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+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.