Contents |
Server address
https://www.crystalspace3d.org/svn/cc
To check out you can use:
svn co https://www.crystalspace3d.org/svn/cc/trunk cc
You can also browse the repository using a WebSVN interface:
http://www.crystalspace3d.org/viewcvs.py/?root=cc
Setting up the data to use in game
When you run Crystal Core it needs the data from the repository. To let CC know where the data is you must change the CCDATA environment variable so that it points to the 'cc/trunk/art' directory.
Directory structure
At the top level there are two directories: 'art' and 'artsource'. 'art' is the directory that will contain the artwork as used in the game. But NOT in a zipped format. i.e. every texture should be a seperate file in this repository. When we finally release the game we will put it in folders. 'artsource' is the directory that will contain the sources for the artwork in case there is source. For example, for a level the source can be the .blend file and the artwork the CS world file. If there is no source for a particular piece of art (like a PNG texture) then nothing must be put in 'artsource'. GIMP or PhotoShop image files are considered sources for textures. The complete directory structure is as follows:
trunk/art trunk/art/music: ogg and wav files only trunk/art/textures: png, jpg, ... files trunk/art/models: CS mesh factories or library files trunk/art/levels: CS world files trunk/art/sounds: ogg and wav files only trunk/art/fonts: ttf and other fonts trunk/artsource trunk/artsource/music: whatever intermediate format is needed trunk/artsource/textures: psd or cxf files (PhotoShop/Gimp) trunk/artsource/models: .blend or .max files (or whatever) trunk/artsource/levels: .blend or .max files trunk/artsource/sounds: whatever intermediate format is needed trunk/artsource/fonts: whatever intermediate format is needed
Make new folders for seperate pieces of art, like a level or a piece of music.
Log entry
The log entry should contain the changes made and in game place it will effect.
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