RebuildingTheNewbieLandWith TheBuildPipeline

Version 18 (ChrisNewman, 09/16/2010 09:38 am)

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h1. Rebuilding The NewbieLand With The Build_Pipeline (WIP)status = Test successful, Writing docs.
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{{>toc}}
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h2. About
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In this tutorial we are going to rebuild the "NewbieLand", but not just rebuild it.
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We are going to "paint" the bricks and textures our own way.
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This should be a great "CRASH COURSE" in level building in ryzom core if you are new to the project. 
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>!http://dev.ryzom.com/attachments/981/IGSHOT01.jpg!
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h2. Pre Constraints
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This tutorial assumes the following.....
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1. You are using mercurial change set 759.
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2. You have cloned the mercurial repository to C:\ryzom. (http://dev.ryzom.com/wiki/ryzom/Getting_Source)
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3. You have downloaded the asset repository to C:\database. (http://media.ryzom.com/)
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4. You have downloaded the client to C:\ryzom_client. (http://sourceforge.net/projects/ryzom/files/)
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5. You have compiled all sources and can run and connect to your own server. (http://dev.ryzom.com/wiki/ryzom/Guide)
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6. You have compiled,installed and loaded the NeL plugins for 3DSMAX. (http://dev.ryzom.com/wiki/ryzom/InstallingMaxPlugins)
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7. You have installed python 2.7. (http://www.python.org/)
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8. You have converted the ryzom_assets database. (http://dev.ryzom.com/wiki/ryzom/Convertingryzom_assetsDatabase)
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9. You have downloaded the ryzom_assets_newbieland and merged it into C:\database. (http://sourceforge.net/projects/ryzom/files/)
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10. you have setup three virtual drives (w: that points to drive c: | r: that points to c:\ryzom | l: that points to r:\code\ryzom\common\data_leveldesign). (http://en.wikipedia.org/wiki/Subst)
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> !http://dev.ryzom.com/attachments/940/VDPIC.jpg!
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h2. Getting Started
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h3. Getting Started Video Companion http://www.screentoaster.com/watch/stUE5RRUZORFtXRFxbX1JZU1FX
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>!http://dev.ryzom.com/attachments/957/st1.jpg!
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1. First we need to test the "jungle.bank" to make sure its setup correctly.
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Launch tile_edit_r.exe (C:\ryzom\code\nel\tools\3d\tile_edit\).
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Press "Load" then navigate to C:\database\landscape\_texture_tiles\jungle\jungle.bank and open it.
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Click on the button next to "Absolute path".
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Change the path to "C:\Database\landscape\_texture_tiles\jungle".
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Goto " http://dev.ryzom.com/wiki/ryzom/AddingANewContinent#Creating-A-Tile-Bank-tile_edit_r-3DSMAX "and test the bank by doing steps 19-22 using the "jungle.bank".
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If it shows correctly move on to the next steps.
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>!http://dev.ryzom.com/attachments/944/NPPTest.jpg! 
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h2. Exporting Assets Using The Build Pipeline 
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1. Create a folder in drive C:\ named "export" (C:\export)
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2. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "0_setup.py".
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The console will ask for directory's, Its pretty self explanatory, just fill it out and it will set everything up for you.
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> Note> Everything in the <> are the suggested defaults. 
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>!http://dev.ryzom.com/attachments/954/tut22.jpg!
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3. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "1_export.py".
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This exports all the data from the .max files in C:\Database.
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4. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "2_build.py".
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This runs all the compile operations like converting images to direct draw format, lighting and sound effects.
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5. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "3_install.py".
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This installs all the generated data and folder structures into C:\ryzom_client\user for testing in game.
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