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Resources that can't be converted to 2.0 format #4
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Part of KOBUGE-Games#2. Some tilesets can't be properly converted to the new format as their source scenes are broken, see KOBUGE-Games#4.
I see at least 2 fonts, ArmWrestler.ttf and BPdiet.otf Somewhat related: is it a good idea to have the engine.cfg at the root of art/ (for the ttf, psd, etc) Even if the bigger files can't go on git (since it's not very good with big On 4 February 2016 at 19:52, Rémi Verschelde notifications@github.com
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Thanks!
That's a good question. There are two alternatives, either move the engine.cfg and the related game stuff to a game/ folder, or move all resources not used directly in-game to their own git repo (I started using this for one of my early games https://github.com/akien-mga/dynadungeons-assets-source, though I'll admit I still have files locally that I haven't pushed to this git repo yet, should take the time to do it :D). The advantage of the former is that the git repo contains everything, so developers just have to clone one repo and each time they change a source asset they share it directly. The drawback is that the repo history gets much bigger (which is why for example @reduz could not upload the whole git history for the game, as it was too heavy due to PSD files). With the latter, the advantage is that the game repo stays lightweight, and players who are only interested in playing the game don't have to download all source files. The drawback is that you don't get everything in the same place, and my above example shows that sometimes devs might forget to version the asset sources they used in the separate git repo ;) So all in all I like the two possibilities, for my games I've mostly used the second (two separate repos) but I'm open to trying the first one too. @KOBUGE-Games/bureaucrats, WDYT? |
@akien-mga I'm for the second option, as this would mean you don't need to clone an additional 50MB to edit the code |
I also vote for the 2nd one. I think we can keep an eye on a separate repo and motivate each other to keep it updated^^ |
@akien-mga ~ Is this issue a blocker for level designing and coding? |
I edited the OP to reflect the current status. All tilesets resources could be converted to TRES, but not all the corresponding scene files, so we'd have to recreate them (all the info is in the TRES, it could maybe be scripted :p). The fonts are nonfree so should be replaced. Still no clue about |
The previous XML source was not readable by current Godot version. Part of #4.
By checking their contents we do not seem to lose much information. The sprites are still in the art folder, so those scenes could be recreated when needed. Part of #4.
Thus replacing the invalid mountain_scene.xml. Part of #4.
Related to #2.
There are a few resources which can't be converted to the tscn/tres format of Godot 2.0 right now, due to incompatibility with their current format or lack of their source.
Tilesets:
cave_scene.xml
can't be opened in Godot 2.0 (nor in 1.0 or 1.1). The tileset resource could be converted to tres though, so it can be reverse-engineered.mountain_scene.xml
, same issue. The resource was also converted to tres.glacier_tileset.tres
has no associated source scene, so it should also be reverse-engineered.Fonts: Edit: The fonts are nonfree, should be replaced.
art/font.xfnt
art/font_big.xres
For those two the original fonts are not included in the source, so we'd need to find which font that was to reimport them.
PackedScenes:
tilesets/alpaca_statue.xml
, no clue what it is but it doesn't load either.tilesets/mountain_moving_plat.xml
, same thing.I'll try to build an early revision of Godot post-open sourcing to see how it handles those files.
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