Repository Reference/Automation scripts

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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.
 
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.
  
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All available terrain textures are listed in '''kain/scripts/terraintypes.txt'''
 
All available terrain textures are listed in '''kain/scripts/terraintypes.txt'''
  
* '''make_terrain_pics.cmd''': generates radiant/textures for materials (you need ImageMagick 6.6.7 Q8 installed in C:\Program Files (x86)\ImageMagick-6.6.7-Q8)
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* '''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''': generates terrain textures_terrain.shader
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* '''make_terrain_shaders.cmd''': generate terrain textures_terrain.shader
  
 
===Build shaderlist.txt===
 
===Build shaderlist.txt===
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===Build skip shaders===
 
===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.
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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 is created to help with publishing new Bloody Sounds tracks. They are pretty simple. All scripts is located in '''kain\music\automation'''.
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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 is many of temp files created during compilation. This files are: .prt, .srf, .autosave.map, .bad, .log, .pts.
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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  

Latest revision as of 17:28, 11 October 2012

Repository Reference

Contents

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

Important: This script will remove all autosaves created for maps. Be careful!



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