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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
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| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /devtools/mapbuild/readme.txt | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'devtools/mapbuild/readme.txt')
| -rw-r--r-- | devtools/mapbuild/readme.txt | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/devtools/mapbuild/readme.txt b/devtools/mapbuild/readme.txt new file mode 100644 index 0000000..5e27dd9 --- /dev/null +++ b/devtools/mapbuild/readme.txt @@ -0,0 +1,45 @@ +These map autobuild scripts are set up to detect whever a vmf has been checked into Perforce, then check out the bsp, rebuild the bsp with cubemaps, and check it back in. It's a work-in-progress, so there is room for improvements (better error-handling, building on multiple machines, etc.). + +If you have any questions or problems, contact me at [email protected] + + +To set up a build machine to use the autobuild scripts: + + +1. The build machine must have a Perforce client, and be fully synced to the game tree and the content/<mod>/maps directory. To test that your environment is setup correctly, the build machine must be able to do the following: + +a) Run your full game in ldr and hdr. +b) Compile a bsp from a vmf (Run vbsp, vvis, vrad - make sure 'vproject' is set to the correct mod.) +c) Check files in and out from the tree that you will be building. +c) Run 'p4.exe' from the command line. (Make sure the build machine's DEFAULT Perforce client is set to the Client that will be doing the checkins.) +d) Run 'perl.exe' from the command line + + +2. Sync to the 'mapbuild' directory, located at src/devtools/mapbuild. + + +3. Copy 'mapautocompile.txt'from game/hl2/scripts into your game/<mod>/scripts directory. Delete all map entries except for "default". + +This file specifies the command line arguments that should be passed to vbsp, vvis, and vrad. +The 'defualt' block of arguments is used for any maps that don't have their own arguments specified. +If a map has its own arguments, they will override the default arguments. +NOTE: This file isn't required - without it, the tools will run with no command line arguments. This file should be checked into Perforce to let level designers tweak their own compile settings. + + +4. For each mod you want to autobuild, add this line to 'buildall.bat': + +call buildmod <mod> <relative path to gamedir> + +NOTE: The 'Sleep' call is just there to prevent the script from spamming Perforce. The sleep time is entirely up to you. + + +5. In 'buildMaps.pl', search for the comment "# Generate the checkin file". This is where the text file is created that Perforce needs to do a checkin from the command line. You will need to update the following fields to match the setup of the build machine: + +'Client: <default client>' +'User: <name>' +'File: <file path in Perforce>' + +NOTE: To see exactly what the values of these fields should be, you can type 'p4 submit' on the command line to see a Perforce-generated checkin file. + + +6. Run 'buildall.bat'. Check in a vmf and make sure the entire process runs successfully. |