Génération des données graphiques par build_gamedata
Explications par le lead 3D de Nevrax Hulud
Ceci est un copier/coller issu du message du 23 août 2002 par Cyril 'Hulud' Corvazier
Il faut mettre en forme/traduire/adapter
Message de Cyril Hulud Corvazier du
Hi, i will give you an overview of the NeL project “build_gamedata”.
The aim of this project is generate final data, compressed, tested, ready to burn on the client CDROM using the top most data level used by the artists (MAX and TGA files) to avoid manual export processes. We are using this project intensively for Ryzom. We have 2 computers running 7/7 24/24, generating data, lighting terrain with pseudo radiosity, collisions etc.. All ryzom data pass through this process.
First the data pipeline: —
Your artist's data must be available on the network through a file server called for exemple, 3DA. You need to install the build_gamedata project on a large disk space free, multi processor, multi multi gigahertz, computer. Let's call it MOULINETTE. MOULINETTE must be setuped to find 3DA and must have a read access to it through a drive letter. No write access needed. MOULINETTE must have a 3dsmax installed, working, with all NeL and production plugins correctly installed. MOULINETTE must have cygwin installed, working, with /bin directory added to the system PATH.
MOULINETTE extracts data from 3DA, calls 3dsmax to export NeL informations, converts and builds long pre processes, and finally installs final data in a specified directory. We have a “Ryzom” specific frontend to build_gamedata to perform some checks and pack data in NeL package format. It also grep the final log file with the word [eE][rR][rR][oO][rR]
Deeper in the process: —
build_gamedata must be setup. It is done by files located in /cfg
* site.cfg: This file is the local file to configure. Only this file must be edited each time you install YOUR setuped buid_gamedata process on a computer. You must specify here if you want draft (quick) or final data. You specify the 3dsmax installation directory and the database directory. (The artist's file server should be mounted on a drive letter). It gives also the client data to install final data.
* config.cfg: This file is the global configuration of the build_process ie, if you have several build processes (on your artist computer for exemple), they should have the same config.cfg file. You will select here the processes to complete, the timeout gived to each tools to perform ther task (to avoid blocking processes), some export options (like lightmap resolutions), some informations about the landscape.
* directories.cfg: This file gives the location on 3DA of each media to export. You can have several directories for each. It gives the installation directory structure and the location of final data in the istallation subtree too.
* panoply.cfg: This file is the config file used by the tool panolpy_maker.exe
* properties_draft.cfg / properties_final.cfg This file are the config file used by the zone_lighter and some other tools. One file for draft, one file for final quality.
Once edited, you must setup the process: run 0_setup.bat
If you want to clear everything, 1_clean.bat
Then, export time: run 2_export.bat. This batch will export data from the database into build_gamedata.
Now build the data: run 3_buid.bat. This batch will do preprocessces like computing collisions, welding, ligthing.
Now install the data: run 4_install.bat.
And once again, 2_export.bat …
Deeper in the process —
If you take a look at the content of the processes directory, you will find a subdirectory per NeL media. Each of this directory have the same batch command than build_gamedata. You can build specific media by using this batches. Some processes must be done before some others. The order gived in config.cfg is the good one.
The file “Howto export.txt” should describe each build process in details, but right now, it is not up-to-date.
I hope this overview will help you.
Cyril Corvazier