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LE3 Project Cleaner


gamecreator
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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.dll

Maps\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.

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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"...

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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.

Stop toying and make games

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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...)

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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.

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  • 5 months later...

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.

 

le_pc.jpg

 

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.

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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

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