Folder Structure and Sharing
Main Page: Avarice
This was written really late at night by Zoop, so forgive the silliness injected in here! One day a nice person will clean it up!
- 1 Folder Structure
- 2 Sharing
Folder Structure[edit | edit source]
Location[edit | edit source]
Avarice will save its assets into your operating system's application data folder.
Windows[edit | edit source]
In Windows, the path will look similar to this:
C:\Users\Your User Name\AppData\LocalLow\ZoopTEK\Avarice
An easy way to access that folder is by typing
%appdata% into any File Explorer window address bar. That will send you to your
AppData\Roaming folder. You will need to go up one folder, then follow the rest of the path
If you avoid mice like the plague like I do, the absolute quickest way is to hit Windows+R, type
%appdata%\..\LocalLow\ZoopTEK\Avarice and press enter. Voila, you're there.
You can also access the folder within Avarice. Most browse windows will show the path within a button, which you can click to open the folder.
Mac[edit | edit source]
I am less experienced with Macs (I call them Mac'n'Trashes :-P). The best way I've found is to use the Go to Folder option in the Finder, and type
/Users/Your User Name/Library/Application Support/ZoopTEK/Avarice. UPDATE: I have been told the actual location is here, but I have yet to confirm it:
Users/Your User Name/Library/Caches/Unity.ZoopTek.Avarice/
I am sure you Mac peeps know better ways of getting there. Do tell!
The Folders[edit | edit source]
Avarice splits up assets into special folders. The folders must be organized exactly in the following way, or else it will not find the assets, or worse, get confused.
Blocks[edit | edit source]
The Blocks folder should contain two subfolders,
Data subfolder holds the Block XML files.
Textures subfolder is where all block textures should go.
Campaigns[edit | edit source]
The campaigns folder should contain Campaign XML files.
Levels[edit | edit source]
This folder should contain level files, which are of the
.bytes extension. Levels can be created and edited in the Level Editor.
Prefabs[edit | edit source]
The prefabs folder contains prefab files, which use the
.bytes extension. Prefabs are great for making reusable level features, such as buildings, trees, etc. They can be created and edited in the Level Editor.
Ships[edit | edit source]
The ships folder contains ship files, which use the
.bytes extension. Ships can be created and edited in the Ship Editor.
Sharing[edit | edit source]
One of the coolest things you can do in Avarice is build your own missions and let your friends play them, and/or show off your mega-ship!
Until we open our asset server up to everyone (sorry game development takes time :-P), you will have to share assets as we do internally... manually. Good news is its easier than installing mods in Minecraft (or just about any game for that matter).
The Obligatory Warning[edit | edit source]
Be careful what you download. There are mean people out there who will, inevitably, try to trick you to download and install stuff you don't want. Be sure you trust the source.
Packaging Up Your Assets, the Nice Way[edit | edit source]
First, make a new folder somewhere, such as your desktop.
Second, inside that folder, recreate the following folder structure:
Blocks Data Textures Campaigns Levels Ships
Third, copy each of your required assets into their corresponding folders in your empty folder structure. For example, if you have invented some new blocks, you will need to copy your Block XML file into the mirrored
Blocks\Data folder, and your block textures into the mirrored
Blocks\Textures folder. Repeat with all assets.
Fourth, in Windows, right click on the root folder, and click on Send To, Compressed Zip Folder. That will zip it up for you! I don't know how to ZIP things on a Mac myself, but I am sure someone else knows... (Google).
"Installing" Your Friend's Asset Package[edit | edit source]
If your friend was wise enough to package up the assets as described above, it's super easy: Extract the zipped folder into your Avarice folder located in your application data folder.
Version Control (Perforce)[edit | edit source]
When working for a team, it is wise to use version control of some form, such as Perforce. There are some additional steps to the above when working within a version control environment.
Adding Files for the First Time[edit | edit source]
Let's say you have built your asset in Avarice, saved it, and are now ready to put it on version control. Note, that Avarice's Application Data folder IS NOT THE SAME AS your version control's file structure, unless you have set it up to be so yourself. That means you must copy the file(s) from your Avarice's Application Data folder, to your version control file structure. Once you've done that, then you can add/submit your file to your version control.
A Perforce example:
- Access your Perforce workspace folder:
- Copy the files from your Avarice Application Data folder to your Perforce folder.
- Mark files for add.
- Submit files.
Editing Files[edit | edit source]
Now that you have files on your version control, it is very likely you will want to edit them. To do so:
- Check them out.
- Copy them to your Avarice Application Data folder.
- Edit them within Avarice.
- Copy them from your Avarice Application Data folder back to your version control.
- Submit them.
A Perforce example:
- Check out the files you are going to edit. For example, a level.
- Copy the checked out file(s) to your Avarice Application Data folder.
- Edit your file(s) within Avarice.
- Copy them from your Avarice Application Data folder back to where they came from. Yes, you will need to overwrite.
Viewing Files[edit | edit source]
Viewing files is similar to editing files, except you do not check them out, copy them back into version control, or submit them in version control.