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we need an automated way to generate assets from .bsp and place into a .pk3.
currently using a .py file to make zip, after you manually entered the asset paths.
im going to try get kmap2 working so we dont need any additional tool.
so far it looks like its able to make zip files. it does need a bit of work to load all textures too.
i also want to generate custom shaders that are named to suit map. this also needs to rename the shader path in .bsp.
it will ignore shaders/assets that are known to core game. eg.. textures/Misc_metal/
this will make map have unique shaders that wont conflict with existing ones.
eg.. models/mapobjects/testmodel to models/mapname/testmodel
i did find this https://github.com/DaemonEngine/Urcheon.
it sounds similar to what we need, but it probably needs work and it adds another layer of complexity that mappers shouldn't need to deal with.
The text was updated successfully, but these errors were encountered:
a new shader file is generated, with new names to prevent any conflicts with base game.
.bsp updated to match ( eg.. textures/<mapname>/shader )
/any image that are not from base game will get added to zip. as original name
lightmaps, levelshots, .bsp, .aas will be added as default.
todo:
zip missing kmap_ images
custom shader tables are not added
-fs_ paths not working properly.
shader names may cause issues if mapname is to long
update project files
update a59a706
changed shader name to textures/kmap2_<mapname>/<index>
original .bsp is now untouched
generated mtr file is deleted after puting in pk3.
updated print messages. print any shader that cant be found (using shaderlist.txt)
we need an automated way to generate assets from .bsp and place into a .pk3.
currently using a .py file to make zip, after you manually entered the asset paths.
im going to try get kmap2 working so we dont need any additional tool.
so far it looks like its able to make zip files. it does need a bit of work to load all textures too.
i also want to generate custom shaders that are named to suit map. this also needs to rename the shader path in .bsp.
it will ignore shaders/assets that are known to core game. eg.. textures/Misc_metal/
this will make map have unique shaders that wont conflict with existing ones.
eg.. models/mapobjects/testmodel to models/mapname/testmodel
i did find this https://github.com/DaemonEngine/Urcheon.
it sounds similar to what we need, but it probably needs work and it adds another layer of complexity that mappers shouldn't need to deal with.
The text was updated successfully, but these errors were encountered: