Piglet: Difference between revisions

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Piglet is a tool for compressing Sounds, textures, animations, as well as the game data and texts into a PIGG file.
==What is Piglet?==
Folder Level Pigg packing and unpacking


More information can be found on the [https://corps.ouro-comdev.com/index.php?title=Piglet Portal Corps wiki]
All assets and data are compressed into PIGG files
Sounds, textures, animations, as well as the game data and texts
And the client and server "automagically" loads piggs!
Now inside the piggs are folders trees and contain ogg and texture and geo and animation files as well as bin files. Bins are the actual data of powers and storyarcs and zones.
Bins are all compiled together from text (.DEF, .POWERS, .COSTUME, .STORYARC, .CONTACT) into various dedicated bin files (powers.bin and costume.bin etc)
Piggs are used as a soft version control and content delivery system as the client uses the newer files whenever it can.
Cattan's toolset starts at the pigg level and let's use view piggs (and an entire folder's worth of piggs) and export pigg contents
It also allows us to make piggs from files and folders, which is how I made the v2i1 pigg files
 
Piglet is in development by Cattan.
 
Source: https://git.ourodev.com/CoX/Piglet
 
 
=== How do I make a new pigg? ===
 
Click File > New > Archive from Existing Folder
 
Select the root folder from your data directory (ie. bin, def, texture_library) and the entire folder and subfolder and contents get packed into a pigg.  
 
It's frustratingly easy, but it requires all of the everything else to be correctly set
 
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=== Having trouble building Piglet? ===
In Visual Studio 2019, you may get errors about string conversion when building one of Piglet's dependencies, nana. When in the Piglet solution, you can right-click on the nana project, navigate to Properties, and change the C++ standard to c++17 (instead of the default, c++latest). This may fix the string conversion issues.

Latest revision as of 10:02, 6 February 2020

What is Piglet?

Folder Level Pigg packing and unpacking

All assets and data are compressed into PIGG files Sounds, textures, animations, as well as the game data and texts And the client and server "automagically" loads piggs! Now inside the piggs are folders trees and contain ogg and texture and geo and animation files as well as bin files. Bins are the actual data of powers and storyarcs and zones. Bins are all compiled together from text (.DEF, .POWERS, .COSTUME, .STORYARC, .CONTACT) into various dedicated bin files (powers.bin and costume.bin etc) Piggs are used as a soft version control and content delivery system as the client uses the newer files whenever it can. Cattan's toolset starts at the pigg level and let's use view piggs (and an entire folder's worth of piggs) and export pigg contents It also allows us to make piggs from files and folders, which is how I made the v2i1 pigg files

Piglet is in development by Cattan.

Source: https://git.ourodev.com/CoX/Piglet


How do I make a new pigg?

Click File > New > Archive from Existing Folder

Select the root folder from your data directory (ie. bin, def, texture_library) and the entire folder and subfolder and contents get packed into a pigg.

It's frustratingly easy, but it requires all of the everything else to be correctly set


Having trouble building Piglet?

In Visual Studio 2019, you may get errors about string conversion when building one of Piglet's dependencies, nana. When in the Piglet solution, you can right-click on the nana project, navigate to Properties, and change the C++ standard to c++17 (instead of the default, c++latest). This may fix the string conversion issues.