This content is in development and is not yet ready for release to players.
There is now one repository, with several subrepos.
The main repository contains the code.
The suprepos contains assets.
There is also a development repository with asset sources and design docs.
Textures will be put in pk3s and uploaded to this website.
Check http://www.dersaidin.net/weaver/files/ for files (where same name with a later date, get only new date).
Mercurial (aka hg) client
Windows - TortoiseHG: http://bitbucket.org/tortoisehg/stable/downloads/
*nix - hg cli from your system repository
Also checkout this cheatsheet if your new to it.
Please request access to hg push, or ftp account to upload .pk3s from DerSaidin.
Goto the folder where you want to put it.
Right click, select TortoiseHg -> Clone.
Source path is the repository URL below.
This repository contains source files, a few lib binaries.
The files in code/ will remain synced with Xreal svn by DerSaidin.
The xreal SVN is not needed.
Code: Select all
hg clone http://hg.dersaidin.net/weaver
It doesn't matter where you check this out.
Code: Select all
hg clone http://hg.dersaidin.net/weaver_dev
What files go where?
If you are unsure, ask.
- NOT binaries or assets.
- Map sources (each map is a separate subrepo)
- Core game assets, including gfx/, materials/, models/, and most other folders in base.
- Model textures are also included in models/. (large model sets may be a separate subrepo)
- NOT textures/, these should be additional pk3s. Upload them to http://www.dersaidin.net/weaver/files/
The Primary Repository must be kept as small as possible.
Textures should be in .png format wherever possible.
Avoid committing .tga to this repository (only if .png is causing some issue).
Never commit .psd to this repository.
- Design Documents
- Asset Sources (photoshop .psd files, 3dsmax .3ds files, etc)
These are all files which are not essential to run the game.
The assetsources directory should reflect the mod directory.
You make a weave projectile model in 3dsmax, and some textures in photoshop.
When your finished, commit the source model and photshop file to the Secondary repository.
Then convert to md5 and png, and write a shader. Commit to a submodule (e.g. base/data-weaver.pk3dir/ is the root of a submodule):