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Save Level Resources

Gameplay Setup, SP/MP Logic, Audio Setup, AI Logic, Entity Usage, etc.


 

w1992d
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Save Level Resources

Postby w1992d » 16.07.2012, 22:55

in cryengine 3 FIle menu there is an option called "Save Level Resources" , when i cick on it saves all my level data in organized folders, the question is what I benefit from this? can it be used for compiling these level data into .exe file?
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Tracer
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Re: Save Level Resources

Postby Tracer » 17.07.2012, 01:09

It makes it easier to share maps that include a lot of custom assets, like scripts, models, sounds. Basically it saves everything you could have changed, and packages it so you can send it to your team and they wont be missing objects because you forgot to save them individually.
No it wont make an .exe file.
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Gaulin
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Re: Save Level Resources

Postby Gaulin » 03.07.2013, 01:26

And where must these resources be put in order for the other members to view the map?
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Lavizh
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Re: Save Level Resources

Postby Lavizh » 03.07.2013, 08:48

Easy, have a look at the output folders. It simply saves everything you have modified in that level.

EngineAssets goes in X:\SDKRoot\Engine\EngineAssets
Libs goes in X:\SDKRoot\Game\Libs

And so on. To understand CryEngine 3's directory structure use this documentation :
http://freesdk.crydev.net/display/SDKDOC8/CryENGINE+Directory+Structure
 
 
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Gaulin
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Re: Save Level Resources

Postby Gaulin » 03.07.2013, 10:05

Great... thanks for the info.
I have one question though...The files inside of my Engine folders are converted to ".PAK" files. What should I do if I decide to edit these files?

Should I unzip the PAK file, then modify the files inside and then create a PAK file out of them?

(And this brings another question of how can I get a couple of files into a .PAK file
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Lavizh
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Re: Save Level Resources

Postby Lavizh » 03.07.2013, 11:42

If you are using 7-zip you can use these flags to create a PAK file :
Code: Select all
7za a -tzip -r -mx0 <PakFileName> [file1 file2 file3 ...] [dir1 dir2 ...]

Or you can create PAK files using the Resource Compiler and job files (xml).
 
 
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