Piglet: Difference between revisions
Created page with "Piglet is a tool for compressing Sounds, textures, animations, as well as the game data and texts into a PIGG file. More information can be found on the [https://corps.ouro-c..." |
pc>BadMinotaur Added a small section dealing with errors when building nana. |
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Piglet | ==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 | |||
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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. |
Revision as of 13:56, 23 October 2019
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.