Repository Reference/Key Concepts
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{{navigation title|Introduction}} | {{navigation title|Introduction}} | ||
− | {{grammar}} | + | {{grammar checked|darth}} |
==Development vs Release== | ==Development vs Release== | ||
Blood Omnicide release version is different from what you get in repository. | Blood Omnicide release version is different from what you get in repository. | ||
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For development version: | For development version: | ||
* All files are real files (except for test installation) | * All files are real files (except for test installation) | ||
− | * | + | * All textures are uncompressed, DDS cache is optional |
− | + | * Sources and development files included | |
− | * Sources and development files | + | |
* SDK and tools included | * SDK and tools included | ||
Line 14: | Line 13: | ||
* All files packed into game archives | * All files packed into game archives | ||
* Textures are compressed (DDS cache only) | * Textures are compressed (DDS cache only) | ||
− | * Source files and | + | * Source files and development files are deleted |
* SDK in separate download | * SDK in separate download | ||
− | Release version | + | Release version for the game is about 800 Mb and has shorter loading times. |
==Linked to Blood Omen== | ==Linked to Blood Omen== | ||
− | By just downloading a working copy of repository you | + | By just downloading a working copy of repository you don't get a working game. Since Blood Omnicide is a port, it heavily depends on original game media files. |
− | Blood Omen files got copied when Blood Omnicide release version is being installed on a computer. Development version | + | Blood Omen files got copied when Blood Omnicide release version is being installed on a computer. Development version doesn't have such installer, but it has a '''test installation script''' that does the same job. The process of getting a working copy of Blood Omnicide is called '''test installation'''. |
==Sources are saved== | ==Sources are saved== | ||
− | All media file sources get saved to SVN, including source files for tools, textures and models. The only reason | + | All media file sources get saved to SVN, including source files for tools, textures and models. The only reason a source file doesn't get saved is when its size is too big (>100Mb). Sources are saved in the same folder as the exported files. The code sources don't need a further explanation, but textures and models apparently do: |
'''Texture sources''' | '''Texture sources''' | ||
− | :Source | + | :Source is the base image (PSD or whatever) you are exporting to [[TGA]] texture. |
'''Model sources''' | '''Model sources''' | ||
− | : | + | :These have a lot of variations. For static models it is best to save sources as [[ASE]] files, if models are animated, store whatever source file you have (MAX, blend etc.) |
==Common conventions== | ==Common conventions== |
Latest revision as of 17:37, 11 October 2012
[edit] Development vs Release
Blood Omnicide release version is different from what you get in repository.
For development version:
- All files are real files (except for test installation)
- All textures are uncompressed, DDS cache is optional
- Sources and development files included
- SDK and tools included
In release version:
- All files packed into game archives
- Textures are compressed (DDS cache only)
- Source files and development files are deleted
- SDK in separate download
Release version for the game is about 800 Mb and has shorter loading times.
[edit] Linked to Blood Omen
By just downloading a working copy of repository you don't get a working game. Since Blood Omnicide is a port, it heavily depends on original game media files.
Blood Omen files got copied when Blood Omnicide release version is being installed on a computer. Development version doesn't have such installer, but it has a test installation script that does the same job. The process of getting a working copy of Blood Omnicide is called test installation.
[edit] Sources are saved
All media file sources get saved to SVN, including source files for tools, textures and models. The only reason a source file doesn't get saved is when its size is too big (>100Mb). Sources are saved in the same folder as the exported files. The code sources don't need a further explanation, but textures and models apparently do:
Texture sources
- Source is the base image (PSD or whatever) you are exporting to TGA texture.
Model sources
- These have a lot of variations. For static models it is best to save sources as ASE files, if models are animated, store whatever source file you have (MAX, blend etc.)
[edit] Common conventions
A number of rules that should be followed in order to keep repository clean.
Files names
- All files, folders, file extensions must be lowercase with all-latin characters and with no spacers. Failing this rule can throw a number of problems like limited portability and SVN errors.
Commits
- Dont commit files no one will use. SVN is not a light version of FTP. It stores all file versions, even if it was deleted. So abusing it with many unused files will waste HDD space.
Next chapter: Building a Game
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