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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<link href="bigworld.css" rel="stylesheet" type="text/css">
<title>BigWorld Technology Client & Tools Build Instructions</title>
</head>
<body>
<div id="bigworld-header">
<img src="http://try.bigworldtech.com/bigworld/image.php?img=bigworld_logo.gif&svn=$HeadURL: https://svn01.bigworldtech.com/svn/customers/Xingyulongying/2.0/current/bigworld/doc/client_and_tools_build_instructions.html $" alt="bw logo"/>
</div>
<div class="titlepage">
<!-- BIGWORLD TECHNOLOGY CLIENT & TOOLS BUILD INSTRUCTIONS -->
<h1>BigWorld Technology Client & Tools Build Instructions</h1>
<!-- TABLE OF CONTENTS -->
<hr>
<div class="toc">
<p><b>Table of Contents</b></p>
<dl>
<dt><span class="chapter"><a href="#Overview" >1. Overview</a></span></dt>
<dt><span class="chapter"><a href="#Requirements" >2. Requirements</a></span></dt>
<dt><span class="chapter"><a href="#Installing" >3. Installing BigWorld Client and Tools</a></span></dt>
<dt><span class="chapter"><a href="#Configuring" >4. Installing and Configuring Required Software</a></span></dt>
<dt><span class="chapter"><a href="#CompilingClient">5. Compiling the Client</a></span></dt>
<dt><span class="chapter"><a href="#CompilingTools" >6. Compiling the Tools</a></span></dt>
</dl>
</div>
<hr>
<!-- OVERVIEW -->
<h2><a name="Overview">1. Overview</a></h2>
<p>This document describes how to set up the BigWorld Technology build environment,
and build the client and tools.</p>
<!-- REQUIREMENTS -->
<h2><a name="Requirements">2. Requirements</a></h2>
<div class="itemizedlist">
The minimum requirements for the client are:
<ul>
<li><p>Windows Operating System (XP, Vista, or Windows 7)</p></li>
<li><p>1GHz CPU</p></li>
<li><p>256 MB RAM</p></li>
<li><p>GeForce3 or GeForce4 Ti video card</p></li>
<li><p>Visual Studio 2005 or Visual Studio 2008 – required to build the client</p></li>
<li><p>DirectX 9 SDK – required to build the client</p></li>
<li><p>Platform SDK 6.0 or newer – required to build the client</p></li>
</ul>
The minimum requirements for the tools are:
<ul>
<li><p>Windows Operating System (XP, Vista, or Windows 7)</p></li>
<li><p>2GHz CPU</p></li>
<li><p>1 GB RAM</p></li>
<li><p>GeForce 5 series or Shader Model 2.0 video card</p></li>
<li><p>Visual Studio 2005 or Visual Studio 2008 – required to build the tools</p></li>
<li><p>DirectX 9 SDK – required to build the tools</p></li>
<li><p>Platform SDK 6.0 or newer – required to build the tools</p></li>
<li><p>3ds Max 2008/2009/2010/2011 SDK – required to build the Max exporters</p></li>
<li><p>Maya 2008/2009/2010/2011 SDK – required to build the Maya exporters</p></li>
</ul>
</div>
<!-- INSTALLING BIGWORLD CLIENT AND TOOLS -->
<h2><a name="Installing">3. Installing BigWorld Client and Tools</a></h2>
<div class="itemizedlist">
<ul>
<li><p>Check out the BigWorld package from the official Subversion repository.</p>
</li>
<li><p>If running on a machine without developer tools installed, be sure to install DirectX
and Visual C++ runtimes which can be found in the BigWorld package:</p>
<ul>
<li><p><code>PackageRoot\vc80-redist\vcredist_x86.exe</code></p></li>
<li><p><code>PackageRoot\directx-redist\DXSETUP.exe</code></p></li>
</ul>
</li>
<li>
<p> Vista note: If you are changing operating system (for example, going from Windows XP to Vista),
and leaving the old build folders in place, then be sure to completely clean all previous
output files (.OBJ) and executables from the output folders. You should also remove all
previous compiled FX files (.FXO) from the RES path of your project.
</p>
</li>
</ul>
</div>
<!-- INSTALLING AND CONFIGURING REQUIRED SOFTWARE -->
<h2><a name="Configuring">4. Installing and Configuring Required Software</a></h2>
<p><b>Note: These instructions refer to Visual Studio 2005 but
are equally applicable to Visual Studio 2008. Be sure to substitute refrences to
<code>*2005.sln</code> to <code>*2008.sln</code>.</b></p>
<div class="itemizedlist">
<ul>
<li><p>Install Visual Studio 2005.</p></li>
<li><p>Install Visual Studio 2005 Service Pack 1.</p></li>
<li><p>Vista only: Install Visual Studio 2005 Service Pack 1 Update for Windows Vista.</p></li>
<li><p>Install the DirectX SDK.
<ul>
<li><p>Make sure that DirectX SDK's <code>include</code> directory is added to Visual Studio's C++ <code>includes</code>
search path (see below).</li>
<li><p>Make sure that DirectX SDK's <code>library</code> directory is added to Visual Studio's C++ <code>libraries</code>
search path (see below).</li>
<li><p>If you have installed MSVC++ after installing DirectX, then make sure that
the DirectX folders are listed before the other default folders in the <code>include</code> and
<code>link</code> lists, to give them preference during compiling and linking.</li>
</ul>
</li>
<li><p>Install the Windows Platform SDK version 6.0 or later, and make sure this has been added to
Visual Studio's C++ <code>includes</code> and <code>libraries</code> paths at a higher priority
than the standard Visual Studio paths.</p></li>
<li><p>BigWorld's source code ships with support for SpeedTree, Umbra and other third-party
libraries turned off by default.
In order to turn support on in BigWorld's game client and tools, see the Third-Party Integrations document.
</p></li>
<li><p>To add a directory to Visual Studio's C++ <code>includes</code> and <code>libraries</code> search paths, follow the
steps below:</p>
<ul>
<li><p>Select menu item <b>Tools→Options</b>.</p></li>
<li><p>In the <b>Options</b> dialog, select <b>Projects and Solutions</b>
(or <b>Projects</b>, in earlier versions) list item, then
<b>VC++ Directories</b>.</p></li>
<li><p>In the <b>Show Directories For</b> drop-down list box, select
<b>Include files</b> or <b>Library files</b>.</p></li>
<li><p>Add the required directories to the list.</p></li>
</ul>
<li><p>Install the 3ds Max SDK.</p>
<p>The 3ds Max visual and animation exporters make use of the <code>3dsMax_sdk/samples/modifiers/morpher/resource.h</code>
header file in order to expose the morpher modifier. A small edit must be made in order for
the exporters to compile without errors. Since this file forms part of the 3dsMaxSDK, it
do not form part of the BigWorld distributable. The required edit is as follows:</p>
<ul>
<li><p>Comment the following line in <code>maxsdk/samples/modifiers/morpher/resource.h</code> <b>(line 5)</b>:
<p><i>From:</i>
<pre>005 #define IDS_LIBDESCRIPTION 1</pre>
<p><i>To:</i>
<pre>005 <b>//</b>#define IDS_LIBDESCRIPTION 1</pre>
</p></li>
<li><p>Make sure that in the VC++ options, the DirectX SDK folders are listed
higher up than the 3ds Max ones.</p></li>
</ul>
</ul>
</div>
<!-- COMPILING THE CLIENT -->
<h2><a name="CompilingClient">5. Compiling the Client</a></h2>
<div class="itemizedlist">
<ul>
<li><p>In Visual Studio, load <code>bigworld/src/client/bwclient2005.sln</code>.
<li><p>Set the <code>bwclient</code> project as the startup project.
<li><p>Build the <code>bwclient</code> project.
<li><p>Set the <b>Solution Configuration</b> to <code>Release</code>.
<li><p>To test the client, run <code>bigworld/bin/bwclient.exe</code>.</p>
<p>If you are running the game from within Visual Studio, then set the working
folder to <code>bigworld/bin/client</code>.</p>
</ul>
</div>
<p>Note: The client can also be compiled as a Python extension module. For more
information on how to do this, please refer to the <b>Client Programming Guide</b>'s section on <b>Interactive debugging</b>.
<!-- COMPILING THE TOOLS -->
<h2><a name="CompilingTools">6. Compiling the Tools</a></h2>
<div class="itemizedlist">
<ul>
<li><p>Compile ModelEditor
<ul>
<li><p>Open Visual Studio 2005</p></li>
<li><p>Load <code>bigworld/src/tools/modeleditor/modeleditor2005.sln</code>.</p></li>
<li><p>Select the <b>Editor Hybrid Win32</b> solution configuration.</p></li>
<li><p>Select <b>Build All</b> (<code>SHIFT+CTRL+B</code>).</p></li>
<li><p>The executable <code>modeleditor.exe</code> is created in
<code>bigworld\tools\modeleditor</code>.</p></li>
</li>
</ul>
<li><p>Compile WorldEditor
<ul>
<li><p>Open Visual Studio 2005</p></li>
<li><p>Load <code>bigworld/src/tools/worldeditor/worldeditor2005.sln</code>.</p></li>
<li><p>Select the <b>Editor Hybrid Win32</b> solution configuration.</p></li>
<li><p>Select <b>Build All</b> (<code>SHIFT+CTRL+B</code>).</p></li>
<li><p>The executable <code>worldeditor.exe</code> is created in
<code>bigworld\tools\worldeditor</code>.</p></li>
</li>
</ul>
<li><p>Compile ParticleEditor
<ul>
<li><p>Open Visual Studio 2005.</p></li>
<li><p>Load <code>bigworld/src/tools/particle_editor/particle_editor2005.sln</code>.</p></li>
<li><p>Select the <b>Editor Hybrid Win32</b> solution configuration (only Editor
configurations are supported).</p></li>
<li><p>Select <code>Build All</code> (<code>SHIFT+CTRL+B</code>).</p></li>
<li><p>The executable <code>particleeditor.exe</code> is created in
<code>bigworld\tools\particleeditor</code>.</p></li>
</li>
</ul>
<li><p>Compile the Animation Exporter
<ul>
<li><p>Open Visual Studio 2005
<li><p>Load <code>bigworld/src/tools/animationexporter/animationexporter.sln</code> or <code>bigworld/src/tools/animationexporter/animationexporter_2005.sln</code>.</p></li>
<li><p>Select the appropriate solution configuration depending on which version of Max you are building for, i.e. <b>Max2011 Release</b>.</p></li>
<li><p>Make sure the maxsdk <code>include</code> and <code>library</code> folders are set up properly for the configuration</li></p>
<li><p>Select <code>Build All</code> (<code>SHIFT+CTRL+B</code>).</p></li>
</ul>
<li><p>Compile the Visual Exporter
<ul>
<li><p>Open Visual Studio 2005</p></li>
<li><p>Load <code>bigworld/src/tools/visualexporter/visualexporter.sln</code> or <code>bigworld/src/tools/visualexporter/visualexporter_2005.sln</code></p></li>
<li><p>Set <code>visualexporter</code> as the startup project.</p></li>
<li><p>Select the appropriate solution configuration depending on which version of Max you are building for, i.e. <b>Max2011 Release</b>.</p></li>
<li><p>Make sure the maxsdk <code>include</code> and <code>library</code> folders are set up properly for the configuration.</li></p>
<li><p>Select <code>Build All</code> (<code>SHIFT+CTRL+B</code>).</p></li>
</ul>
<li><p>Compile the Maya Visual Exporter
<ul>
<li><p>Open Visual Studio 2005</p></li>
<li><p>Load <code>bigworld/src/tools/mayavisualexporter/mayavisualexporter.sln</code> or <code>bigworld/src/tools/mayavisualexporter/mayavisualexporter_2005.sln</code>.</p></li>
<li><p>Set <code>visualexporter</code> as the startup project.</p></li>
<li><p>Select the appropriate solution configuration depending on which version of Maya you are building for, i.e. <b>Maya 2011 Release</b>.</p></li>
<li><p>Make sure the Maya <code>include</code> and <code>library</code> folders are set up properly for the configuration.</li></p>
<li><p>Select <code>Build All</code> (<code>SHIFT+CTRL+B</code>).</p></li>
</ul>
<li><p>Compile NavGen
<ul>
<li><p>Open Visual Studio 2005</p></li>
<li><p>Load <code>bigworld/src/tools/navgen/navgen.sln</code>.</p></li>
<li><p>Select the <b>Hybrid Win32</b> solution configuration.</p></li>
<li><p>Select <code>Build All</code> (<code>SHIFT+CTRL+B</code>).</p></li>
<li><p>The executable <code>navgen.exe</code> is created in
<code>bigworld/src/tools/misc</code>.</p></li>
</ul>
<li><p>To test the tools, run the executables in the appropriate folder under
<code>bigworld/tools</code>.</p></li>
</ul>
</div>
</div>
</body>
</html>