gamecreator Posted March 2, 2014 Share Posted March 2, 2014 I'm making a simple project cleaner which removes all files not used by the editor: crawler, other models, materials, etc. to minimize the size of exported projects. Is there any way to tell what the editor is dependent on? Below is the almost complete list of files in a new 3.1 project. lua51.dllMaps\start.map Materials\Common Materials\Common\bfn.png Materials\Common\bfn.tex Materials\Common\bfn.tex.meta Materials\Common\NavMesh.mat Materials\Common\NavMesh.mat.meta Materials\Concrete Materials\Concrete\concrete_dirty.mat Materials\Concrete\concrete_dirty.mat.meta Materials\Concrete\concrete_dirty_diff.bmp Materials\Concrete\concrete_dirty_diff.tex Materials\Concrete\concrete_dirty_diff.tex.meta Materials\Concrete\concrete_dirty_dot3.bmp Materials\Concrete\concrete_dirty_dot3.tex Materials\Concrete\concrete_dirty_dot3.tex.meta Materials\Concrete\concrete_dirty_spec.bmp Materials\Concrete\concrete_dirty_spec.tex Materials\Concrete\concrete_dirty_spec.tex.meta Materials\Developer Materials\Developer\bluegrid.mat Materials\Developer\bluegrid.mat.meta Materials\Developer\BlueGrid.png Materials\Developer\BlueGrid.tex Materials\Developer\BlueGrid.tex.meta Materials\Developer\caulk.mat Materials\Developer\caulk.mat.meta Materials\Developer\caulk.png Materials\Developer\caulk.tex Materials\Developer\caulk.tex.meta Materials\Developer\greengrid.mat Materials\Developer\greengrid.mat.meta Materials\Developer\GreenGrid.png Materials\Developer\GreenGrid.tex Materials\Developer\GreenGrid.tex.meta Materials\Developer\greygrid.mat Materials\Developer\greygrid.mat.meta Materials\Developer\GreyGrid.png Materials\Developer\GreyGrid.tex Materials\Developer\GreyGrid.tex.meta Materials\Developer\leadwerks.mat Materials\Developer\leadwerks.mat.meta Materials\Developer\leadwerks.png Materials\Developer\leadwerks.tex Materials\Developer\leadwerks.tex.meta Materials\Developer\orangegrid.mat Materials\Developer\orangegrid.mat.meta Materials\Developer\OrangeGrid.png Materials\Developer\OrangeGrid.tex Materials\Developer\OrangeGrid.tex.meta Materials\Developer\redgrid.mat Materials\Developer\redgrid.mat.meta Materials\Developer\trigger.tex.meta Materials\Effects Materials\Effects\blood.mat.meta Materials\Effects\bloodspatter.mat Materials\Effects\bloodspatter.mat.meta Materials\Effects\bloodspatter.png Materials\Effects\bloodspatter.tex Materials\Effects\bloodspatter.tex.meta Materials\Effects\default.mat Materials\Effects\default.mat.meta Materials\Effects\default.png Materials\Effects\default.tex Materials\Effects\default.tex.meta Materials\Effects\Invisible.mat Materials\Effects\Invisible.mat.meta Materials\Effects\muzzleflash.mat Materials\Effects\muzzleflash.mat.meta Materials\Effects\muzzleflash.png Materials\Effects\muzzleflash.tex Materials\Effects\muzzleflash.tex.meta Materials\Effects\rockwall.mat.meta Materials\Effects\rockwall_bump.bmp Materials\Effects\rockwall_bump.tex Materials\Effects\rockwall_bump.tex.meta Materials\Effects\rockwall_diffuse.bmp Materials\Effects\rockwall_diffuse.tex Materials\Effects\rockwall_diffuse.tex.meta Materials\Effects\rockwall_height.bmp Materials\Effects\rockwall_height.tex Materials\Effects\rockwall_height.tex.meta Materials\Effects\smoke.mat Materials\Effects\smoke.mat.meta Materials\Effects\smoke_particle.mat.meta Materials\Effects\smoke_particle.png Materials\Effects\smoke_particle.tex Materials\Effects\smoke_particle.tex.meta Materials\Effects\tessellation_example.mat Materials\Effects\tessellation_example.mat.meta Materials\Fonts\arial.ttf Materials\Fonts\arial.ttf.meta Materials\Glass Materials\Glass\glass01.jpg Materials\Glass\glass01.mat Materials\Glass\glass01.mat.meta Materials\Glass\glass01.tex Materials\Glass\glass01.tex.meta Materials\Glass\glass01_dot3.bmp Materials\Glass\glass01_dot3.tex Materials\Glass\glass01_dot3.tex.meta Materials\HUD\blood1.png Materials\HUD\blood1.tex Materials\HUD\blood1.tex.meta Materials\HUD\blood2.png Materials\HUD\blood2.tex Materials\HUD\blood2.tex.meta Materials\HUD\blood3.png Materials\HUD\blood3.tex Materials\HUD\blood3.tex.meta Materials\HUD\blood4.png Materials\HUD\blood4.tex Materials\HUD\blood4.tex.meta Materials\HUD\crosshair.png Materials\HUD\crosshair.tex Materials\HUD\Crosshair.tex.meta Materials\HUD\health.tex.meta Materials\HUD\use.png Materials\HUD\use.tex Materials\HUD\Use.tex.meta Materials\Icons\Camera.mat Materials\Icons\Camera.mat.meta Materials\Icons\Camera.png Materials\Icons\Camera.tex Materials\Icons\Camera.tex.meta Materials\Icons\DirectionalLight.mat Materials\Icons\DirectionalLight.mat.meta Materials\Icons\DirectionalLight.png Materials\Icons\DirectionalLight.tex Materials\Icons\DirectionalLight.tex.meta Materials\Icons\Listener.mat Materials\Icons\Listener.mat.meta Materials\Icons\Listener.png Materials\Icons\Listener.tex Materials\Icons\Listener.tex.meta Materials\Icons\ParticleEmitter.mat Materials\Icons\ParticleEmitter.mat.meta Materials\Icons\ParticleEmitter.png Materials\Icons\ParticleEmitter.tex Materials\Icons\ParticleEmitter.tex.meta Materials\Icons\Pivot.mat Materials\Icons\Pivot.mat.meta Materials\Icons\Pivot.png Materials\Icons\Pivot.tex Materials\Icons\Pivot.tex.meta Materials\Icons\PointLight.mat Materials\Icons\PointLight.mat.meta Materials\Icons\PointLight.png Materials\Icons\PointLight.tex Materials\Icons\PointLight.tex.meta Materials\Icons\SpotLight.mat Materials\Icons\SpotLight.mat.meta Materials\Icons\SpotLight.png Materials\Icons\SpotLight.tex Materials\Icons\SpotLight.tex.meta Materials\Nature\terrain_mountain_snow_disp.jpg Materials\Nature\terrain_mountain_snow_disp.tex Materials\Nature\terrain_mountain_snow_disp.tex.meta Materials\Nature\terrain_mountain_snowdot3.dds Materials\Nature\terrain_mountain_snowdot3.tex Materials\Nature\terrain_mountain_snowdot3.tex.meta Materials\Nature\terrain_savannah_dirt.dds Materials\Nature\terrain_savannah_dirt.tex Materials\Nature\terrain_savannah_dirt.tex.meta Materials\Nature\terrain_savannah_dirtdot3.dds Materials\Nature\terrain_savannah_dirtdot3.tex Materials\Nature\terrain_savannah_dirtdot3.tex.meta Materials\Nature\terrain_savannah_rockwall.dds Materials\Nature\terrain_savannah_rockwall.tex Materials\Nature\terrain_savannah_rockwall.tex.meta Materials\Nature\terrain_savannah_rockwall_disp.jpg Materials\Nature\terrain_savannah_rockwall_disp.tex Materials\Nature\terrain_savannah_rockwall_disp.tex.meta Materials\Nature\terrain_savannah_rockwalldot3.dds Materials\Nature\terrain_savannah_rockwalldot3.tex Materials\Nature\terrain_savannah_rockwalldot3.tex.meta Materials\Sky\sky_texture.tex.meta Materials\Sky\skybox_texture.mat Materials\Sky\skybox_texture.mat.meta Materials\Sky\skybox_texture.png Materials\Sky\skybox_texture.tex Materials\Sky\skybox_texture.tex.meta Models\Barrel Models\Barrel\barrel.FBX Models\Barrel\barrel.mdl Models\Barrel\barrel.mdl.meta Models\Barrel\Barrel.phy Models\Barrel\barrel_1m.FBX Models\Barrel\barrel_1m.mdl Models\Barrel\barrel_1m.mdl.meta Models\Barrel\barrel_blue.mat Models\Barrel\barrel_blue.mat.meta Models\Barrel\barrel_blue_diff.bmp Models\Barrel\barrel_blue_diff.tex Models\Barrel\barrel_blue_diff.tex.meta Models\Barrel\barrel_diff.bmp Models\Barrel\barrel_diff.tex Models\Barrel\barrel_diff.tex.meta Models\Barrel\barrel_dot3.bmp Models\Barrel\barrel_dot3.tex Models\Barrel\barrel_dot3.tex.meta Models\Barrel\barrel_red.mat Models\Barrel\barrel_red.mat.meta Models\Barrel\barrel_red_diff.bmp Models\Barrel\barrel_red_diff.tex Models\Barrel\barrel_red_diff.tex.meta Models\Barrel\barrel_rust_diff.bmp Models\Barrel\barrel_rust_diff.tex Models\Barrel\barrel_rust_diff.tex.meta Models\Barrel\barrel_spec.bmp Models\Barrel\barrel_spec.tex Models\Barrel\barrel_spec.tex.meta Models\Characters\Crawler Models\Characters\Crawler\crawler (1).mdl.meta Models\Characters\Crawler\crawler.mat Models\Characters\Crawler\crawler.mat.meta Models\Characters\Crawler\crawler.mdl Models\Characters\Crawler\crawler.mdl.meta Models\Characters\Crawler\crawler.tex Models\Characters\Crawler\crawler.tex.meta Models\Characters\Crawler\crawler.tga Models\Characters\Crawler\crawler@animations_02.mdl.meta Models\Characters\Crawler\crawler_eyeball.mat Models\Characters\Crawler\crawler_eyeball.mat.meta Models\Characters\Crawler\crawler_eyeballdot3.dds Models\Characters\Crawler\crawler_eyeballdot3.tex Models\Characters\Crawler\crawler_eyeballdot3.tex.meta Models\Characters\Crawler\crawler_spec.tex Models\Characters\Crawler\crawler_spec.tex.meta Models\Characters\Crawler\crawler_spec.tga Models\Characters\Crawler\crawlerDot3.tex Models\Characters\Crawler\crawlerDot3.tex.meta Models\Characters\Crawler\crawlerDot3.tga Models\Characters\Crawler\d_eyeball.tex Models\Characters\Crawler\D_eyeball.tex.meta Models\Characters\Crawler\d_eyeball.tga Models\Characters\Generic\corpse.phy Models\Characters\Generic\generic.FBX Models\Characters\Generic\generic.max Models\Characters\Generic\generic.mdl Models\Characters\Generic\generic.mdl.meta Models\Characters\hitbox.FBX Models\Characters\hitbox.mdl Models\Characters\hitbox.mdl.meta Models\Crates\cardboardbox.FBX Models\Crates\cardboardbox.mat Models\Crates\cardboardbox.mat.meta Models\Crates\cardboardbox.mdl Models\Crates\cardboardbox.mdl.meta Models\Crates\cardboardbox_diff.bmp Models\Crates\cardboardbox_diff.tex Models\Crates\cardboardbox_diff.tex.meta Models\Crates\cardboardbox_dot3.bmp Models\Crates\cardboardbox_dot3.tex Models\Crates\cardboardbox_dot3.tex.meta Models\Crates\crate_large.FBX Models\Crates\crate_large.mdl Models\Crates\crate_large.mdl.meta Models\Crates\crate_small.FBX Models\Crates\crate_small.mdl Models\Crates\crate_small.mdl.meta Models\Crates\cratesblocks.mat Models\Crates\cratesblocks.mat.meta Models\Crates\cratesblocks_diff.bmp Models\Crates\cratesblocks_diff.tex Models\Crates\cratesblocks_diff.tex.meta Models\Crates\cratesblocks_dot3.bmp Models\Crates\cratesblocks_dot3.tex Models\Crates\cratesblocks_dot3.tex.meta Models\Crates\cratesblocks_spec.bmp Models\Crates\cratesblocks_spec.tex Models\Crates\cratesblocks_spec.tex.meta Models\Primitives\plane.FBX Models\Primitives\plane.mdl Models\Primitives\plane.mdl.meta Models\Primitives\teapot.mdl Models\Primitives\teapot.mdl.meta Models\Weapons\Autopistol Models\Weapons\Autopistol\45_.mat Models\Weapons\Autopistol\45_.mat.meta Models\Weapons\Autopistol\45__Color.tex Models\Weapons\Autopistol\45__Color.tex.meta Models\Weapons\Autopistol\45__Color.tga Models\Weapons\Autopistol\45_dot3.tex Models\Weapons\Autopistol\45_dot3.tex.meta Models\Weapons\Autopistol\45_Spec.tex Models\Weapons\Autopistol\45_Spec.tex.meta Models\Weapons\Autopistol\45_Spec.tga Models\Weapons\Autopistol\arms.mat Models\Weapons\Autopistol\Arms.mat.meta Models\Weapons\Autopistol\Arms_Color.tex Models\Weapons\Autopistol\Arms_Color.tex.meta Models\Weapons\Autopistol\Arms_Color.tga Models\Weapons\Autopistol\Arms_Color_dot3.bmp Models\Weapons\Autopistol\Arms_Color_dot3.tex Models\Weapons\Autopistol\Arms_Color_dot3.tex.meta Models\Weapons\Autopistol\Arms_dot3.tex Models\Weapons\Autopistol\Arms_dot3.tex.meta Models\Weapons\Autopistol\Arms_dot3.tga Models\Weapons\Autopistol\Arms_Spec.tex Models\Weapons\Autopistol\Arms_Spec.tex.meta Models\Weapons\Autopistol\Arms_Spec.tga Models\Weapons\Autopistol\Arms_Spec_dot3.bmp Models\Weapons\Autopistol\Arms_Spec_dot3.tex Models\Weapons\Autopistol\Arms_Spec_dot3.tex.meta Models\Weapons\Autopistol\Armsbake_dot3.tex Models\Weapons\Autopistol\Armsbake_dot3.tex.meta Models\Weapons\Autopistol\Armsbake_dot3.tga Models\Weapons\Autopistol\BindPoseMesh.fbx Models\Weapons\Autopistol\BindPoseMesh.mdl Models\Weapons\Autopistol\BindPoseMesh.mdl.meta Models\Weapons\Autopistol\Firing_JointsAnimation.fbx Models\Weapons\Autopistol\Firing_JointsAnimation.mdl Models\Weapons\Autopistol\Firing_JointsAnimation.mdl.meta Models\Weapons\Autopistol\fpsautopistol.mdl Models\Weapons\Autopistol\fpsautopistol.mdl.meta Models\Weapons\Autopistol\Idle_JointsAnimation.fbx Models\Weapons\Autopistol\Idle_JointsAnimation.mdl Models\Weapons\Autopistol\Idle_JointsAnimation.mdl.meta Models\Weapons\Autopistol\Reload_JointsAnimation.fbx Models\Weapons\Autopistol\Reload_JointsAnimation.mdl Models\Weapons\Autopistol\Reload_JointsAnimation.mdl.meta Models\Weapons\Autopistol\Reload_w_Mesh.fbx Models\Weapons\Autopistol\Reload_w_Mesh.mdl Models\Weapons\Autopistol\Reload_w_Mesh.mdl.meta Models\Weapons\Autopistol\SpentShell.fbx Models\Weapons\Autopistol\SpentShell.mdl Models\Weapons\Autopistol\SpentShell.mdl.meta Prefabs\Player Prefabs\Player\FPSPlayer.pfb Prefabs\Player\FPSPlayer.pfb.meta Prefabs\Props Prefabs\Props\barrel01a.pfb Prefabs\Props\barrel01a.pfb.meta Prefabs\Props\cardboardbox.pfb Prefabs\Props\cardboardbox.pfb.meta Prefabs\Props\crate_large.pfb Prefabs\Props\crate_large.pfb.meta Prefabs\Props\crate_small.pfb Prefabs\Props\crate_small.pfb.meta Prefabs\Weapons Prefabs\Weapons\autopistol.pfb Prefabs\Weapons\autopistol.pfb.meta projecticon.png projecticon.tex Scripts\AnimationManager.lua Scripts\App.lua Scripts\Error.lua Scripts\Functions Scripts\Functions\GetEntityNeighbors.lua Scripts\Functions\ReleaseTableObjects.lua Scripts\Math\math.lua Scripts\Objects\AI Scripts\Objects\AI\MonsterAI.lua Scripts\Objects\AI\Waypoint.lua Scripts\Objects\Animation Scripts\Objects\Animation\SimpleAnimation.lua Scripts\Objects\Cameras Scripts\Objects\Cameras\3rdPersonFollow.lua Scripts\Objects\Cameras\New script.lua Scripts\Objects\Doors Scripts\Objects\Doors\SlidingDoor.lua Scripts\Objects\Doors\SwingingDoor.lua Scripts\Objects\Effects Scripts\Objects\Effects\Flicker.lua Scripts\Objects\Joints Scripts\Objects\Joints\Hinge.lua Scripts\Objects\Physics Scripts\Objects\Physics\ImpactNoise.lua Scripts\Objects\Physics\Platform.lua Scripts\Objects\Physics\PlatformWaypoint.lua Scripts\Objects\Player Scripts\Objects\Player\FPSPlayer.lua Scripts\Objects\Player\FPSWeapon.lua Scripts\Objects\Sound Scripts\Objects\Sound\Noise.lua Scripts\Objects\Triggers Scripts\Objects\Triggers\CollisionTrigger.lua Scripts\Objects\Triggers\PushButton.lua Scripts\Objects\Triggers\TriggerDelay.lua Shaders\Drawing Shaders\Drawing\blitcolor.shader Shaders\Drawing\blitdepth.shader Shaders\Drawing\drawimage.shader Shaders\Drawing\drawimagecubemap.shader Shaders\Drawing\drawprimitive.shader Shaders\Drawing\drawtext.shader Shaders\Editor\grid.shader Shaders\Editor\skybox.shader Shaders\Editor\solid.shader Shaders\Editor\sprite.shader Shaders\Editor\terraintool.shader Shaders\Editor\TerrainTools Shaders\Editor\TerrainTools\flatten.shader Shaders\Editor\TerrainTools\paint.shader Shaders\Editor\TerrainTools\sculpt.shader Shaders\Editor\TerrainTools\smooth.shader Shaders\Editor\textured.shader Shaders\Editor\wireframe.shader Shaders\Lighting\ambientlight.shader Shaders\Lighting\directionallight.shader Shaders\Lighting\pointlight.shader Shaders\Lighting\spotlight.shader Shaders\Misc\occlusionquery.shader Shaders\Model\Animated Shaders\Model\Animated\diffuse+normal+specular.shader Shaders\Model\default.shader Shaders\Model\diffuse.shader Shaders\Model\diffuse+normal.shader Shaders\Model\diffuse+normal+specular.shader Shaders\Model\diffuse+normal+specular+alphamask.shader Shaders\Model\diffuse+normal+specular+displacement.shader Shaders\Model\diffuse+normal+specular+env.shader Shaders\Model\emission.shader Shaders\Model\Flat Shaders\Model\Flat\default.shader Shaders\Model\Flat\diffuse.shader Shaders\Model\Flat\sky.shader Shaders\Model\Shadow Shaders\Model\Shadow\shadow.shader Shaders\Model\Shadow\shadow+alphamask.shader Shaders\Model\Shadow\shadow+animation.shader Shaders\Model\transparent.shader Shaders\Particles\animationsmoothing.shader Shaders\Particles\default.shader Shaders\Particles\light.shader Shaders\PostEffects\grayscale.shader Shaders\PostEffects\toon.shader Shaders\PostEffects\vignette.shader Shaders\PostEffects\vintage.shader Shaders\PostEffects\wobble.shader Shaders\Terrain\clear.shader Shaders\Terrain\clipmap.shader Shaders\Terrain\solid.shader Shaders\Terrain\stamp.shader Shaders\Terrain\terrain.shader Shaders\Terrain\textured.shader Shaders\Terrain\updatenormals.shader Shaders\Terrain\wireframe.shader Sound\Footsteps Sound\Footsteps\Concrete Sound\Footsteps\Concrete\jump.wav Sound\Footsteps\Concrete\jumpv2.wav Sound\Footsteps\Concrete\step1.wav Sound\Footsteps\Concrete\step2.wav Sound\Footsteps\Concrete\step3.wav Sound\Footsteps\Concrete\step4.wav Sound\Footsteps\concrete1.wav Sound\Footsteps\concrete2.wav Sound\Footsteps\concrete3.wav Sound\Footsteps\concrete4.wav Sound\Footsteps\jump.wav Sound\Impact\body_punch_02.wav Sound\Impact\body_punch_03.wav Sound\Impact\body_punch_04.wav Sound\Impact\fdn_cardboard_box_hit_02.wav Sound\Impact\fdn_cardboard_box_hit_03.wav Sound\Impact\fdn_cardboard_box_hit_04.wav Sound\Impact\impact_metal07.wav Sound\Impact\impact_metal12.wav Sound\Impact\impact_metal13.wav Sound\Impact\wood_clunks08.wav Sound\Impact\wood_clunks09.wav Sound\Impact\wood_clunks11.wav Sound\Interaction\switch12.wav Sound\Player\flashlight_02_on.wav Sound\Ricochet\bullet_impact_dirt_01.wav Sound\Ricochet\bullet_impact_dirt_02.wav Sound\Ricochet\bullet_impact_dirt_03.wav Sound\Weapons\Autopistol Sound\Weapons\Autopistol\bullet_load_into_chamber_02.wav Sound\Weapons\Autopistol\gun_357mag_01.wav Sound\Weapons\Autopistol\gun_357mag_02.wav Sound\Weapons\Autopistol\gun_357mag_05.wav Sound\Weapons\Autopistol\revolver_dry_fire_01.wav steam_api.dll steam_appid.txt update.log Thanks. 1 Quote Link to comment Share on other sites More sharing options...
Rick Posted March 2, 2014 Share Posted March 2, 2014 Good idea. You should be able to look at the Leadwerks.log file to see what gets loaded. It's located in: C:\Users\[userHere]\AppData\Local\Leadwerks\Leadwerks.log for windows It only stores the last build so before using this cleaner the person would need to make sure their last build was the project they want cleaned. I think you want to only include anything that has "Loading" on the line. Initializing OpenGL4 graphics driver... OpenGL version 440 GLSL version 440 Device: GeForce GTX 650/PCIe/SSE2 Loading texture "E:/GoogleDrive/Phobia/Materials/Common/bfn.tex..." Loading shader "E:/GoogleDrive/Phobia/Shaders/Editor/terraintool.shader"... Loading shader "E:/GoogleDrive/Phobia/Shaders/Editor/wireframe.shader"... Loading shader "E:/GoogleDrive/Phobia/Shaders/Editor/solid.shader"... Loading shader "E:/GoogleDrive/Phobia/Shaders/Model/default.shader"... Loading shader "E:/GoogleDrive/Phobia/Shaders/Editor/grid.shader"... Loading shader "E:/GoogleDrive/Phobia/Shaders/Lighting/ambientlight.shader"... Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 2, 2014 Share Posted March 2, 2014 Perhaps later have some option on exported project to choose : Export only project ressources Export complete ressources Another option would be to specify the map you want to export, or all maps, caus you could have a small map and others lot bigger using more stuff. In fact this option will need to look at each Map file of your project to be sure to not miss something. Would be great specially for debugging when we submit files maps, we could now give complete project this way very tiny. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted March 3, 2014 Author Share Posted March 3, 2014 Thanks Rick. I'm keeping this very simple (only a few lines of code). User would need to copy the exe and a txt file into their specific project folder and run from there. Your log file thought is very helpful. I'll compare my list to what Leadwerks generated there and eliminate duplicates. Though on second thought... doesn't Leadwerks load things on the fly? Like if you create a terrain? Will need to test... Also, what are .meta files? For example, how does bfn.tex relate to bfn.tex.meta? (Removing the .meta file seemed to cause no loading errors...) Quote Link to comment Share on other sites More sharing options...
Rick Posted March 3, 2014 Share Posted March 3, 2014 The log shows everything loaded in the last scene. If I have to manually specify the files then I'll just go and delete the files manually from the project so I'm sure I see value in an app that I have to manually specify what to keep. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 3, 2014 Author Share Posted March 3, 2014 http://www.leadwerks.com/werkspace/files/file/509-le3-project-cleaner-with-source/ Like I said, very simple. As the other folders weren't heavy, I decided to stick with models, sounds and materials only. Exported zip files go from 166MB to 7MB. 1 Quote Link to comment Share on other sites More sharing options...
Guppy Posted March 3, 2014 Share Posted March 3, 2014 same thing for linux; xargs -a filelist.txt -d '\n' rm Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
beo6 Posted August 28, 2014 Share Posted August 28, 2014 I just did something very similar. But it does not use any prefilled filelist but just compares the project directory with the template directory. I have no gui yet so it might be a bit complicated to use as you need to give it the project and template directory. http://bytewiese.de/fileadmin/_media/dl/LE3/ProjectCleaner11.zip It backups everything into a zip file in the project root before deleting so it should be possible to revert all files if something got deleted by accident. But i would still recommend a backup before using it as i haven't tested it much. At the moment i only compiled it for windows but it should be no big issue to compile it for linux and mac when i get to these systems. the order of the directory parameters is important at the moment. The first is your project directory and the second one the template directory. Will change that to something less error prone when i think the program is useful. There is also an .ignore.txt list that can be put into the project root directory to tell the program to not delete some directories or files. But i hope everything is good documented. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted August 28, 2014 Author Share Posted August 28, 2014 Great idea! Thanks for sharing it!! Quote Link to comment Share on other sites More sharing options...
beo6 Posted August 29, 2014 Share Posted August 29, 2014 I just updated it a bit. Now it also deletes empty directories and .meta files (which can be disabled with --keep-meta). Not sure how important these are but it seems they are only needed for the editor and the editor recreates them anyway. I also added a Linux 64bit build. I haven't got the 32bit compiler to work on my 64bit linux yet. http://bytewiese.de/fileadmin/_media/dl/LE3/ProjectCleaner11.zip Quote Link to comment Share on other sites More sharing options...
DerRidda Posted August 30, 2014 Share Posted August 30, 2014 Thanks for that! Given how you need 64bit for Leadwerks on Linux anyway I wouldn't bother with making a 32bit version. Quote Link to comment Share on other sites More sharing options...
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