Repository Reference/Automation scripts
m (VorteX moved page Repository Reference/Automations to Repository Reference/Automation scripts without leaving a redirect) |
m |
||
Line 1: | Line 1: | ||
{{navigation title|}} | {{navigation title|}} | ||
− | Blood Omnicide repository contains a number of automation scripts used to make life easier with making some repeated actions. [[Repository Reference/Building a Game|Building a game chapter]] is one of big automation | + | Blood Omnicide repository contains a number of automation scripts used to make life easier with making some repeated actions. [[Repository Reference/Building a Game|Building a game chapter]] is one of big automation script you already know about. This appendix chapter list other automation scripts. |
==Materials automation== | ==Materials automation== |
Revision as of 23:20, 9 August 2012
Blood Omnicide repository contains a number of automation scripts used to make life easier with making some repeated actions. Building a game chapter is one of big automation script you already know about. This appendix chapter list other automation scripts.
Materials automation
Various scripts to help with materials, all scripts is located in kain/scripts/automation/
Build terrain materials
Terrain materials in Blood Omnicide are automatically generated. It is using about 20 terrain textures (rock, grass, ground etc.) and materials having all combinations (rock-grass, grass-ground, grass-rock etc.)
All available terrain textures is 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
Build shaderlist.txt
File scripts/shaderlist.txt is used by map compiler and level editor to load .shader files. When new material scripts is added, this files should be re-generated.
- make_shaderlist.cmd: generate shaderlist.txt
Build skip shaders
Level editor is dumb, it doesnt know what a normalmap is. So it shows normalmaps, specular textures, and all other additional textures in texture window. Which is incorrect. To prevent that a special material file is maked for level editor that flags all this textures as skipped. This script must be executed each time new normalmaps, specular and other additional textures get added.
- make_shaders_skip.cmd: generate radiant/scripts/skip.shader
Music automation
Music automation scritps is created to help with publishing new Bloody Sounds tracks. They are pretty simple. All scripts is 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)
Map automation
There is many of temp files created during compilation. This files are: .prt, .srf, .autosave.map, .bad, .log, .pts.
kain/maps/cleanup.bat: remove all temporary files