mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-23 07:16:15 +00:00
615 lines
24 KiB
Text
615 lines
24 KiB
Text
<<< HOWTO export data for the client >>>
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
SUMMARY
|
|
|
|
INSTALL
|
|
|
|
DIRECTORIES
|
|
|
|
EXPORT USER GUIDE
|
|
|
|
* EXPORT DATA FOR THE LOCAL CLIENT
|
|
* EXPORT DATA IN THE GAMEDATA DIRECTORY
|
|
* EXPORT DSS FILES FROM PHOTOSHOP
|
|
* EXPORT A MESH
|
|
* EXPORT A PARTICLE SYSTEM
|
|
* EXPORT A SKELETON
|
|
* EXPORT A SKELETON TEMPLATE WEIGHT
|
|
* EXPORT AN ANIMATION
|
|
* EXPORT AN INSTANCE GROUP
|
|
* EXPORT A ZONE
|
|
* EXPORT A SMALLBANK
|
|
* EXPORT A FARBANK
|
|
* EXPORT MESH TEXTURES
|
|
* EXPORT LANDSCAPE TEXTURES
|
|
|
|
TECHNICAL NOTES ABOUT AUTOMATIC DATA PROCESS
|
|
|
|
* DATA PROCESS
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
INSTALL
|
|
|
|
To export and build the gamedata, you will need to install the project build_gamedata.
|
|
You will need cygwin installed. The path must be configurated with cygwin path
|
|
before any other directory, include winnt root pathes.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
DIRECTORIES
|
|
|
|
There is 4 main directories:
|
|
|
|
database/ is the root directory of the 3d database
|
|
gamedata/ is the root directory of the current gamadata folder
|
|
client/ is the root directory of the client
|
|
build_gamedata/ is the root directory of the build data system
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
**** EXPORT USER GUIDE ****
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT DATA FOR THE LOCAL CLIENT
|
|
|
|
The data for your local client are stored in the client/data directory.
|
|
You can manually export here your data to test it with your client.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT DATA IN THE GAMEDATA DIRECTORY
|
|
|
|
You musn't export directly your data for the gamedata folder.
|
|
An automatic process will update your modification directly from the graphic database (w:\)
|
|
and add them to the new gamedata folder.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT DSS FILES FROM PHOTOSHOP
|
|
|
|
Install the photoshop DDS plugin. (\\Server\code\tools\plugins photoshop)
|
|
Load your TGA file. Save as *.DDS. Then come a big dialog box with a lot of options.
|
|
In the left part of the dialog box select the format you want (DXT1 or DXT5).
|
|
Select "Generate MIP maps".
|
|
Select NO OTHER OPTION.
|
|
Save.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT MESH TEXTURES
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Load your TGA texture in photoshop.
|
|
If your texture has no alpha channel, only rgb, export a DXT1 DDS file.
|
|
If your texture has an alpha channel, export a DXT5 DDS file.
|
|
The maps directory for the client is client/data/maps.
|
|
The name of the dds texture file is the same than the tga texture with the .dss extension.
|
|
|
|
See * EXPORT DSS FILES FROM PHOTOSHOP
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete
|
|
build_gamedata/processes/map/dds/*.*
|
|
build_gamedata/processes/map/tga/*.*
|
|
|
|
Export:
|
|
The export process will copy each tga texture placed in the folders
|
|
database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/skeletons/
|
|
database/Stuff/<race>/Decors/_textures
|
|
The textures are copied in build_gamedata/processes/map/tga/.
|
|
If, in the database, a dds texture is placed side by side a tga texture with the same name, the dds
|
|
texture will be copied too in build_gamedata/processes/map/tga/.
|
|
|
|
Build:
|
|
The build process take each exported tga texture and convert them in dds.
|
|
If they have alpha channel, they will be converted in DXT5, else in DXTC1.
|
|
If a dds texture is available for a tga, the converter will use the file format in the dds file
|
|
to create the builded dds texture.
|
|
Builded dds are storder in build_gamedata/processes/map/dds/.
|
|
|
|
Install:
|
|
The install process will copy build_gamedata/processes/map/dds/*.dds in client/data/maps
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT LANDSCAPE TEXTURES
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Textures on the landscape are 24 bits TGA files.
|
|
They can be 128x128 or 256x256.
|
|
In the client, you have to export the texture for diffuse, additive and transition in DXT5 format
|
|
using the photoshop plugin.
|
|
The displacement textures (noise textures) must be exported in TGA.
|
|
The interface textures (GUI) must be exported in TGA.
|
|
The landscape texture are stored in the directories client/data/tiles.
|
|
|
|
See * EXPORT DSS FILES FROM PHOTOSHOP
|
|
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
Clean will delete files in
|
|
build_gamedata/processes/tiles/maps_final
|
|
build_gamedata/processes/tiles/maps_tga
|
|
build_gamedata/processes/displace/tga
|
|
build_gamedata/processes/interface/tga
|
|
|
|
Export:
|
|
Export will copy all the TGA files stored in the directory database/landscape/_texture_Tiles and in its sub directories
|
|
into build_gamedata/processes/tiles/maps_tga
|
|
It copies tga texture from database/landscape/_texture_Tiles/displace in build_gamedata/processes/displace/tga
|
|
It copies tga texture from database/interface in build_gamedata/processes/interface/tga
|
|
|
|
Build:
|
|
The build process will convert the tga texture in build_gamedata/processes/tiles/maps_tga in DXT5 dds file.
|
|
DDS textures will be stored in the directory build_gamedata/processes/tiles/maps_dds.
|
|
|
|
Install:
|
|
The install process will copy the dds texture from build_gamedata/processes/tiles/maps_dds into client/data/tiles.
|
|
The install process will copy the tga texture from build_gamedata/processes/displace/tga into client/data/tiles.
|
|
The install process will copy the tga texture from build_gamedata/processes/interface/tga into client/data/tiles.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A MESH
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
-If your mesh as NO coarse lod (croisillons) and NO lightmap :
|
|
|
|
In max, load your mesh project. Select the mesh you want to export.
|
|
Export it with the "NeL export" utility plugin, button "export model".
|
|
The file extension must be a "*.shape".
|
|
The name of the .shape file is the name of the max mesh.
|
|
Save directly this .shape file in the client directory (client/data/shapes).
|
|
|
|
-If your mesh as a coarse lod :
|
|
|
|
In max, load your mesh project. Select the main mesh you want to export. Don't select the lods.
|
|
Export it with the "NeL export" utility plugin, button "export model".
|
|
The file extension must be a "*.shape".
|
|
The name of the .shape file is the name of the max mesh.
|
|
Save this .shape file in the build data shape directory for coase meshes (build_gamedata/processes/shape/shape_with_coarse_mesh).
|
|
Be sure to have all the other meshes with coarse lod in the directory build_gamedata/processes/shape/shape_with_coarse_mesh.
|
|
(You can get it on the build_data computer).
|
|
Execute the coarse mesh build command (build_gamedata/processes/shape/3_build.bat).
|
|
Run the mesh install build_gamedata/processes/shape/4_install.bat. (Copy the shape and the texture in the client data).
|
|
|
|
-If your mesh as lightmaps :
|
|
|
|
In max, load your mesh project. Use the city_export.ms script to export manualy mesh with lightmaps.
|
|
The file extension must be a "*.shape".
|
|
The name of the .shape file is the name of the max mesh.
|
|
Be sure to export your meshes in the build_gamedata/processes/shape/shape directory.
|
|
Be sure the lightmaps are exported in the directory build_gamedata/processes/shape/lightmap.
|
|
Execute the lightmap build command (build_gamedata/processes/shape/3_build.bat).
|
|
Run the mesh install build_gamedata/processes/shape/4_install.bat. (Copy the shape and the lightmaps in the client data).
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete
|
|
build_gamedata/processes/shape/shape/*.*,
|
|
build_gamedata/processes/shape/shape_with_coarse_mesh/*.*,
|
|
build_gamedata/processes/shape/shape_with_coarse_mesh_builded/*.*,
|
|
build_gamedata/processes/shape/lightmap/*.*,
|
|
build_gamedata/processes/shape/lightmap_16_bits/*.* files
|
|
|
|
Export:
|
|
The export process will open each max projects placed in the folders
|
|
stuff/<race>/agents/actors/<sexe/bot/vehicules/monsters>
|
|
stuff/<race>/agents/accessories
|
|
stuff/<race>/decors/vegetations
|
|
stuff/<race>/decors/constructions
|
|
landscape/eau
|
|
It will select each ROOT object (not children) that are geometry, not named "Bip01", not particule system, not flaged "Don't export" and not
|
|
Accelerator (not portal / not cluster). The extension of the file is "*.shape". The name of the file is the name of the mesh in max.
|
|
If the object have coarse meshes, it will be exported in the folder build_gamedata/processes/shape/shape_with_coarse_mesh/.
|
|
else it will be exported in the folder build_gamedata/processes/shape/shape/.
|
|
If the object have lightmaps, lightmaps will be exported in the folder build_gamedata/processes/shape/lightmap/.
|
|
The name of the lightmap is the name of the object followed by a number of one digit.
|
|
The extension of the lightmap is .tga.
|
|
|
|
Build:
|
|
The build process will first convert the lightmaps in 16 bits tga files.
|
|
Those computed lightmaps will be builded in folder build_gamedata/processes/shape/lightmap_16_bits.
|
|
Then, the build process will compute the coarses mesh and there big texture.
|
|
The final coarses meshes are builded in folder build_gamedata/processes/shape/shape_with_coarse_mesh_builded.
|
|
The final coarses meshes name is the same than the exported name.
|
|
The coarses meshes texture is builded in folder build_gamedata/processes/shape/shape_with_coarse_mesh_builded/nel_coarse_texture.dds.
|
|
|
|
Install:
|
|
The install process will copy
|
|
build_gamedata/processes/shape/shape/*.* in client/data/shapes
|
|
build_gamedata/processes/shape/shape_with_coarse_mesh_builded/*.shape in client/data/shapes
|
|
build_gamedata/processes/shape/shape_with_coarse_mesh_builded/nel_coarse_texture.dds in client/data/maps
|
|
build_gamedata/processes/shape/lightmap_16_bits/*.* in client/data/lightmaps
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A PARTICLE SYSTEM
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Directly copy your ps file in the client directory client/data/ps.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
Clean will delete build_gamedata/processes/ps/ps/*.* file.
|
|
|
|
Export:
|
|
Copy the file from database/sfx in build_gamedata/processes/ps/ps.
|
|
|
|
Build:
|
|
Does nothing.
|
|
|
|
Install:
|
|
Copy the file from build_gamedata/processes/ps/ps in client/data/ps.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A SKELETON
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
In max, load your skeleton project with a skeleton in figure mode. Select the root of the skeleton.
|
|
Export it with the "NeL export" utility plugin, button "export skeleton".
|
|
The file extension must be a "*.skel".
|
|
The skeleton directory for the client is client/data/animations/skeletons.
|
|
The name of the skel file is the name of the max project.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete build_gamedata/processes/skel/skel/*.*
|
|
|
|
Export:
|
|
The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/skeletons/.
|
|
It will select "Bip01" in the project an export the skel. The root of the skeleton must have been named "Bip01".
|
|
The skel files are exported in the build folder build_gamedata/processes/skel/skel/.
|
|
The name of the skel files are the name of the max projects.
|
|
|
|
Build:
|
|
Does nothing
|
|
|
|
Install:
|
|
The install process will copy build_gamedata/processes/skel/skel/*.* in client/data/animations/skeletons
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A SKELETON TEMPLATE WEIGHT
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
In max, load your skeleton template weight project. Select ALL the bones of the skeleton.
|
|
Export it with the "NelL export" utility plugin, button "export skeleton weights
|
|
The skeleton directory for the client is client/data/animations/skeletons.
|
|
The name of the swt file is the name of the max project.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete build_gamedata/processes/swt/swt/*.*
|
|
|
|
Export:
|
|
The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/swt/.
|
|
It will select all the objects in the project an export the swt. The swt files are exported in the build folder build_gamedata/processes/swt/swt/.
|
|
The name of the swt files are the name of the max projects.
|
|
|
|
Build:
|
|
Does nothing
|
|
|
|
Install:
|
|
The install process will copy build_gamedata/processes/swt/swt/*.* in client/data/animations/skeletons
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT AN ANIMATION
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
In max, load your animation project.
|
|
Select the animated objects. For the skeletons select only the root.
|
|
Export it with the "NeL export" utility plugin, button "export model animation".
|
|
The file extension must be a "*.anim".
|
|
The animation directory for the client is client/data/animations/anim.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete build_gamedata/processes/anim/anim/*.*
|
|
|
|
Export:
|
|
The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/anims/.
|
|
It will select the "Bip01" object in the project an export the animation. The anim files are exported in the build folder build_gamedata/processes/anim/anim/.
|
|
The name of the anim files are the name of the max projects.
|
|
|
|
Build:
|
|
Does nothing
|
|
|
|
Install:
|
|
The install process will copy build_gamedata/processes/anim/anim/*.* in client/data/animations/anim.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT AN INSTANCE GROUP
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Open your instance group project. For each instance gourps in your project, select all objects in the same instance group
|
|
and export it with the "NeL utility" plugin, button "Export Instance Group". You can use a script like city_export.max
|
|
if the export is too boring.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
Delete files in build_gamedata/processes/ig/ig.
|
|
|
|
Export:
|
|
For each max file in the database directories
|
|
database/stuff/<race>/decors/constructions
|
|
database/landscape/zones
|
|
the process will open the max file and look for instance group name flaged on objets.
|
|
|
|
If there is some objects with instance group name flagged (city or interior)
|
|
For each instance group name, it select the max object and export the ig in build_gamedata/processes/ig/ig.
|
|
|
|
If there is no objects with instance group name flagged (zone file with vegetation)
|
|
The process will select all object in the project that are reference on a shape export the ig in build_gamedata/processes/ig/ig.
|
|
|
|
Build:
|
|
Does nothing
|
|
|
|
Install:
|
|
Copy the file stored in build_gamedata/processes/ig/ig in the client directory client/data/ig
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A ZONE
|
|
|
|
Zone building configuration file is build_gamedata/cfg/properties.cfg
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
To export manually zones, open your zone projects in max, select the zones. Export it with the
|
|
"NeL export" utility plugin, button "export model".
|
|
Save the .zone files in the build_gamedata directory build_gamedata/processes/zone/zone_exported/.
|
|
Then execute the build command (build_gamedata/processes/zone/3_build.bat).
|
|
After the build, install the zone in the client with the command 4_install (build_gamedata/processes/zone/4_install.bat).
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete
|
|
build_gamedata/processes/zone/zone_exported/*.*
|
|
build_gamedata/processes/zone/zone_lighted/*.*
|
|
build_gamedata/processes/zone/zone_welded/*.*
|
|
build_gamedata/processes/zone/zone_depend/*.*
|
|
|
|
Export:
|
|
The automatic export will export zone object from max database max files in the directory database/landscape/zones.
|
|
The .zone files are stored in build_gamedata/processes/zone/zone_exported/. The name of the zone is the name
|
|
of the max object.
|
|
|
|
Build:
|
|
The build process will first build the zone dependencies (*.depend files in build_gamedata/processes/zone/zone_dependencies/).
|
|
Then it will generate welded zone (*.zonew files in build_gamedata/processes/zone/zone_welded/).
|
|
Then it will generate lighted zone (*.zonel files in build_gamedata/processes/zone/zone_lighted/).
|
|
|
|
Install:
|
|
The install process will copy build_gamedata/processes/zone/zone_lighted/*.* in client/data/zone
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A SMALLBANK
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Copy your .bank in the directory build_gamedata/processes/smallbank/bank/.
|
|
Execute the build command (build_gamedata/processes/smallbank/3_build.bat).
|
|
Execute the install command (build_gamedata/processes/smallbank/3_install.bat).
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete
|
|
build_gamedata/processes/smallbank/bank/*.*
|
|
build_gamedata/processes/smallbank/smallbank/*.*
|
|
|
|
Export:
|
|
Copy the bank stored in database/landscape/_texture_Tiles/bank in build_gamedata/processes/smallbank/bank/.
|
|
|
|
Build:
|
|
Convert the build_gamedata/processes/smallbank/bank/*.bank files in build_gamedata/processes/smallbank/smallbank/*.smallbank files.
|
|
|
|
Install
|
|
Copy the build_gamedata/processes/smallbank/smallbank/*.smallbank files in the client/data/bank
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A FARBANK
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Copy your .bank in the directory build_gamedata/processes/smallbank/bank/.
|
|
Execute the build command (build_gamedata/processes/farbank/3_build.bat).
|
|
Execute the install command (build_gamedata/processes/farbank/3_install.bat).
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
The clean process will delete build_gamedata/processes/farbank/bank/*.*
|
|
|
|
Export:
|
|
Does nothing.
|
|
|
|
Build:
|
|
Convert the build_gamedata/processes/smallbank/bank/*.bank files in build_gamedata/processes/farbank/farbank/*.farbank files.
|
|
|
|
Install
|
|
Copy the build_gamedata/processes/farbank/farbank/*.farbank files in the client/data/bank
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* EXPORT A VEGETABLE SET
|
|
|
|
Manual process:
|
|
---------------
|
|
|
|
Directly copy your vegetset file in the client directory client/data/vegetables.
|
|
|
|
Automatic process:
|
|
------------------
|
|
|
|
Clean:
|
|
Clean will delete build_gamedata/processes/vegetset/vegetset/*.* file.
|
|
|
|
Export:
|
|
Copy the file from database/landscape/vegetables in build_gamedata/processes/vegetset/vegetset.
|
|
|
|
Build:
|
|
Does nothing.
|
|
|
|
Install:
|
|
Copy the file from build_gamedata/processes/vegetset/vegetset in client/data/vegetables.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
**** TECHNICAL NOTES ABOUT AUTOMATIC DATA PROCESS ****
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
* DATA PROCESS
|
|
|
|
The automatic data process are divided in several automatic data processes.
|
|
|
|
Each automatic data process must be located in a separated directory based in "build_gamedata/processes/".
|
|
Each automatic data process is executed in its root directory "build_gamedata/processes/my_process".
|
|
Each automatic must be sure to not stop the process with a messagebox or a pause.
|
|
Each automatic data process must have the following batch command files:
|
|
|
|
- build_gamedata/processes/my_process/0_setup.bat: This command must create missing local directories and update binary tools
|
|
(and all others setup stuff).
|
|
|
|
|
|
- build_gamedata/processes/my_process/1_clear.bat: This command must delete all the temporary exported / builded files. Don't delete
|
|
the installed client files.
|
|
|
|
|
|
- build_gamedata/processes/my_process/2_export.bat: This command must export the data from the database into a local directory.
|
|
|
|
* After the export process the log file "build_gamedata/processes/my_process/log.log" must exist.
|
|
|
|
* The log file must begin by the following lines:
|
|
-------
|
|
--- Export my_process
|
|
-------
|
|
|
|
* A file must be exported only if the target file (previous temporary exported file) is not existing or it is not up to date.
|
|
|
|
* If the file is not exported because it is up to date, the export process should log in the log file an entry prefixed by "SKIPPED "
|
|
and followed by the name of the skipped target: "SKIPPED build_gamedata/processes/my_process/tmp_exported/skippedfile.ext".
|
|
|
|
* All errors during export should be, if possible, loged in the log file prefixed by the word "ERROR ".
|
|
|
|
* All sucessful export should be log in the log file prefixed bt the word "OK ".
|
|
|
|
* All others warning and error informations are welcome in the log file.
|
|
|
|
* The export process must use "build_gamedata/the config.cfg" file to get the database or 3dsmax directories.
|
|
|
|
|
|
- build_gamedata/processes/my_process/3_build.bat: This command is executed after the export process. It must perform some build stuff on the
|
|
temporary exported data.
|
|
|
|
* After the build process the log file "build_gamedata/processes/my_process/log.log" must exist.
|
|
|
|
* The log file must begin by the following lines:
|
|
-------
|
|
--- Build my_process
|
|
-------
|
|
|
|
* A file must be builded only if the target file (previous temporary builded file) is not existing or it is not up to date.
|
|
|
|
* If the file is not builded because it is up to date, the build process should log in the log file an entry prefixed by "SKIPPED "
|
|
and followed by the name of the skipped target: "SKIPPED build_gamedata/processes/my_process/tmp_builded/skippedfile.ext".
|
|
|
|
* All errors during build should be, if possible, loged in the log file prefixed by the word "ERROR ".
|
|
|
|
* All sucessful build should be log in the log file prefixed bt the word "OK "
|
|
|
|
* All others warning and error informations are welcome in the log file.
|
|
|
|
|
|
- build_gamedata/processes/my_process/4_install.bat: This command will install exported / builded files in the client directory.
|
|
|
|
* This command assume that the client data directory tree is builded.
|
|
|
|
* After the install process the log file "build_gamedata/processes/my_process/log.log" must exist.
|
|
|
|
* The log file must begin by the following lines:
|
|
-------
|
|
--- Install my_process
|
|
-------
|
|
|
|
* A file must be install only if the target file (previous installed file) is not existing or it is not up to date.
|
|
|
|
* If the file is not installed because it is up to date, the install process should log in the log file an entry prefixed by "SKIPPED "
|
|
and followed by the name of the skipped target: "SKIPPED client/data/.../skippedfile.ext".
|
|
|
|
* All errors during install should be, if possible, loged in the log file prefixed by the word "ERROR ".
|
|
|
|
* All sucessful install should be log in the log file prefixed bt the word "OK "
|
|
|
|
* All others warning and error informations are welcome in the log file.
|
|
|
|
-----------------------------------------------------------------------------------------------------
|