原文:http://dev.ryzom.com/wiki/ryzom/FileConversionGraph
ryzom 中会使用很多的工具,下面针对
3DSMAX¶
用于创建所有的3D网及动画(头像,武器,树木,建筑物外景...).
用于创建景观。
用于绘制的景观使用内尔画家插件。
用于创建粒子的法术内线的一些数据...
用于创建树与树画家内尔风变形插件(想想重画)。
tile_edit_r¶
Used to create the tile banks that hold all the texture data for displacements,blending and diffuse, Needed by 3DSMAX to paint your landscapes.
object_viewer¶
用于创建vegetsets,是从3dsmax中导出的.veget文件生成.
用于创建粒子系统
用于查看shape类型文件以及动画文件
Build_Gamedata_Pipeline¶
在3dsmax中使用NEL的node 插件工具定义你的.max文件如何被打包程序处理的
例如,如果你做了一个绿地的平台,那么你需要检查vegetable 类型节点,因此,打包处理过程知道导出.veget类型文件
Input (可编辑的开发文件)¶
3DSMAX | tile_edit_r | object_viewer | Image editor |
.max | .bank | .ps | .tga |
.vegetset | .png |
File Converter¶
Build_Gamedata_Pipeline打包处理过程 |
Output (引擎使用的文件)¶
.anim | .clodbank | .dds | .farbank | .gr | .ig | .pacs_prim | .rbank |
.shape | .skel | .smallbank | .swt | .veget | .zonel | .zonew | .zone |
FileExtensions¶
Terminology¶
- build_gamedata: 自动的批处理创建增量的处理工具,创建时按照时间有限的原则创建最新的工作数据.
- WK: Working Data - 这种类型的数据是被设计师编辑的,这不是最终的客户端文件,这只是打包处理过程的一种输入文件.
- RT: Runtime Data - 这种类型的文件时被打包处理过程生成的运行时使用的文件,这类文件不能够被设计师编辑,它包含客户端的最总文件
- WK/RT: Working and Runtime Data - 这种数据文件是可以被设计师编辑的,但是同样包含在最终的运行文件中,打包处理过程仅仅是将该类型文件进行复制。
- TP: Temporary Data - 这种类型的文件是通过打包处理过程生成的临时的文件,这种类型的文件是不能被设计师编辑以及包含在最终运行文件中的.
File Extensions¶
下面的文件扩展名列表是按照字母顺序排列的.
Extension | Type | Comment |
anim | RT | NEL 3d的动画文件,包含了动画轨道文件,这些文件是通过打包申城脚本从.max文件中生成的。这些文件可以被NEL引擎读取,以及可以被object_viewer工具查看. |
bank | WK | Nel平铺库,一系列的被地形文件使用的文件平铺库,被设计师使用tile_edit.exe工具进行编辑。打包生成工具会生成.smallbank文件,每一个地形文件只能有一个平铺库,被Nel引擎读取。 |
cfg | RT | 配置文件,被NLMISC::CConfigFile 类使用的配置文件. 用于设置用户的参数以及NEL应用的参数. |
clodbank | RT | 动作Character LOD bank using 3d sprit objects (quake 1 like) to be quickly draw and animated when far away. Generated from .max files by build_gamedata. Readable by NeL. |
cmb | TP | Simple geometry dump used by build_gamedata to compute surfaces for interior collision meshes. Exported from .max files. Not readable by NeL. |
dds | RT | Microsoft DirectDraw Surface (DDS) format is used to store textures and cubic environment maps with mipmaps. It compress textures in a hardware friendly format. Generated from .tga files by build_gamedata. Readable by NeL. |
farbank | RT | NeL far bank. Bank of bitmap used by the landscape to map patches when far away. Generated by build_gamedata from .tga tiles and the bank file. Only one farbank file per landscape. Readable by NeL. |
gr | RT | Instances of local retrievers. Used for NeL 3d collisions. Readable by NeL. |
ig | RT | NeL 3d Instance Group. Contains a list of instanced stuffs in a landscape (a shape reference with a matrix) (optional), a list of lights (optional) and a cluster system description (optional). It is generated by build_gamedata from .max files. Readable by NeL. |
land | WK | Add text here. |
lr | TP | Temporary landscape zone surface file produced during by build_gamedata from a .tessel file. Used to build .gr and .rbank files. Not readable by NeL. |
max | WK | 3dsmax file format. Used to produce .anim, .clodbank, .cmb, .ig, .pacs_prim, .shape, .skel, .swt, .zone files. NeL can't direclty read it. build_gamedata exports those files using 3dsmax scripts and plugins. |
ovcfg | WK | Scene configuration file for the Object Viewer. It's used to save your work to be opened again in Object Viewer. |
pacs_prim | RT | Set of PACS primitive (Box or cylinder description with size, radius, height, position and PACS properties). Generated from .max file by build_gamedata. Readable by NeL. |
png | WK/RT | Portable Network Graphics file format. Edited by artists. Format RGBA 16 and 32 bits compressed, RGB 24 bits compressed readable by NeL. This file format is used by build_gamedata to generate .dds files. It is used to as runtime data for bitmap that doesn't need to be 'dds' compressed. (Like displacement tiles). |
ps | WK/RT | NeL 3d particule system. This file is edited with object_viewer.exe. Readable by NeL. In fact, .ps are .shape files. |
pws | WK | Particle Workspace. Used in Object Viewer to manage particle sets and save workspaces. |
rbank | RT | Retrievers Bank. It is the bank of collision zones used by NEL::PACS. Generated by build_gamedata from .lr files. Readable by NeL. |
shape | RT | NeL 3d object used to store a 3d mesh. It can be a simple mesh, skinned mesh, a multilod mesh, a lensflare, a remanence mesh, a water mesh, a particul system. Generated by build_gamedata from .max files. Readable by NeL. |
skel | RT | NeL 3d skeleton description used to deform skinned shapes using .anim. Generated by build_gamedata from .max files. Readable by NeL. |
sln | Microsoft Visual Studio solution file. | |
smallbank | RT | Same file than .bank but some informations have been removed to get a smaller runtime file. Generated by build_gamedata. Readable by NeL. |
swt | RT | NeL 3d file that contains weight for skeleton animation. Generated by build_gamedata from .max files. Readable by NeL. |
tessel | TP | Temporary landscape zone tesselation file produced during the build_gamedata process with a .zone and its neighbours. Used to generate .lr files. Very huge zone tesselation dump. (at 0.5 meter). Not used in final data. Not readable by NeL. |
tga | WK/RT | Targa Truevision Graphics bitmap file format. Edited by artists. Format RGBA 16 and 32 bits uncompressed, RGB 24 bits uncompressed readable by NeL. This file format is used by build_gamedata to generate .dds files. It is used to as runtime data for bitmap that doesn't need to be 'dds' compressed. (Like displacement tiles). |
vcproj | Microsft Visual Studio 7 and above project file. Same as .dsp for Visual Studio 6. | |
veget | RT | Vegetable file. This file is a simple mesh with only few polygons used like a blade of grass by a vegetset. Generated from .max files by build_gamedata. |
vegetset | WK/RT | Vegetable set file. This file describe a micro-vegetation material. It can be edited with object_viewer.exe. It can be assigned to a lanscape tileset (in bank file) using tile_edit.exe. |
zone | TP | NeL landscape zone made of patches of 160 x 160 meters generated by build_gamedata from .max files. Used by build_gamedata to produce .zonew files. Readable by NeL. |
zonew | TP | Same file than .zone but welding informations with neighbours has been computed by build_gamedata. Readable by NeL. |
zonel | RT | Same file than zonel but lighing informations have been computed by build_gamedata. Readable by NeL. |