RebuildingTheNewbieLandWith TheBuildPipeline
Version 18 (ChrisNewman, 09/16/2010 09:38 am)
| 1 | 1 | ChrisNewman | h1. Rebuilding The NewbieLand With The Build_Pipeline (WIP)status = Test successful, Writing docs. |
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| 2 | 13 | ChrisNewman | |
| 3 | 13 | ChrisNewman | {{>toc}} |
| 4 | 3 | ChrisNewman | |
| 5 | 3 | ChrisNewman | h2. About |
| 6 | 3 | ChrisNewman | |
| 7 | 3 | ChrisNewman | In this tutorial we are going to rebuild the "NewbieLand", but not just rebuild it. |
| 8 | 3 | ChrisNewman | We are going to "paint" the bricks and textures our own way. |
| 9 | 3 | ChrisNewman | This should be a great "CRASH COURSE" in level building in ryzom core if you are new to the project. |
| 10 | 3 | ChrisNewman | |
| 11 | 17 | ChrisNewman | >!http://dev.ryzom.com/attachments/981/IGSHOT01.jpg! |
| 12 | 17 | ChrisNewman | |
| 13 | 17 | ChrisNewman | |
| 14 | 3 | ChrisNewman | h2. Pre Constraints |
| 15 | 3 | ChrisNewman | |
| 16 | 3 | ChrisNewman | This tutorial assumes the following..... |
| 17 | 3 | ChrisNewman | |
| 18 | 18 | ChrisNewman | 1. You are using mercurial change set 759. |
| 19 | 3 | ChrisNewman | 2. You have cloned the mercurial repository to C:\ryzom. (http://dev.ryzom.com/wiki/ryzom/Getting_Source) |
| 20 | 3 | ChrisNewman | 3. You have downloaded the asset repository to C:\database. (http://media.ryzom.com/) |
| 21 | 3 | ChrisNewman | 4. You have downloaded the client to C:\ryzom_client. (http://sourceforge.net/projects/ryzom/files/) |
| 22 | 3 | ChrisNewman | 5. You have compiled all sources and can run and connect to your own server. (http://dev.ryzom.com/wiki/ryzom/Guide) |
| 23 | 3 | ChrisNewman | 6. You have compiled,installed and loaded the NeL plugins for 3DSMAX. (http://dev.ryzom.com/wiki/ryzom/InstallingMaxPlugins) |
| 24 | 16 | ChrisNewman | 7. You have installed python 2.7. (http://www.python.org/) |
| 25 | 3 | ChrisNewman | 8. You have converted the ryzom_assets database. (http://dev.ryzom.com/wiki/ryzom/Convertingryzom_assetsDatabase) |
| 26 | 3 | ChrisNewman | 9. You have downloaded the ryzom_assets_newbieland and merged it into C:\database. (http://sourceforge.net/projects/ryzom/files/) |
| 27 | 4 | ChrisNewman | 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) |
| 28 | 5 | ChrisNewman | > !http://dev.ryzom.com/attachments/940/VDPIC.jpg! |
| 29 | 5 | ChrisNewman | |
| 30 | 5 | ChrisNewman | h2. Getting Started |
| 31 | 12 | ChrisNewman | |
| 32 | 12 | ChrisNewman | h3. Getting Started Video Companion http://www.screentoaster.com/watch/stUE5RRUZORFtXRFxbX1JZU1FX |
| 33 | 1 | ChrisNewman | |
| 34 | 17 | ChrisNewman | >!http://dev.ryzom.com/attachments/957/st1.jpg! |
| 35 | 12 | ChrisNewman | |
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| 37 | 11 | ChrisNewman | |
| 38 | 5 | ChrisNewman | 1. First we need to test the "jungle.bank" to make sure its setup correctly. |
| 39 | 5 | ChrisNewman | Launch tile_edit_r.exe (C:\ryzom\code\nel\tools\3d\tile_edit\). |
| 40 | 5 | ChrisNewman | Press "Load" then navigate to C:\database\landscape\_texture_tiles\jungle\jungle.bank and open it. |
| 41 | 5 | ChrisNewman | Click on the button next to "Absolute path". |
| 42 | 15 | ChrisNewman | Change the path to "C:\Database\landscape\_texture_tiles\jungle". |
| 43 | 7 | ChrisNewman | 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". |
| 44 | 1 | ChrisNewman | If it shows correctly move on to the next steps. |
| 45 | 14 | ChrisNewman | |
| 46 | 17 | ChrisNewman | >!http://dev.ryzom.com/attachments/944/NPPTest.jpg! |
| 47 | 10 | ChrisNewman | |
| 48 | 10 | ChrisNewman | |
| 49 | 8 | ChrisNewman | h2. Exporting Assets Using The Build Pipeline |
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| 51 | 8 | ChrisNewman | 1. Create a folder in drive C:\ named "export" (C:\export) |
| 52 | 1 | ChrisNewman | |
| 53 | 1 | ChrisNewman | 2. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "0_setup.py". |
| 54 | 8 | ChrisNewman | The console will ask for directory's, Its pretty self explanatory, just fill it out and it will set everything up for you. |
| 55 | 17 | ChrisNewman | > Note> Everything in the <> are the suggested defaults. |
| 56 | 8 | ChrisNewman | |
| 57 | 17 | ChrisNewman | >!http://dev.ryzom.com/attachments/954/tut22.jpg! |
| 58 | 8 | ChrisNewman | |
| 59 | 8 | ChrisNewman | 3. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "1_export.py". |
| 60 | 8 | ChrisNewman | This exports all the data from the .max files in C:\Database. |
| 61 | 8 | ChrisNewman | |
| 62 | 8 | ChrisNewman | 4. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "2_build.py". |
| 63 | 8 | ChrisNewman | This runs all the compile operations like converting images to direct draw format, lighting and sound effects. |
| 64 | 8 | ChrisNewman | |
| 65 | 8 | ChrisNewman | 5. Navigate to C:\ryzom\code\nel\tools\build_gamedata and double click on "3_install.py". |
| 66 | 8 | ChrisNewman | This installs all the generated data and folder structures into C:\ryzom_client\user for testing in game. |
| 67 | 8 | ChrisNewman |