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en:outils_rc2

Tools of Ryzom Core

ai_build_wmap

alias_synchronizer

animation_set_builder

animation_set_builder [animation_set.animset] [animation.anim]

This command line add or replaces the “animation.anim” animation into the “animation_set.animset” animation set

That's all we know for now!!

This tool is used for 3D.

anim_builder

anim_builder [directoryIn] [pathOut] [parameter_file] 

Good luck!

Used to build animations with “3D” tools? :)

assoc_mem

bnp_make

Bnp_make allows to de/package the .bnp

The parameters are: “/p” to create, “/u” for depackager and “/l” to list.

$ Bnp_make / u filename.bnp
$ bnp_make /l fichier.bnp | grep dds

To unpack all bnp at once:

$ for i in /Working directory/*.bnp ; do ./bnp_make /u $i ; done

Related Articles:

build_clod_bank

build_clodtex

build_coarse_mesh

build_far_bank

This tool is used to create distant textures for all the four seasons!! We use the file * .bank (simple, without declination of season: desert.bank) as source.

build_far_bank [input.bank][output.farbank][-r][-f][-v][-?]

Options:

  • -d#: change the root directory of the small bank. # is the new directory
  • -p#: postfix tiles filename by #
  • -r: load the bitmaps from the current directory
  • -f: force recomputation of all the tiles
  • -v: print the version
  • -?: print help

To create the file desert_au.farbank in database/landscape/_texture_tiles/desert_au/:

  • You must have exactly the same hierarchy of subdirectories with the texture files, and also with the same names as in database/landscape/_texture_tiles/desert/ but with a suffix _au(for example desert_sable_01 .tga desert_sable_01_au.tga);
  • You must already have created the “.bank” file, which (in our example) will be “desert.bank”, located at database/landscape/_texture_tiles/desert/.

We then move to the directory database/landscape/_texture_tiles/desert_au/ and we generate the file farbank:

$ build_far_bank ../desert/desert.bank desert_au.farbank -d. -p_au -f

The -d. Option specifies the current directory as the root directory of this smallbank.
The -p_au option indicates that we generate the _au version of the smallbank.
The -f option requests the recalculation of the images.

build_ig_boxes

build_ig_boxes.cfg

build_indoor_rbank

build_indoor_rbank.cfg

build_interface

build_rbank

build_rbank.cfg

build_samplebank

build_shadow_skin

It is a command-line utility that calculates shadows projected by a .shape of an animated object. It is imperative that the .shape of creatures that can be animated be applied this tool or they will not project a shadow.

Use:

$ build_shadow_skin shape_in shape_out [facePercentage] [maxFaces]

With the following parameters:

  • shape_in: the name of the incoming file
  • shape_out: the name of the output file(which can be the same as the input file, to overwrite it).

The tool accepts as an optional argument the following two parameters(it will take the smaller of the two in value if both are given):

  • facePercentage: Percentage of the faces of the mesh to be taken into account, in%
  • maxFaces: Number of faces to be taken into account

Exemple :

$ for i in *.shape ; do build_shadow_skin $i $i ; done

Creates the shading information for all .shape files in the current directory, overwriting them.

build_smallbank

It is used to create a lighter file for textures, the one that will be used by the system in play in preference to .bank

We use the file *.bank simple, not those of seasonal declensions.

build_smallbank [input.bank] [output.smallbank] [new_absolute_path]

Exemple:

$ build_smallbank jungle.bank jungle.smallbank

build_sound

build_soundbank

build_world_packed_col

cluster_viewer

crash_report

csv_transform

data_leveldesign

disp_sheet_id

extract_filename

file_info

georges2csv

get_neighbors

hls_bank_maker

ig_add

ig_elevation

ig_info

Tool for displaying information about a .ig file

$ Ig_info file.ig

It returns a certain amount of information:

  • Origin(X, Y, Z)
  • Instances contained(with their absolute position and Scale, in X Y Z).
    • .shape, named without extension.
    • The particle system, named with its extension.
  • Lights

ig_lighter

lightmap_optimizer

lock

make_alias_file

make_anim_by_race

make_anim_melee_impact

make_sheet_id

Creation of the file “sheet_id.bin” that serves the server to…

$ make_sheet_id -o/home/compil/khaganat-data/leveldesign/game_elem/sheet_id.bin /home/compil/khaganat-data/leveldesign/game_elem /home/compil/khaganat-data/leveldesign/game_element /home/compil/khaganat-data/leveldesign/world /home/compil/khaganat-data/leveldesign/ecosystems /home/compil/khaganat-data/sound

memlog

mesh_export

message_box_qt

mp_generator

named2csv

nl_probe_timers

panoply_maker

patch_gen

patch_gen_service

pd_parser

pdr_util

prim_export

r2_islands_textures

ryzom_mission_compiler

shape2obj

shapes_exporter

sheets_packer

Creation of the file “visual_slot.tab” which is used for the shard at…

$ cd /home/compil/khanat-code/code/ryzom/tools/sheets_packer
 
$ ./sheets_packer

Think of your path in sheets_packer.cfg:

/////////////////////////////////
/////////////////////////////////
/// SHEETS PACKER CONFIG FILE ///
/////////////////////////////////
/////////////////////////////////
DataPath = { "../../common/data_leveldesign", "../../common/data_common", "../../client/data", "../../../../../khanat-ressources/common", "../../../../../khanat-ressources/leveldesign", "../../../../../khanat-ressources/primitives" };
WorldSheet = "ryzom.world";
PrimitivesPath = "../../../../../khanat-ressources/primitives";
OutputDataPath = "../../client/data";
LigoPrimitiveClass = "world_editor_classes.xml";

skill_extractor

stats_scan

textures_optimizer

tga2dds

This tool can convert a PNG or TGA image to DDS format and automatically generate the associated mipmap. Do not create the DDS directly with Gimp, some settings will not be good.

tga2dds fichier_source [-o fichier_destination.dss] [-a <algo>] [-m]

Syntaxe tga2dds

Syntaxe tga2dds

Export from Gimp the modified text(in format tga or png), then in the command line do:

$ tga2dds xxx.tga -m

Batch processing of all .tga images in a folder:

$ for i in ./*.tga ; do ./tga2dds $i -m ; done

Related Articles:

tga_cut

tga_resize

translation_tools

uni_conv

words_dic.cfg

words_dic_qt

xml_packer

zone_check_bind

zone_dependencies

zone_dump

zone_ig_lighter

zone_lighter

zone_welder

zviewer

Extract from the basic doc.

ZVIEWER allows to view one or more zones exported from 3DSMax To the NeL format, using the engine.

The zviewer.cfg file

The directory where the program runs must contain the ZVIEWER.CFG file which contains the configuration parameters. Without this file, no zone will be Displayed. When there is no configuration file at runtime, then the file type is generated.

Example of config:

  • FullScreen = 0; 0:windowed/1:fullscreen
  • Width = 800; Width of the window.
  • Height = 600; Height of the window.
  • Depth = 32; Number of colors (32bits,24bits).(16 bits??)
  • Position = { 1088.9, -925.7, -1234.0 }; Initial position(x,y,z). Corresponds to the coordinates in Max (Generic Units). The position is automatically snapped to the ground whatever the coordinate in z.
  • EyesHeight = 1.80; Eye height for Walk mode.
  • Background = { 100, 100, 255 }; Color background rgb.
  • ZFar = 1000.0; Distance of clipping. The greater the distance, the farther you see.
  • LandscapeTileNear = 50.0; Value of near. The larger the value, the closer the area is to “large”.
  • LandscapeThreshold = 0.001; Threshold used for adaptive subdivision. When the value increases, the quality of the subdivision decreases(reduces the calculation time). Set to minimum by default(0.001).
  • BanksPath = “C:\WINDOWS\Bureau\zviewer\” ; Path of banks(<bank>.bank and <bank>.farbank).
  • Bank = “fyros_landf.bank” ; Name of the bank(same root as the farbank).
  • TilesPath = “C:\WINDOWS\Bureau\zviewer\tiles” ;
  • ZonesPath = “C:\WINDOWS\Bureau\zviewer\zones” ; Areas.
  • IgPath = “C:\WINDOWS\Bureau\zviewer\ig” ;
  • ShapePath = “C:\WINDOWS\Bureau\zviewer\shapes” ;
  • MapsPath = “C:\WINDOWS\Bureau\zviewer\maps” ;
  • Zones = { “3_AC.zonel”,“3_AD.zonel” }; List of zone names
  • Zonessave = { “3_AC.zonel”,“3_AD.zonel” };
  • Zones = { “3_AC.zonel”,“3_AD.zonel” };
  • Ig = { “3_AC.ig”,“3_AD.ig” };

The movements

Movements are made using the keyboard/mouse combination. There are 2 modes of movement: FreeLook and Walk(default).

  • FreeLook mode allows you to move in the direction of the look(same as cstrike).
  • In Walk mode the movement is at ground level and at eye level. The user remains glued to the floor.

The mouse makes it possible to orient the eye in all directions. The keyboard allows you to move!

The keys

ESC Leave the viewer
F1 Show/Hide info
F3 Switch between full mode and wire mode
F12 Make a screenshot
ESPACE Switch between Walk and Free-Look modes
RETURN Release or capture mouse
UP Forward
DOWN Back
LEFT Lateral shift left
RIGHT Right side shift
SHIFT Increase altitude
CTRL Lower altitude
1 5 km/h
2 10 km/h
3 20 km/h
4 40 km/h
5 80 km/h
6 160 km/h
7 320 km/h
8 640 km/h
PAGEUP Increase clipping distance
PAGEDOWN Decrease clipping distance
HOME Increase the near
END Decrease the near
INSERT Increase threshold
DELETE Decrease the threshold
ADD Increase eye height
SUBTRACT Decrease eye height
en/outils_rc2.txt · Last modified: 2016/12/26 11:48 by Domperss