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*** IMPORTANT ***

 

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

*** IMPORTANT ***

The information below is for developer reference only.

ryzom_assets_rev2.7z

The following files do not build.

W:\database\stuff\tryker\agents\monsters\kitin\animation\anims\TR_MO_Kitin_Queen_Attak_special.max (+ several files built after this file)
ERROR exporting .clod TR_MO_Kami_Warlord_LOD in file W:\database\stuff\lod_actors\lod_fauna\TR_MO_Kami_Warlord_LOD.max
ERROR exporting .clod TR_MO_Kitin_queen_jo_lod in file W:\database\stuff\lod_actors\lod_fauna\TR_MO_Kitin_Queen_LOD.max
ERROR exporting .clod TR_MO_mektoub_HOM_LOD in file W:\database\stuff\lod_actors\lod_fauna\TR_MO_mektoub_HOM_LOD.max

The constructions files from the previous archive can be opened now, but may not build. They also do not show any light inside 3ds Max. Their original not opening issue may have something to do with one of the NeL plugins for 3ds Max. This will be investigated later on. It should be fine.

The graphics under R:\code\ryzom\client\data\gamedev\texture_extra.tga should be moved to the database, and built properly using the build pipeline. Question: Is it necessary that these are in a seperate tga from other interface graphics, or is it not, and for what reason?

There are issues with accents in asset files when on computer systems using foreign character sets. All accents have been removed from file paths in this archive, no exceptions. Some references within files to files containing accents are broken or corrupt, and must still be fixed. A script will be made to scan trough all max files to list all referenced asset paths that do not exist.

For the ligo zones the top-view bitmaps are missing in the database, these should be added, as they are modified from the auto-generated ones, and contain various annotations.

W:\database\primitive_microlife\newbieland\microlife_newbieland.primitive.xml should be W:\database\primitive_microlife\newbieland\microlife_newbieland.primitive.

ryzom_assets.7z + ryzom_assets_newbieland.7z

Remove unnecessary files

Get rid of the entire "Database_proto" folder, these are the slightly incomplete Snowballs data sources. It does not convert properly due to version conflicts, and is not needed for Ryzom Core.

Converting 3ds Max files to the latest and greatest version

Due to various issues with opening outdated 3ds Max 3.0 files en masse in a slightly more recent version, we must convert all of our 3ds Max asset files into a more recent format. This may take quite a while (expect losing a day), so prepare to have other things to do while you're waiting for this process to finish up.

First of all, we make a “conversion.tag” file under “W:\database”. The script will only convert files that are older than this tag file. We need this, because 3ds Max will crash a few times during the conversion process, and we’ll need to be able to resume it from there.

The, after you’ve finally gotten past the 3ds Max splash screen, and you have properly set up your units as said earlier, go to MAXScript > Run Script, and open nel_assets_png_batched.ms.
Set it up as below.

And hit Go.
3ds Max may appear frozen after a while, but it should continue working, until it actually crashes.

So what to do when 3ds Max crashes?
First, make sure the 3ds Max process is completely gone, don't let it saved unsaved changes.
Then, check W:\database\conversion.log to see which file is responsible. Browse to this file, and make sure it hasn’t been resaved yet. If it has been, replace it with the original from the asset archive.

If any of the following files crash the process, you are running an outdated version of 3ds Max 2010. Update to SP1, and apply all 3 hotfixes after SP1 in order, delete your extracted asset database, and restart from scratch.

W:\database\Landscape\water\\DatasReUsable\\Chute\\ChuteAMorph.max
W:\database\SFX\3dsmax_projects\\kami-B.max
W:\database\SFX\3dsmax_projects\\OasisPosingEau.max
W:\database\SFX\3dsmax_projects\\sky_fyros_night.max
W:\database\SFX\3dsmax_projects\\_test_for_guigui.max
W:\database\Stuff\Fyros\\Agents\\Accessories\\work_anim\\*.max

Please write below the filenames where the process crashes.
If the file keeps giving issues, write it down below this line, and get rid of it.
When all is ok, re-run the script with the same settings as above.

Known Issues

Outdated NeL Material, fixed by launching max with an older material script, and swapping them at runtime.

(2010 @ Kaetemi) W:\database\Database_proto\Landscape\\sky\\sky_pingoo.max
(2010 @ Kaetemi) W:\database\Database_proto\\Stuff\\fyros\\agent\\actors\\gnu\\gnu-assigned.max
(2010 @ Kaetemi) W:\database\Database_proto\\Stuff\\fyros\\objects\\*.max (need fix by hand, material version bug)

Broken mesh data, fixed by only importing the biped, and mixing it with a similar max file.

(2010 @ Kaetemi) W:\database\Stuff\\Fyros\\Agents\\Actors\\Female\\animation\\anims\\FY_HOF_Co_p_mag_mix_init.max (does not crash, just hangs there)

Broken construction files, do not open but do merge into a new max file.

W:\database\Stuff\Fyros\Decors\Constructions\fy_acc_sas_a.max (bad crash)
W:\database\Stuff\Fyros\Decors\Constructions\fy_acc_sas_b.max (bad crash)
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_taverne_clusterized.max (bad crash)
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_warschool_clusterized.max (bad crash)
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_appart_joueur\fy_appart_joueur.max (broken)
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_hall_reunion_vitrine/fy_hall_reunion.max (broken)
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_Hall_conseil\fy_hall_conseil.max
W:\database\Stuff\Fyros\Decors\Constructions\fy_cn_Salle_NPC\fy_cn_salle_npc.max
W:\database\Stuff\Fyros\Decors\Constructions\village_nb\\fy_cn_module.max

W:\database\Stuff\Matis\Decors\Constructions\ma_bar.max
W:\database\Stuff\Matis\Decors\Constructions\ma_mairie.max
W:\database\Stuff\Matis\Decors\Constructions\ma_serre.max
W:\database\Stuff\Matis\Decors\Constructions\Appart_joueur\\ma_appart_joueur.max
W:\database\Stuff\Matis\Decors\Constructions\Appart_joueur_new\\ma_appart_joueur_new.max
W:\database\Stuff\Matis\Decors\Constructions\Hall_du_conseil\\ma_hall_conseil.max
W:\database\Stuff\Matis\Decors\Constructions\Hall_vitrine_Hall_reunion\\ma_hall_vitrine_hall_reunion.max
W:\database\Stuff\Matis\Decors\Constructions\Hall_vitrine_Hall_reunion(NEW)\\ma_hall_vitrine_hall_reunion(new).max
W:\database\Stuff\Matis\Decors\Constructions\Hall_vitrine_Hall_reunion(NEW)\\ma_hall_vitrine_hall_reunion.max
W:\database\Stuff\Matis\Decors\Constructions\Immeuble_Exterieur\\ma_immeuble_exterieur.max
W:\database\Stuff\Matis\Decors\Constructions\Salle_NPC\\ma_salle_npc.max

W:\database\Stuff\Zorai\Decors\Constructions\zo_cn_mairie.max
W:\database\Stuff\Zorai\Decors\Constructions\Appart_joueur\\zo_bt_appart.max
W:\database\Stuff\Zorai\Decors\Constructions\Hall_Conseil\\zo_bt_hall_conseil.max
W:\database\Stuff\Zorai\Decors\Constructions\Hall_Reunion_Vitrine\\zo_bt_hall_reunion_vitrine.max
W:\database\Stuff\Zorai\Decors\Constructions\immeuble\\zo_bt_exterieur_immeuble.max
W:\database\Stuff\Zorai\Decors\Constructions\Salle_NPC\\zo_bt_piece_npc.max

W:\database\Stuff\Tryker\Decors\constructions\Hall_conseil\tr_hall_conseil.max
W:\database\Stuff\Tryker\Decors\constructions\Hall_vitrine_reunion\tr_hall_vitrine_reunion.max
W:\database\Stuff\Tryker\Decors\constructions\LOD\tr_mairie.max
W:\database\Stuff\Tryker\Decors\constructions\LOD\tr_saucisse.max
W:\database\Stuff\Tryker\Decors\constructions\Piece_NPC\tr_piece_npc.max
W:\database\Stuff\Tryker\Decors\constructions\tr_appart\tr_appart.max
W:\database\Stuff\Tryker\Decors\constructions\VillageB\\test.max
W:\database\Stuff\Tryker\Decors\constructions\VillageB\\villageB.max

The above mentioned Decors\Constructions can be fixed using a modified batch converter (the one without timeline framerate copy support), which needs to run separately afterwards.

 

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