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Set furniture offerid to the correct attribute. See merge request nitro/nitro-converter!10 |
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.vscode | ||
src | ||
.editorconfig | ||
.eslintrc.json | ||
.gitignore | ||
configuration.json.example | ||
LICENSE | ||
package.json | ||
README.md | ||
tsconfig.json | ||
yarn.lock |
Nitro Converter
This tool is used to generate .nitro
bundled assets for use with the Nitro Client
Configuration
You must rename configuration.json.example
to configuration.json
The simplest way to set your configuration is by changing the external.variables.url
option. The converter will pull all urls from this file if the main configuration has them set to null or ""
You may set any of the urls to a local path on your system or a remote url. A local path is recommended as the tool will run a lot quicker for downloading.
key | value |
---|---|
output.folder | The folder where converted assets will be saved to |
flash.client.url | The base url where figures/pets/effects are stored, eg https://url/gordon/ |
furnidata.load.url | The url to your furnidata, can be XML or JSON, eg https://url/gamedata/furnidata.xml |
productdata.load.url | The url to your productdata.txt, eg https://url/gamedata/productdata.txt |
figuremap.load.url | The url to your figure map, can be XML or JSON, eg https://url/gordon/figuremap.xml |
effectmap.load.url | The url to your effect map, can be XML or JSON, eg https://url/gordon/effectmap.xml |
dynamic.download.pet.url | The full url where pets are stored, eg https://url/gordon/%className%.swf |
dynamic.download.figure.url | The full url where figures are stored, eg https://url/gordon/%className%.swf |
dynamic.download.effect.url | The full url where effects are stored, eg https://url/gordon/%className%.swf |
flash.dynamic.download.url | The base url where furniture is stored, eg https://url/dcr/hof_furni/ |
dynamic.download.furniture.url | The full url where furniture is stored, eg https://url/dcr/hof_furni/%className%.swf |
external.variables.url | The url to your external variables, eg https://url/gamedata/external_variables.txt |
external.texts.url | The url to your external texts, eg https://url/gamedata/external_texts.txt |
convert.productdata | Either 0 to skip or 1 to run |
convert.externaltexts | Either 0 to skip or 1 to run |
convert.figure | Either 0 to skip or 1 to run |
convert.figuredata | Either 0 to skip or 1 to run |
convert.effect | Either 0 to skip or 1 to run |
convert.furniture | Either 0 to skip or 1 to run |
convert.pet | Either 0 to skip or 1 to run |
Running the converter
Make sure you run yarn install && yarn build
before first use.
To run the converter open a new terminal / console window in the main converter directory.
The converter has a few different start commands:
key | value |
---|---|
yarn build | Will run tsc and build .js from .ts |
yarn start | Will download and convert assets as set in the config |
yarn start:bundle | Will bundle decompressed .nitro assets (json / png) |
yarn start:extract | Will extract .nitro assets which can be used for editing |
yarn start:convert-swf | Will convert inputted .swf assets to .nitro |
When you run start:bundle | start:extract | start:convert-swf
for the first time it will automatically generate a folder structure for placing your assets for conversion.
The converter will skip any assets that already exist but will always reconvert your XMLs / copy your JSONS to the gamedata
folder to ensure you always have the latest copy.