Repository Reference/Automation scripts
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− | Blood Omnicide repository contains a number of automation scripts used to make life easier | + | {{grammar checked|darth}} |
+ | Blood Omnicide repository contains a number of automation scripts used to make life easier by making some repeated actions. [[Repository Reference/Building a Game|Building a game chapter]] is one of the big automation scripts you already know about. This appendix chapter lists other automation scripts. | ||
==Materials automation== | ==Materials automation== | ||
− | Various scripts to help with materials, all scripts | + | Various scripts to help with materials, all scripts are located in '''kain/scripts/automation/''' |
===Build terrain materials=== | ===Build terrain materials=== | ||
− | Terrain materials in Blood Omnicide are | + | Terrain materials in Blood Omnicide are already generated using about 20 terrain textures (rock, grass, ground etc.) and all combinations of materials (rock-grass, grass-ground, grass-rock etc.). |
− | All available terrain textures | + | All available terrain textures are listed in '''kain/scripts/terraintypes.txt''' |
− | * '''make_terrain_pics.cmd''': generate radiant/ textures for materials (you need ImageMagick 6.6.7 Q8 installed in C:\Program Files (x86)\ImageMagick-6.6.7-Q8) | + | * '''make_terrain_pics.cmd''': generate radiant/textures for materials (you need ImageMagick 6.6.7 Q8 installed in C:\Program Files (x86)\ImageMagick-6.6.7-Q8) |
* '''make_terrain_shaders.cmd''': generate terrain textures_terrain.shader | * '''make_terrain_shaders.cmd''': generate terrain textures_terrain.shader | ||
===Build shaderlist.txt=== | ===Build shaderlist.txt=== | ||
− | File scripts/shaderlist.txt is used by map compiler and level editor to load .shader files. | + | File scripts/shaderlist.txt is used by map compiler and level editor to load .shader files. Whenever new material scripts are added, this file should be re-generated. |
* '''make_shaderlist.cmd''': generate shaderlist.txt | * '''make_shaderlist.cmd''': generate shaderlist.txt | ||
===Build skip shaders=== | ===Build skip shaders=== | ||
− | Level editor is dumb, it | + | Level editor is dumb, it doesn't know what a normalmap is. So it shows normalmaps, specular textures, and all other additional textures in the texture window, which is incorrect. To prevent that a special material file is made for level editor that flags all this textures as skipped. This script must be executed each time new normalmaps, specular and other additional textures are added. |
* '''make_shaders_skip.cmd''': generate radiant/scripts/skip.shader | * '''make_shaders_skip.cmd''': generate radiant/scripts/skip.shader | ||
==Music automation== | ==Music automation== | ||
− | Music automation scritps | + | Music automation scritps are created to help publishing new Bloody Sounds tracks. They are pretty simple. All scripts are located in '''kain\music\automation'''. |
* '''make_files.bat''': make Bloody Sounds .mp3 files and ZIP containing all OGG files | * '''make_files.bat''': make Bloody Sounds .mp3 files and ZIP containing all OGG files | ||
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==Map automation== | ==Map automation== | ||
− | There | + | There are many temporary files created during compilation. These files are: .prt, .srf, .autosave.map, .bad, .log, .pts. |
'''kain/maps/cleanup.bat''': remove all temporary files | '''kain/maps/cleanup.bat''': remove all temporary files | ||
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+ | {{finished}} |
Latest revision as of 17:28, 11 October 2012
Blood Omnicide repository contains a number of automation scripts used to make life easier by making some repeated actions. Building a game chapter is one of the big automation scripts you already know about. This appendix chapter lists other automation scripts.
[edit] Materials automation
Various scripts to help with materials, all scripts are located in kain/scripts/automation/
[edit] Build terrain materials
Terrain materials in Blood Omnicide are already generated using about 20 terrain textures (rock, grass, ground etc.) and all combinations of materials (rock-grass, grass-ground, grass-rock etc.).
All available terrain textures are listed in kain/scripts/terraintypes.txt
- make_terrain_pics.cmd: generate radiant/textures for materials (you need ImageMagick 6.6.7 Q8 installed in C:\Program Files (x86)\ImageMagick-6.6.7-Q8)
- make_terrain_shaders.cmd: generate terrain textures_terrain.shader
[edit] Build shaderlist.txt
File scripts/shaderlist.txt is used by map compiler and level editor to load .shader files. Whenever new material scripts are added, this file should be re-generated.
- make_shaderlist.cmd: generate shaderlist.txt
[edit] Build skip shaders
Level editor is dumb, it doesn't know what a normalmap is. So it shows normalmaps, specular textures, and all other additional textures in the texture window, which is incorrect. To prevent that a special material file is made for level editor that flags all this textures as skipped. This script must be executed each time new normalmaps, specular and other additional textures are added.
- make_shaders_skip.cmd: generate radiant/scripts/skip.shader
[edit] Music automation
Music automation scritps are created to help publishing new Bloody Sounds tracks. They are pretty simple. All scripts are located in kain\music\automation.
- make_files.bat: make Bloody Sounds .mp3 files and ZIP containing all OGG files
- make_html.bat: make HTML code for Bloody Sounds page (russian)
- make_html_en.bat: make HTML code for Bloody Sounds page (english)
[edit] Map automation
There are many temporary files created during compilation. These files are: .prt, .srf, .autosave.map, .bad, .log, .pts.
kain/maps/cleanup.bat: remove all temporary files