Difference between revisions of "LFS Editor/Guides/Collaboration"

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After creating the initial vehicle and working on it a bit, you can click {{old button|export to share vehicle for development|#959595}} at the top right.
 
After creating the initial vehicle and working on it a bit, you can click {{old button|export to share vehicle for development|#959595}} at the top right.
  
That exports veh, engine sound, animations, png in a directory structure in a 'share' folder. So you can zip up those folders inside 'share', send it to your collaborator who will unzip it to 'data' on their computer. Now the exact same mod exists on both computers.
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That exports veh, engine sound, animations, png in a directory structure in a {{folder|share}} folder. So you can zip up those folders inside {{folder|share}}, send it to your collaborator who will unzip it to {{folder|data}} on their computer. Now the exact same mod exists on both computers.
  
 
From that point on, if only the collaborator works on it they could do the same to return the updated mod back to you. But if you both continue to work on the project at the same time you will probably manually share updated files.
 
From that point on, if only the collaborator works on it they could do the same to return the updated mod back to you. But if you both continue to work on the project at the same time you will probably manually share updated files.
  
Two people should usually not work on the actual vehicle editor settings at the same time, as you would need to manually merge the changes. It may be that one person works on the vehicle settings, while another works on the 3D model. The 3D model can be saved out from the modeller and sent to be loaded in on the remote computer. A complete wheel style file can also be saved or loaded - {{old button|LOAD WHL|#a1ffa1}} / {{old button|SAVE WHL|#a1ffa1}} in the wheel object section. Engine can also be saved separately.
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Two people should usually not work on the actual vehicle editor settings at the same time, as you would need to manually merge the changes. It may be that one person works on the vehicle settings, while another works on the 3D model. The 3D model can be saved out from the modeller and sent to be loaded in on the remote computer. A complete wheel style file can also be saved or loaded - {{old button|LOAD WHL|#a1ffa1}} / {{old button|SAVE WHL|#a1ffa1}} in the [[../../Vehicle Editor/Wheel Object|wheel object]] section. Engine can also be saved separately.
  
There is also a function {{old button|export for DV|#a1a1ff}} in the {{old button|Textures|#a1ffa1}} section. This copies all png textures to data\png_export. For example the person working on the 3d model might save the 3D model into data\3dob and do a png export then send those files to the person working on the veh. The veh person would then save the png files into data\png load the model (in the modeller, accessed from the vehicle editor).
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There is also a function {{old button|export for DV|#a1a1ff}} in the {{old button|Textures|#a1ffa1}} section. This copies all png textures to {{folder|data|png_export}}. For example the person working on the 3D model might save the 3D model into {{folder|data|3dob}} and do a png export then send those files to the person working on the veh. The veh person would then save the PNG files into {{folder|data\png}} and load the model in the [[Modeller|modeller]], accessed from the [[Vehicle Editor|vehicle editor]].
  
 
[[Category:LFS Editor Guides]]
 
[[Category:LFS Editor Guides]]

Revision as of 16:24, 26 January 2024

LFS Editor
Vehicle Mods

There is a feature in the LFS Editor to help with sharing a complete vehicle mod with its development files. Unlike exporting for upload, this function copies png files rather than creating dds textures. It doesn't automatically create a zip. It simply gathers all the files and saves them in a structured share folder ready for copying.

After creating the initial vehicle and working on it a bit, you can click export to share vehicle for development at the top right.

That exports veh, engine sound, animations, png in a directory structure in a share folder. So you can zip up those folders inside share, send it to your collaborator who will unzip it to data on their computer. Now the exact same mod exists on both computers.

From that point on, if only the collaborator works on it they could do the same to return the updated mod back to you. But if you both continue to work on the project at the same time you will probably manually share updated files.

Two people should usually not work on the actual vehicle editor settings at the same time, as you would need to manually merge the changes. It may be that one person works on the vehicle settings, while another works on the 3D model. The 3D model can be saved out from the modeller and sent to be loaded in on the remote computer. A complete wheel style file can also be saved or loaded - LOAD WHL / SAVE WHL in the wheel object section. Engine can also be saved separately.

There is also a function export for DV in the Textures section. This copies all png textures to data\png_export. For example the person working on the 3D model might save the 3D model into data\3dob and do a png export then send those files to the person working on the veh. The veh person would then save the PNG files into data\png and load the model in the modeller, accessed from the vehicle editor.