khanat-opennel-code/code/nel/tools/3d/build_gamedata/Howto export.txt
2016-01-24 17:08:32 +01:00

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<<< HOWTO export data for the client >>>
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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
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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.
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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
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**** EXPORT USER GUIDE ****
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* 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.
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* 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.
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* 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.
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* EXPORT MESH TEXTURES
Manual process:
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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:
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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
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* EXPORT LANDSCAPE TEXTURES
Manual process:
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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:
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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.
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* EXPORT A MESH
Manual process:
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-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
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* EXPORT A PARTICLE SYSTEM
Manual process:
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Directly copy your ps file in the client directory client/data/ps.
Automatic process:
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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.
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* EXPORT A SKELETON
Manual process:
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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:
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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
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* EXPORT A SKELETON TEMPLATE WEIGHT
Manual process:
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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:
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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
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* EXPORT AN ANIMATION
Manual process:
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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:
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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.
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* EXPORT AN INSTANCE GROUP
Manual process:
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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:
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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
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* EXPORT A ZONE
Zone building configuration file is build_gamedata/cfg/properties.cfg
Manual process:
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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:
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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
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* EXPORT A SMALLBANK
Manual process:
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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:
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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
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* 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
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* EXPORT A VEGETABLE SET
Manual process:
---------------
Directly copy your vegetset file in the client directory client/data/vegetables.
Automatic process:
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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.
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**** TECHNICAL NOTES ABOUT AUTOMATIC DATA PROCESS ****
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* 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:
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--- Export my_process
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* 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 information 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 information 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 information are welcome in the log file.
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