Comments (11)
Ideally there should be a map for each branch script
also need to document the tools pipeline to make each map
Quake, GoldSrc & Source tools are open source
Other tools:
CoDRadiant (per-game, have CoD4 tools)
DarkRadiant
GTKRadiant
Hammer++
NetRadiant
TrenchBroom
UberRadiant (Ritual Entertainment’s Ubertools) Fix
Compiler sets may be a limiting factor, but we can build a compile.bat for each branch
Ideally use something like vbspinfo
or q3map -info
to generate a .txt statistics file on each map were possible
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Games without tools will be more complex (CSO2 & Titanfall), however incomplete converters exist for CSO2
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Found tools for arkane.dark_messiah_singleplayer
https://www.moddb.com/games/dark-messiah-of-might-magic/downloads/dark-messiah-might-and-magic-sdk
These are a mirror / backup of official beta tools
A Steam AppID for this SDK exists in gameinfo.txt
, might be possible to download with SteamCMD?
Haven't gotten hammer to launch just yet, operates through it's own SDK launcher.
Had similar issues with the Tactical Intervention SDK, so it could just be a me thing.
Installing on C:/
& unpacking all vpks first might work easier, ymmv
At present I don't have the hard drive space to try this out properly
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Found tools for troika.vampire
https://www.moddb.com/mods/vtmb-unofficial-patch/downloads/bloodlines-sdk
These tools are Unofficial; built from HL2 Beta to get VBSP v17, then extended somewhat to match VtM:B needs
Developers can be found at Planet Vampire
Have not yet used these tools but am looking forward to communicating with devs to help them out
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Ideally there should be a map for each branch script
also need to document the tools pipeline to make each map
Documentation for each branch_script is coming across multiple files
docs/tools/index.md
lists links to all kind of toolsdocs/tools/compilers.md
details compilers / converters for each branch script
so far tools have been found for almost every branch_scriptdocs/tools/mapsrc.md
lists publically available.map
/.vmf
files tests could be built withdocs/tools/tools.sc
sc-im table for tracking more detailed breakdowns of tools
e.g. bsp compile toolchain (vbsp, vrad etc.), editor formats & supported OSestests/mapsrc/Makefile
trying to allow bsp compiling viamake
could get messy doing everything with one Makefile, one per game / branch_script may work better
it's not yet clear to what degree per-game compilers are interchangable within the same branch_script family
All of this documentation is extremely WIP, but it's good enough for a first draft
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Turns out a spec exists for BSPX extensions to Quake 1 bsps
Currently we have no test maps for this so can't really support it yet
Will probably just become an extra feature of QuakeBsp
(which needs to track external .lit
files now)
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We should probably get some test maps custom built for edge cases
1 basic map per branch script should be good for auto-detect, but it doesn't cover every lump
Enough maps to cover every LumpClass is another challenge all it's own
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monochrome.contagion
might not be distinct from valve.left4dead2
& can probably just be added to the branch script's GAME_VERSIONS
entry
Are their any other branch scripts this might apply to?
AFAIK every branch script is distinct in some way, but it's worth checking...
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monochrome.contagion has been folded into
valve.left4dead2` as of commit 9c0e0e3
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We also need some external lump files to test how they work
These can be quite rare afaik, there aren't many in the "MegaTest" tests/maplist.py
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Still standardising the format of each issue to clearly list games, tools, guide & documentation
As well as a common checklist for shipping each test map:
- mapper / contributor credit
- compiled successfully + compile log
bspinfo
compiler output (lump sizes etc.)- map can be loaded in-game and functions as expected
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Related Issues (20)
- Catalogue Genesis3D Engine HOT 1
- Need a common Image LumpClass base type
- [Test Maps] `genesis3d`
- Configure `pytest` to remove naming convention HOT 2
- Create a `utils` submodule to pull tools out of `branches` HOT 1
- (extensions.editor) `.save_as(filename: str)` method for all `MapFile` classes
- (extensions.editor) MetaPattern string conversion is an ugly mess
- [Apex Archive] Season19 removed pakfiles, where are the cubemaps? HOT 4
- Another wave of geometry refactors HOT 4
- (extensions.decompile) Include TriColl meshes when decompiling Titanfall Engine maps HOT 3
- Move `extensions.editor.generic` into `utils.editor`
- (extensions.decompile) Standardising decompile extraction & processing
- BitField order is backwards, should be the same as C/C++ HOT 3
- [Apex Archive] Identify origins of loose maps, then remove them HOT 1
- [Test Maps] `apex_legends50`
- `bsp.bsp_version` should just be `bsp.version` HOT 1
- Geometry performance could be better HOT 3
- `editor.Brush`-> `List[geometry.Mesh]` HOT 1
- (utils.geometry) remove iterations.batched
- (extensions.lightmaps) Select Faces lump for Source Engine `lightmap_faces`
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