mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-25 16:26:18 +00:00
616 lines
23 KiB
Text
616 lines
23 KiB
Text
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<<< HOWTO export data for the client >>>
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SUMMARY
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INSTALL
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DIRECTORIES
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EXPORT USER GUIDE
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* EXPORT DATA FOR THE LOCAL CLIENT
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* EXPORT DATA IN THE GAMEDATA DIRECTORY
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* EXPORT DSS FILES FROM PHOTOSHOP
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* EXPORT A MESH
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* EXPORT A PARTICLE SYSTEM
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* EXPORT A SKELETON
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* EXPORT A SKELETON TEMPLATE WEIGHT
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* EXPORT AN ANIMATION
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* EXPORT AN INSTANCE GROUP
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* EXPORT A ZONE
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* EXPORT A SMALLBANK
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* EXPORT A FARBANK
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* EXPORT MESH TEXTURES
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* EXPORT LANDSCAPE TEXTURES
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TECHNICAL NOTES ABOUT AUTOMATIC DATA PROCESS
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* DATA PROCESS
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INSTALL
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To export and build the gamedata, you will need to install the project build_gamedata.
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You will need cygwin installed. The path must be configurated with cygwin path
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before any other directory, include winnt root pathes.
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DIRECTORIES
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There is 4 main directories:
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database/ is the root directory of the 3d database
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gamedata/ is the root directory of the current gamadata folder
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client/ is the root directory of the client
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build_gamedata/ is the root directory of the build data system
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-----------------------------------------------------------------------------------------------------
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**** EXPORT USER GUIDE ****
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* EXPORT DATA FOR THE LOCAL CLIENT
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The data for your local client are stored in the client/data directory.
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You can manually export here your data to test it with your client.
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* EXPORT DATA IN THE GAMEDATA DIRECTORY
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You musn't export directly your data for the gamedata folder.
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An automatic process will update your modification directly from the graphic database (w:\)
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and add them to the new gamedata folder.
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* EXPORT DSS FILES FROM PHOTOSHOP
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Install the photoshop DDS plugin. (\\Server\code\tools\plugins photoshop)
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Load your TGA file. Save as *.DDS. Then come a big dialog box with a lot of options.
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In the left part of the dialog box select the format you want (DXT1 or DXT5).
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Select "Generate MIP maps".
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Select NO OTHER OPTION.
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Save.
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* EXPORT MESH TEXTURES
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Manual process:
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---------------
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Load your TGA texture in photoshop.
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If your texture has no alpha channel, only rgb, export a DXT1 DDS file.
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If your texture has an alpha channel, export a DXT5 DDS file.
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The maps directory for the client is client/data/maps.
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The name of the dds texture file is the same than the tga texture with the .dss extension.
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See * EXPORT DSS FILES FROM PHOTOSHOP
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Automatic process:
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------------------
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Clean:
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The clean process will delete
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build_gamedata/processes/map/dds/*.*
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build_gamedata/processes/map/tga/*.*
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Export:
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The export process will copy each tga texture placed in the folders
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database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/skeletons/
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database/Stuff/<race>/Decors/_textures
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The textures are copied in build_gamedata/processes/map/tga/.
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If, in the database, a dds texture is placed side by side a tga texture with the same name, the dds
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texture will be copied too in build_gamedata/processes/map/tga/.
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Build:
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The build process take each exported tga texture and convert them in dds.
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If they have alpha channel, they will be converted in DXT5, else in DXTC1.
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If a dds texture is available for a tga, the converter will use the file format in the dds file
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to create the builded dds texture.
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Builded dds are storder in build_gamedata/processes/map/dds/.
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Install:
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The install process will copy build_gamedata/processes/map/dds/*.dds in client/data/maps
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* EXPORT LANDSCAPE TEXTURES
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Manual process:
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---------------
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Textures on the landscape are 24 bits TGA files.
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They can be 128x128 or 256x256.
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In the client, you have to export the texture for diffuse, additive and transition in DXT5 format
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using the photoshop plugin.
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The displacement textures (noise textures) must be exported in TGA.
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The interface textures (GUI) must be exported in TGA.
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The landscape texture are stored in the directories client/data/tiles.
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See * EXPORT DSS FILES FROM PHOTOSHOP
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Automatic process:
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------------------
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Clean:
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Clean will delete files in
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build_gamedata/processes/tiles/maps_final
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build_gamedata/processes/tiles/maps_tga
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build_gamedata/processes/displace/tga
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build_gamedata/processes/interface/tga
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Export:
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Export will copy all the TGA files stored in the directory database/landscape/_texture_Tiles and in its sub directories
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into build_gamedata/processes/tiles/maps_tga
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It copies tga texture from database/landscape/_texture_Tiles/displace in build_gamedata/processes/displace/tga
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It copies tga texture from database/interface in build_gamedata/processes/interface/tga
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Build:
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The build process will convert the tga texture in build_gamedata/processes/tiles/maps_tga in DXT5 dds file.
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DDS textures will be stored in the directory build_gamedata/processes/tiles/maps_dds.
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Install:
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The install process will copy the dds texture from build_gamedata/processes/tiles/maps_dds into client/data/tiles.
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The install process will copy the tga texture from build_gamedata/processes/displace/tga into client/data/tiles.
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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
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Manual process:
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---------------
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-If your mesh as NO coarse lod (croisillons) and NO lightmap :
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In max, load your mesh project. Select the mesh you want to export.
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Export it with the "NeL export" utility plugin, button "export model".
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The file extension must be a "*.shape".
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The name of the .shape file is the name of the max mesh.
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Save directly this .shape file in the client directory (client/data/shapes).
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-If your mesh as a coarse lod :
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In max, load your mesh project. Select the main mesh you want to export. Don't select the lods.
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Export it with the "NeL export" utility plugin, button "export model".
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The file extension must be a "*.shape".
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The name of the .shape file is the name of the max mesh.
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Save this .shape file in the build data shape directory for coase meshes (build_gamedata/processes/shape/shape_with_coarse_mesh).
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Be sure to have all the other meshes with coarse lod in the directory build_gamedata/processes/shape/shape_with_coarse_mesh.
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(You can get it on the build_data computer).
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Execute the coarse mesh build command (build_gamedata/processes/shape/3_build.bat).
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Run the mesh install build_gamedata/processes/shape/4_install.bat. (Copy the shape and the texture in the client data).
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-If your mesh as lightmaps :
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In max, load your mesh project. Use the city_export.ms script to export manualy mesh with lightmaps.
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The file extension must be a "*.shape".
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The name of the .shape file is the name of the max mesh.
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Be sure to export your meshes in the build_gamedata/processes/shape/shape directory.
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Be sure the lightmaps are exported in the directory build_gamedata/processes/shape/lightmap.
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Execute the lightmap build command (build_gamedata/processes/shape/3_build.bat).
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Run the mesh install build_gamedata/processes/shape/4_install.bat. (Copy the shape and the lightmaps in the client data).
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Automatic process:
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------------------
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Clean:
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The clean process will delete
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build_gamedata/processes/shape/shape/*.*,
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build_gamedata/processes/shape/shape_with_coarse_mesh/*.*,
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build_gamedata/processes/shape/shape_with_coarse_mesh_builded/*.*,
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build_gamedata/processes/shape/lightmap/*.*,
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build_gamedata/processes/shape/lightmap_16_bits/*.* files
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Export:
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The export process will open each max projects placed in the folders
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stuff/<race>/agents/actors/<sexe/bot/vehicules/monsters>
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stuff/<race>/agents/accessories
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stuff/<race>/decors/vegetations
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stuff/<race>/decors/constructions
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landscape/eau
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It will select each ROOT object (not children) that are geometry, not named "Bip01", not particule system, not flaged "Don't export" and not
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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.
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If the object have coarse meshes, it will be exported in the folder build_gamedata/processes/shape/shape_with_coarse_mesh/.
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else it will be exported in the folder build_gamedata/processes/shape/shape/.
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If the object have lightmaps, lightmaps will be exported in the folder build_gamedata/processes/shape/lightmap/.
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The name of the lightmap is the name of the object followed by a number of one digit.
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The extension of the lightmap is .tga.
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Build:
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The build process will first convert the lightmaps in 16 bits tga files.
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Those computed lightmaps will be builded in folder build_gamedata/processes/shape/lightmap_16_bits.
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Then, the build process will compute the coarses mesh and there big texture.
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The final coarses meshes are builded in folder build_gamedata/processes/shape/shape_with_coarse_mesh_builded.
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The final coarses meshes name is the same than the exported name.
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The coarses meshes texture is builded in folder build_gamedata/processes/shape/shape_with_coarse_mesh_builded/nel_coarse_texture.dds.
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Install:
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The install process will copy
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build_gamedata/processes/shape/shape/*.* in client/data/shapes
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build_gamedata/processes/shape/shape_with_coarse_mesh_builded/*.shape in client/data/shapes
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build_gamedata/processes/shape/shape_with_coarse_mesh_builded/nel_coarse_texture.dds in client/data/maps
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build_gamedata/processes/shape/lightmap_16_bits/*.* in client/data/lightmaps
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-----------------------------------------------------------------------------------------------------
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* EXPORT A PARTICLE SYSTEM
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Manual process:
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---------------
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Directly copy your ps file in the client directory client/data/ps.
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Automatic process:
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------------------
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Clean:
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Clean will delete build_gamedata/processes/ps/ps/*.* file.
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Export:
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Copy the file from database/sfx in build_gamedata/processes/ps/ps.
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Build:
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Does nothing.
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Install:
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Copy the file from build_gamedata/processes/ps/ps in client/data/ps.
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-----------------------------------------------------------------------------------------------------
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* EXPORT A SKELETON
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Manual process:
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---------------
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In max, load your skeleton project with a skeleton in figure mode. Select the root of the skeleton.
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Export it with the "NeL export" utility plugin, button "export skeleton".
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The file extension must be a "*.skel".
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The skeleton directory for the client is client/data/animations/skeletons.
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The name of the skel file is the name of the max project.
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Automatic process:
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------------------
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Clean:
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The clean process will delete build_gamedata/processes/skel/skel/*.*
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Export:
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The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/skeletons/.
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It will select "Bip01" in the project an export the skel. The root of the skeleton must have been named "Bip01".
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The skel files are exported in the build folder build_gamedata/processes/skel/skel/.
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The name of the skel files are the name of the max projects.
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Build:
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Does nothing
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Install:
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The install process will copy build_gamedata/processes/skel/skel/*.* in client/data/animations/skeletons
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* EXPORT A SKELETON TEMPLATE WEIGHT
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Manual process:
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---------------
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In max, load your skeleton template weight project. Select ALL the bones of the skeleton.
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Export it with the "NelL export" utility plugin, button "export skeleton weights
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The skeleton directory for the client is client/data/animations/skeletons.
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The name of the swt file is the name of the max project.
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Automatic process:
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------------------
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Clean:
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The clean process will delete build_gamedata/processes/swt/swt/*.*
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Export:
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The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/swt/.
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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/.
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The name of the swt files are the name of the max projects.
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Build:
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Does nothing
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Install:
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The install process will copy build_gamedata/processes/swt/swt/*.* in client/data/animations/skeletons
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-----------------------------------------------------------------------------------------------------
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* EXPORT AN ANIMATION
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Manual process:
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---------------
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In max, load your animation project.
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Select the animated objects. For the skeletons select only the root.
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Export it with the "NeL export" utility plugin, button "export model animation".
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The file extension must be a "*.anim".
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The animation directory for the client is client/data/animations/anim.
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Automatic process:
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------------------
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Clean:
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The clean process will delete build_gamedata/processes/anim/anim/*.*
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Export:
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The export process will open each max projects placed in the folder database/Stuff/<race>/Agents/Actors/<sexe/bot>/animation/anims/.
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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/.
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The name of the anim files are the name of the max projects.
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Build:
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Does nothing
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Install:
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The install process will copy build_gamedata/processes/anim/anim/*.* in client/data/animations/anim.
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-----------------------------------------------------------------------------------------------------
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* EXPORT AN INSTANCE GROUP
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Manual process:
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---------------
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Open your instance group project. For each instance gourps in your project, select all objects in the same instance group
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and export it with the "NeL utility" plugin, button "Export Instance Group". You can use a script like city_export.max
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if the export is too boring.
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Automatic process:
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------------------
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Clean:
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Delete files in build_gamedata/processes/ig/ig.
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Export:
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For each max file in the database directories
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database/stuff/<race>/decors/constructions
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database/landscape/zones
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the process will open the max file and look for instance group name flaged on objets.
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If there is some objects with instance group name flagged (city or interior)
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For each instance group name, it select the max object and export the ig in build_gamedata/processes/ig/ig.
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If there is no objects with instance group name flagged (zone file with vegetation)
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The process will select all object in the project that are reference on a shape export the ig in build_gamedata/processes/ig/ig.
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Build:
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Does nothing
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Install:
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Copy the file stored in build_gamedata/processes/ig/ig in the client directory client/data/ig
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-----------------------------------------------------------------------------------------------------
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* EXPORT A ZONE
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Zone building configuration file is build_gamedata/cfg/properties.cfg
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Manual process:
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---------------
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To export manually zones, open your zone projects in max, select the zones. Export it with the
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"NeL export" utility plugin, button "export model".
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Save the .zone files in the build_gamedata directory build_gamedata/processes/zone/zone_exported/.
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Then execute the build command (build_gamedata/processes/zone/3_build.bat).
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After the build, install the zone in the client with the command 4_install (build_gamedata/processes/zone/4_install.bat).
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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
|
||
|
|
||
|
-----------------------------------------------------------------------------------------------------
|
||
|
|
||
|
* 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 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.
|
||
|
|
||
|
-----------------------------------------------------------------------------------------------------
|