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I recently tried to use this with a world that was using SP's tools for custom materials. When I did I had this pop up.
As I'm unfamiliar with the Zero Munge's inner workings so it'd be useless for me to speculate as to what causes this. (Or what the exact consequences of it are.) But I can provide details on the edits to munge_world.bat that Shader Patch requires.
First below the invocation of the game's regular mungers (but before levelpack is invoked) these lines are put.
And then at the end of the loop for packing the world's lvls these two commands are placed.
@REM Shader Patch uses it's own version of `levelpack` that provides strict guarantees for the search order of input folders.
lvl_pack --sourcedir %%a --outputdir %MUNGE_DIR_SP% -f ".+\.mrq" -i %MUNGE_DIR_SP% -i %MUNGE_DIR% -i %WORLDS_COMMON_MUNGE_DIR% -e %COMMON_MUNGE_DIR%\core.files -e %COMMON_MUNGE_DIR%\common.files -e %COMMON_MUNGE_DIR%\ingame.files 2>>%MUNGE_LOG%
lvl_pack --sourcedir %%a --outputdir %OUTPUT_DIR_SP% -i %MUNGE_DIR_SP% -i %MUNGE_DIR% -i %WORLDS_COMMON_MUNGE_DIR% -e %COMMON_MUNGE_DIR%\core.files -e %COMMON_MUNGE_DIR%\common.files -e %COMMON_MUNGE_DIR%\ingame.files 2>>%MUNGE_LOG%
munge_side.bat has slightly different integration (namely the packing of child lvls and the commands under Effects Handling are not present.) Let me know if you'd like more details.
I'd hate for people that use Zero Munge to be unable to use Shader Patch's tools or vice versa. I'm unsure on what exactly needs to be changed in either of them to make their usage together be seamless but I'd definitely like to work towards making it so.
The text was updated successfully, but these errors were encountered:
I recently tried to use this with a world that was using SP's tools for custom materials. When I did I had this pop up.
As I'm unfamiliar with the Zero Munge's inner workings so it'd be useless for me to speculate as to what causes this. (Or what the exact consequences of it are.) But I can provide details on the edits to
munge_world.bat
that Shader Patch requires.First below the invocation of the game's regular mungers (but before
levelpack
is invoked) these lines are put.And then at the end of the loop for packing the world's lvls these two commands are placed.
munge_side.bat
has slightly different integration (namely the packing of child lvls and the commands under Effects Handling are not present.) Let me know if you'd like more details.I'd hate for people that use Zero Munge to be unable to use Shader Patch's tools or vice versa. I'm unsure on what exactly needs to be changed in either of them to make their usage together be seamless but I'd definitely like to work towards making it so.
The text was updated successfully, but these errors were encountered: