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Database Structure

Database Structure


W:\database\fonts
- all fonts unused but n019003l and ryzom.ttf there are references all over to the fonts so they're just kept there
- change font via ctrl+f...
- should be mostly in the interface xml files
- R:\code\ryzom\client\data\gamedev\interfaces_v3

W:\database\interfaces\anims_max
- animations used in character creation interface

W:\database\interfaces\r2_3d
- some meshes that are used in the ryzom ring "interface" (ingame level editor)
- .shape files created using max

W:\database\interfaces\r2_decals
- decal textures that are projected onto the landscape when using ryzom ring

W:\database\interfaces\r2_interface
- interface items used in ryzom ring
- R:\code\ryzom\client\data\gamedev\interfaces_v3 location of xml files that use them

W:\database\interfaces\r2_wk
- just used by artists and not build automatically

v3_bricks, v3_items and v3_dxtc_misc are all built in a more compressed texture map than the other interface textures (dxt5)

W:\database\interfaces\v3
- everything that's nothing else goes in v3 :p
- ingame interface textures mainly

W:\database\interfaces\v3_bricks
- skill releated bricks, buff's etc

W:\database\interfaces\v3_doc
- random left over stuff unused
- supposted to be graphics for help files

W:\database\interfaces\v3_dxtc_misc
- v3_dxtc_mics is everything that's not bricks and items but is ok to compress

W:\database\interfaces\v3_fullscreen
- interface graphics that show up in the 3d scene, and graphics that show up in the webbrowser applications
- icons that show up above the player by there name
- R:\code\ryzom\client\data\gamedev\interfaces_v3\bot_chat_v4.xml is where guild icons are defined

W:\database\interfaces\v3_items
- items used in the game
- defined in R:\code\ryzom\client\data\gamedev\interfaces_v3\inventory.xml
- Items foreground and background color as well as masks in case items have different colors
- does NOT include character creation interface items

W:\database\interfaces\v3_login
- login screen interface items

W:\database\interfaces\v3_outgame\3d
- exporter character animations for character selection (exported versions of W:\database\interfaces\anims_max)

W:\database\interfaces\v3_outgame\fullscreen
- all splash screens
- character selection overlay skin

W:\database\interfaces\v3_outgame\ui
- character creation user interface stuff
- starting items you can choose on character creation

W:\database\landscape
- all the landscape zone stuff

W:\database\landscape\_texture_tiles
- ones that start with a number are artist stuff and can be ignored

W:\database\landscape\_texture_tiles\$
- is what you see in a landscape paint
- "echosystems" in game and can only be echosystem names

W:\database\landscape\_texture_tiles\$_wi (wi is winter sp spring etc)
- is what you see in game

W:\database\landscape\_texture_tiles\$\#-name
- textures used in the bank that is combined for the in game texture color

W:\database\landscape\_texture_tiles\$\displace
- displacment textures for the colored textures

W:\database\landscape\_texture_tiles\$\transations
- alpha transitions to fade from one texture to the other

W:\database\landscape\ligo
- system for making echosystems
- lingo = landscape blocks/bricks etc

W:\database\landscape\ligo\$\max
- contains the max files for the lingo tiles

W:\database\landscape\ligo\$\max\materials
- brick xml files you can make from lingoscape plugin in max or notepad

W:\database\landscape\ligo\$\max\transitions
- brick xml transitional files you can make from lingoscape plugin in max or notepad

W:\database\landscape\ligo\$\newbieland.land
- worldeditor land which the uses the lingo tiles

W:\database\landscape\ligo\$\newbieland.worldedit
- worldeditor project file

W:\database\landscape\ligo\$\cmd
W:\database\landscape\ligo\$\igs
W:\database\landscape\ligo\$\zonelingos
W:\database\landscape\ligo\$\zones

- built by pipeline dont touch

W:\database\landscape\microveget\$
- .max is source for veget files
- .vegetset files are binary and discribe how veget are laid out on the field, tool that makes them is unknown

W:\database\landscape\water\datasreusable
- max files and textures with bits and pieces that are used elsewhere, ie a waterfall that is used over and over

W:\database\landscape\water\meshes
- water mesh's in case you want to model over your zone after going through worldeditor
-- used in case you want different levels of water across the landscape with using the same lingo bricks
- textures are the ones used for water materials

W:\database\landscape\water\shapes
- exported shapes dont know why they are in the db

W:\database\landscape\zones
- old style zone if you dont use worldeditor
- so a max file with all your zone files located directly where they are ingame

W:\database\primitive
- per continent folders containing the primitive that has all of the flora
- created by worldeditor

W:\database\primitive_microlife\_(continent name)_
- contains the primitive that is for special effects such as bugs crawling on the ground

W:\database\sfx
- contains all files releated to particle systems
- no real structure

W:\database\sfx\meshtoparticle
- contains max files used by particles

W:\database\sky_v2\exported
- contains exported sky shapes

W:\database\sky_v2\max
- source max files

W:\database\sky_v2\textures\setup
- gradiants for the sky
- lookup maps that say at this time and weather it looks like this

W:\database\sky_v2\textures\textures\_(echosystem)_
- the things that move across the sky

W:\database\stuff\animated_light
- unknown

W:\database\stuff\caravan
- seperate race so get there own folder

W:\database\stuff\chefs de peuples
- the artists wanted to annoy you by putting files in a random folder

W:\database\stuff\corrupted_moor\sky
- fog colors across a continent, view distance etc

W:\database\stuff\fyros
- echosystem + continent, desert ecosystem is mapped to fyros in the database

W:\database\stuff\generique
- all common things between echosystems

W:\database\stuff\goo
- seperate race so they get there own folder

W:\database\stuff\jungle
- jungle echosystem

W:\database\stuff\lod_actors
- distance lod mesh's

W:\database\stuff\matis
- continent and forest psudo echosystem

W:\database\stuff\newbieland
- continent

W:\database\stuff\nexus
- continent

W:\database\stuff\outgame
- character creation building

W:\database\stuff\primes_racines
- echosystem with 4 continents

W:\database\stuff\tryker
- continent+lacustre ecosystem

W:\database\stuff\zorai
- continent

W:\database\stuff\$\agents\accessories
- all items models

W:\database\stuff\$\agents\_textures\accessories
- all items textures

W:\database\stuff\$\agents\actors
- all moving things mesh's

W:\database\stuff\$\agents\_textures\actors
- all moving things textures

W:\database\stuff\$\agents\monster
- all non-humonoid creatures mesh's

W:\database\stuff\$\agents\_textures\monster
- all non-humonoid creatures textures

W:\database\stuff\$\agents\_textures\vv2
- old stuff unused

W:\database\stuff\$\decors
- constructions which has buildings etcetera

W:\database\stuff\$\vegetations
- all trees etcetera

W:\database\stuff\$\sky
- only fog and canope is used rest is old and unused

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