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Possible awareness of Shader Patch's tools? #55

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PrismaticFlower opened this issue Mar 18, 2019 · 2 comments
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Possible awareness of Shader Patch's tools? #55

PrismaticFlower opened this issue Mar 18, 2019 · 2 comments
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@PrismaticFlower
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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.

zeromunge_load_capture

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.

@REM Shader Patch Mungers
set MUNGE_DIR_SP=%MUNGE_DIR%_SP
set OUTPUT_DIR_SP=%OUTPUT_DIR%\SP

material_munge --sourcedir %SOURCE_DIR% --mungedsourcedir %MUNGE_DIR% --outputdir %MUNGE_DIR_SP% --descdir %MUNGE_BIN_DIR%\rendertype_descriptions 2>>%MUNGE_LOG%
sp_texture_munge --sourcedir %SOURCE_DIR% --outputdir %MUNGE_DIR_SP% 2>>%MUNGE_LOG%

@REM Shader Patch Effects Handling
spfx_munge --sourcedir %SOURCE_DIR% --outputdir %MUNGE_DIR_SP% 2>>%MUNGE_LOG%
configmunge -inputfile *.tmpfx -sourcedir %MUNGE_DIR_SP% -outputdir %MUNGE_DIR_SP% -chunkid fx -ext game_envfx 2>>%MUNGE_LOG%

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.

@marth8880 marth8880 self-assigned this Apr 10, 2019
@marth8880 marth8880 added this to the v1.2.0-beta milestone Apr 10, 2019
@marth8880
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Will have a look at this for the next release!

@marth8880
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Fixed in 7a6f087

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