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How to set up the Build Pipeline
Prerequisites
- Autodesk 3ds Max (supporting version 9 to 2012)
- Assets archive http://dl.kaetemi.be/ryzom/assets/ryzom_assets_rev3.7z
Get the graphics data
Download the latest assets archive if you haven't done so yet.
http://dl.kaetemi.be/ryzom/assets/ryzom_assets_rev3.7z
Get the source code
Checkout the latest revision of the code repository.
https://bitbucket.org/ryzom/ryzomcore
We will assume this is checked out to D:\ryzomcore\
Get the leveldesign data
Checkout the latest revision of the leveldesign repository.
https://bitbucket.org/ryzom/ryzomcore-data
We will assume this is checked out to D:\ryzomcore-data\
Put the assets in the right place
You’ll need a folder for all the asset building. This will take roughly 40 GB with the complete asset data set, so make sure to use a fast and empty enough hard drive.
We will assume this directory is located at D:\ryzomcore-assets\
Extract from ryzom_assets_rev3.7z the directory "database" into this directory.
Set up some folders
We will use some drive substitutions to link to our directories.
Make a bat file that contains the following lines, replace the directories with your own:
subst R: /D
subst R: D:\ryzomcore
subst L: /D
subst L: D:\ryzomcore-data
subst W: /D
subst W: D:\ryzomcore-assets
Verify your directories
R: should contain 'code'
L: should contain 'leveldesign', 'primitives', 'translation', etcetera
W: should contain 'database'
*** IMPORTANT ***
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The information below is for developer reference only.
*** IMPORTANT ***
How to set up the Build Pipeline
for dummies (and for Windows)
This walktrough follows the entire process for setting up the Ryzom Core Asset Build Pipeline.
After going trough all the steps, you will have a fully functional client with all the game data built from the asset sources.
Prerequisites
Get the data
The latest revision of the assets archive is available trough http://dl.kaetemi.be/ryzom/assets/ryzom_assets_rev2.7z.torrent. Keep in mind that there will be a new revision later on when all the source data has been fully verified for completeness. Instructions on where to extract the archive will be given further down this article. Continue with the next steps while it's downloading.
Get the source code
Get the source code from the Hg repository, this will give you a folder called "code" containing... all of the source code.
Set up some folders
You’ll need a folder for all the asset building. This will take roughly 40 GB with the complete asset data set, so make sure to use a fast and empty enough hard drive. I’m going to call this directory C:\ryzom_core_build.
We will use some drive substitutions to link to our directories.
Make a bat file that contains the following lines, replace D:\source\nevrax with whatever directory (containing "code") you've grabbed the source code repository to:
subst R: /D subst R: D:\source\nevrax subst L: /D subst L: D:\source\nevrax\code\ryzom\common\data_leveldesign subst W: /D subst W: C:\ryzom_core_build
And run the bat file too.
Compile the Ryzom Core source code
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For the client patch build pipeline you also need to download xdelta.exe version 1.1.3, which is available fromhttp://www.evanjones.ca/software/xdelta-win32.html, and lzma.exe, which you can get from the lzma sdk http://www.7-zip.org/sdk.html. Place these files either in the "bin" directory of your externals directory, or in the directory that contains your Ryzom and NeL tool executables.
Put the assets in the right place
Extract from ryzom_assets_rev2.7z the directory "database" into the virtual W:\ drive, so that it can be accessed as W:\database.
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Please use the new assets archive, the latest plugins for max, the latest tools, and the latest data repository.
https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows
http://dl.kaetemi.be/ryzom/assets/ryzom_assets_rev3.7z
https://bitbucket.org/ryzom/ryzomcore-data