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 Post subject: file structural changes
PostPosted: Mon Jul 16, 2007 1:03 pm 
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Joined: Wed Jun 08, 2005 1:22 pm
Posts: 119
Heres a suggestion for changes to clean up the file structure a bit. Lua and xml folders are same as before, just there to make it more accurate. :)

Simple/flat
Image

With details
Image

Used YourDir to create the images.

update:

Ive thought about the custom folder thing a bit and looked the lua code. Im not sure if its possible but id like to have little more "generic" solution for custom stuff.

What i mean is that adding custom subfolder to any folder would act as "override". It would allow to add custom overriding files for anything, be it changed lua file or just a mesh file. Possible?


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 Post subject:
PostPosted: Fri Jul 20, 2007 2:54 pm 
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Ive decided to not to use the graphics/audio folders as suggested by Sience. Heres what ive done and tested so far.

Creating "effects" directory:
  1. renamed "particles" to "effects".
  2. created "compositors" folder under "effects".
Changes in "bin\resources.cfg" for "effects":

Code:
FileSystem=../data/particles/materials
FileSystem=../data/particles/particles
FileSystem=../data/particles/textures
#FileSystem=../data/compositor


to

Code:
FileSystem=../data/effects/materials
FileSystem=../data/effects/particles
FileSystem=../data/effects/textures
#FileSystem=../data/effects/compositors




Creating "statics" directory:
  1. renamed "models" to "statics".
  2. renamed "custom" to "statics_custom".

Changes in "bin\resources.cfg" for "statics":

in line 16

Code:
# distributet models
FileSystem=../data/models/materials
FileSystem=../data/models/meta
FileSystem=../data/models/models/to_001000
FileSystem=../data/models/models/to_002000
FileSystem=../data/models/models/to_003000
FileSystem=../data/models/models/to_004000
FileSystem=../data/models/models/to_005000
FileSystem=../data/models/models/to_006000
FileSystem=../data/models/models/to_007000
FileSystem=../data/models/models/to_008000
FileSystem=../data/models/models/to_009000
FileSystem=../data/models/models/to_010000
FileSystem=../data/models/models/to_011000
FileSystem=../data/models/models/to_012000
FileSystem=../data/models/models/to_013000
FileSystem=../data/models/models/to_014000
FileSystem=../data/models/models/to_015000
FileSystem=../data/models/models/to_016000
FileSystem=../data/models/models/to_017000
FileSystem=../data/models/models/to_018000
FileSystem=../data/models/models/to_019000
FileSystem=../data/models/models/to_020000
FileSystem=../data/models/programs
FileSystem=../data/models/textures


to

Code:
# distributet models
FileSystem=../data/statics/materials
FileSystem=../data/statics/meta
FileSystem=../data/statics/models/to_001000
FileSystem=../data/statics/models/to_002000
FileSystem=../data/statics/models/to_003000
FileSystem=../data/statics/models/to_004000
FileSystem=../data/statics/models/to_005000
FileSystem=../data/statics/models/to_006000
FileSystem=../data/statics/models/to_007000
FileSystem=../data/statics/models/to_008000
FileSystem=../data/statics/models/to_009000
FileSystem=../data/statics/models/to_010000
FileSystem=../data/statics/models/to_011000
FileSystem=../data/statics/models/to_012000
FileSystem=../data/statics/models/to_013000
FileSystem=../data/statics/models/to_014000
FileSystem=../data/statics/models/to_015000
FileSystem=../data/statics/models/to_016000
FileSystem=../data/statics/models/to_017000
FileSystem=../data/statics/models/to_018000
FileSystem=../data/statics/models/to_019000
FileSystem=../data/statics/models/to_020000
FileSystem=../data/statics/programs
FileSystem=../data/statics/textures




Changes in "bin\resources.cfg" for "statics_custom":


in line 42
Code:
# custom models
FileSystem=../data/custom/materials
FileSystem=../data/custom/meta
FileSystem=../data/custom/models/to_001000
FileSystem=../data/custom/models/to_002000
FileSystem=../data/custom/models/to_003000
FileSystem=../data/custom/models/to_004000
FileSystem=../data/custom/models/to_005000
FileSystem=../data/custom/models/to_006000
FileSystem=../data/custom/models/to_007000
FileSystem=../data/custom/models/to_008000
FileSystem=../data/custom/models/to_009000
FileSystem=../data/custom/models/to_010000
FileSystem=../data/custom/models/to_011000
FileSystem=../data/custom/models/to_012000
FileSystem=../data/custom/models/to_013000
FileSystem=../data/custom/models/to_014000
FileSystem=../data/custom/models/to_015000
FileSystem=../data/custom/models/to_016000
FileSystem=../data/custom/models/to_017000
FileSystem=../data/custom/models/to_018000
FileSystem=../data/custom/models/to_019000
FileSystem=../data/custom/models/to_020000
FileSystem=../data/custom/programs
FileSystem=../data/custom/textures


to

Code:
# custom models
FileSystem=../data/statics_custom/materials
FileSystem=../data/statics_custom/meta
FileSystem=../data/statics_custom/models/to_001000
FileSystem=../data/statics_custom/models/to_002000
FileSystem=../data/statics_custom/models/to_003000
FileSystem=../data/statics_custom/models/to_004000
FileSystem=../data/statics_custom/models/to_005000
FileSystem=../data/statics_custom/models/to_006000
FileSystem=../data/statics_custom/models/to_007000
FileSystem=../data/statics_custom/models/to_008000
FileSystem=../data/statics_custom/models/to_009000
FileSystem=../data/statics_custom/models/to_010000
FileSystem=../data/statics_custom/models/to_011000
FileSystem=../data/statics_custom/models/to_012000
FileSystem=../data/statics_custom/models/to_013000
FileSystem=../data/statics_custom/models/to_014000
FileSystem=../data/statics_custom/models/to_015000
FileSystem=../data/statics_custom/models/to_016000
FileSystem=../data/statics_custom/models/to_017000
FileSystem=../data/statics_custom/models/to_018000
FileSystem=../data/statics_custom/models/to_019000
FileSystem=../data/statics_custom/models/to_020000
FileSystem=../data/statics_custom/programs
FileSystem=../data/statics_custom/textures



Changes in "data\lua\lib.statics.lua" for "statics" and "statics_custom":

in line 12
Code:
function GetModelPath(id)
   local cached = gCustomModelCache[id]
   if (cached) then return cached end

   local base = id - math.mod(id,1000) + 1000
   local relpath  = sprintf("models/to_%06d/mdl_%06d.mesh",base,id)
   local custompath = datapath.."statics_custom/"..relpath
   if file_exists(custompath) then gCustomModelCache[id] = custompath  return custompath end

   local meshpath = datapath.."statics/"..relpath
   gCustomModelCache[id] = meshpath
   return meshpath
end



Changes in "skybox" directory:
  • added "skybox.material" to "skybox" folder.

Changes from "data\base\main.material" to "skybox":
  • moved all material definitions for "skybox" from "data\base\main.material" to "data\graphics\skybox\skybox.material".
  • material definitions: "skybox", "darksun", "sunset" and "cleansky".



Still have to do the GUI folder, its bit trickier.


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 Post subject:
PostPosted: Fri Jul 20, 2007 9:15 pm 
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Joined: Wed Jun 08, 2005 1:22 pm
Posts: 119
Creating "gui":
  • created "gui" folder under "data".
  • moved "data\gfm" folder to "data\gui\"
  • renamed "gfm" to "gumps".

Below, ive located the spots where the gfm paths needs to be changed.

Changes in "data\lua\lib.gui.lua":

Code:
healthbar.gfm
found in "lib.gui.lua", in line 206
healthbar_npc.gfm
found in "lib.gui.lua", in line 206



Changes in "data\lua\lib.journal.lua":

Code:
journal.gfm
found in "lib.journal.lua" in line 49



Changes in "data\lua\lib.mainmenu.lua":

Code:
loading.gfm
found in "lib.mainmenu.lua" in line 8.
main_menu.gfm
found in "lib.mainmenu.lua" in line 268.



Changes in "data\lua\lib.gfm.lua":

Code:
neterror.gfm
found in "lib.gfm.lua" in line 375.



Changes in "data\lua\net.paperdoll.lua":

Code:
npc_paperdoll.gfm
found in "net.paperdoll.lua" in line 55.
player_paperdoll.gfm
found in "net.paperdoll.lua" in line 55.



Changes in "data\lua\lib.skill.lua":

Code:
quickcast.gfm
found in "lib.skill.lua" in line 457.
skill.gfm
found in "lib.skill.lua" in line 50.
status_aos.gfm
found in "lib.skill.lua" in line 348.



Changes in "data\lua\net.securetrade.lua":

Code:
secure_trade.gfm
found in "net.securetrade.lua" in line 144.


oh yea, still have to sort out the "base" folder.


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 Post subject:
PostPosted: Mon Jul 23, 2007 1:45 pm 
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Posts: 119
Creating "gui\textures" directory:
  • created new "textures" folder under "data\gui\".
  • created "gui.material" under "data\gui\textures".
Changes in "data\base\main.material" for "gui\textures":
  • moved following material definitions to "data\gui\textures\gui.material".
Code:
bar
quest_arrow
guibase
hudUnknown
tempmap_1_small
tempmap_0_small
tempmap_2_small
tempmap_3_small
tempmap_4_small
tempmap_5_small
mapdot
compassframe_static
compassframe_zoomin
compassframe_zoomout
compassframe_rot
compassframe_mask
irislogo
mousecursor



Changes in "data\base\" for "gui\textures":
  • moved following textures to "data\gui\textures\".
Code:
bar.png
questmark.png
guibase.png
guibase_test.png
mapdot.png
compassframe_static.png
compassframe_zoomin.png
compassframe_zoomout.png
compassframe_rot.png
compassframe_mask.png
irislogo256x256.png
irislogo256x256bw.png
mousecursor.png


These are probably generated at runtime, so they are bit "iffy".

Code:
tempmap_1_small_s.tga
tempmap_0_small_s.tga
tempmap_2_small_s.tga
tempmap_3_small_s.tga
tempmap_4_small_s.tga
tempmap_5_small_s.tga


Changes in "bin\resources.cfg" for "gui":
  • added resource path to "data\gui\textures".
Code:
FileSystem=../data/gui/textures


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 Post subject:
PostPosted: Mon Jul 23, 2007 2:16 pm 
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iris2-developer
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Joined: Mon Aug 09, 2004 12:20 pm
Posts: 1431
hi Mystiqq,

thank you for organizing iris2 filestructure. next week i have time to buildin your changes.
Tomorrow we discuss this changes with the team.

regards
SiENcE

ps: what about your shadowtexture shader?


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 Post subject:
PostPosted: Wed Jul 25, 2007 1:24 am 
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Joined: Wed Jun 08, 2005 1:22 pm
Posts: 119
Well i made the shadow stuff to a point where it worked as it should and even added the "percentage closer filtering" which worked too. These are in HLSL and far from "finished". I was planning on continueing on it as soon as ive made them in CG. Also the minimap "stencil bug" is still there so the shadows look rather nasty.

I thought id first take a look at mental mill, which i did, but unfortunately its for Nvidia cards only. Sucks. It looked rather interesting. :(


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