update the ecosystem count, and run the xsl transform tool.
- In R:\code\ryzom\common\src\game_share\ecosystem.h&cpp, add the necessary entries for rocky.
- Compile code & run leveldesign_dev.bat in the build pipeline.
- Sync all sheets and other server data to server.
Adding continent howto & files will be mailed later today
Here's screencap
http://www.youtube.com/watch?v=KyVa1gZf6Z0
[1]
- ROCKY
ShapeExportOptExportLighting = DefaultShapeExportOptExportLighting
ShapeExportOptShadow = DefaultShapeExportOptShadow
ShapeExportOptLightingLimit = DefaultShapeExportOptLightingLimit
ShapeExportOptLumelSize = DefaultShapeExportOptLumelSize
ShapeExportOptOversampling = DefaultShapeExportOptOversampling
ShapeExportOpt8BitsLightmap = DefaultShapeExportOpt8BitsLightmap
ShapeExportOptLightmapLog = DefaultShapeExportOptLightmapLog
TextureMulSizeValue = DefaultTextureMulSizeValue
SeasonSuffixes = DefaultSeasonSuffixes
MapSubdirectories = [ ]
MapSubdirectories += [ "vegetations" ]
TileDirectories = [ ]
TileDirectories += [ "1-sample-rocks" ]
TileDirectories += [ "transitions" ]
generateEcosystem("rocky", "rocky")
[2]
ProjectsToProcess += [ "ecosystems/rocky" ]