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Isometric test
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806 changed files with 18966 additions and 15 deletions
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@tool
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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
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## Builds a gamepack for NetRadiant Custom.
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class_name NetRadiantCustomGamePackConfig
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extends Resource
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## Button to export / update this gamepack's configuration in the NetRadiant Custom Gamepacks Folder.
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@export var export_file: bool:
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get:
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return export_file
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set(new_export_file):
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if new_export_file != export_file:
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if Engine.is_editor_hint():
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do_export_file()
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## Gamepack folder and file name. Must be lower case and must not contain special characters.
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@export var gamepack_name : String = "func_godot"
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## Name of the game in NetRadiant Custom's gamepack list.
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@export var game_name : String = "FuncGodot"
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## Directory path containing your maps, textures, shaders, etc... relative to your project directory.
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@export var base_game_path : String = ""
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## FGD resource to include with this gamepack. If using multiple FGD resources, this should be the master FGD that contains them in the `base_fgd_files` resource array.
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@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
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## [NetRadiantCustomShader] resources for shader file generation.
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@export var netradiant_custom_shaders : Array[Resource] = [
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preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres"),
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preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres"),
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preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres")
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]
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## Supported texture file types.
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@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"]
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## Supported model file types.
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@export var model_types : PackedStringArray = ["glb", "gltf", "obj"]
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## Supported audio file types.
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@export var sound_types : PackedStringArray = ["wav", "ogg"]
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## Default scale of textures in NetRadiant Custom.
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@export var default_scale : String = "1.0"
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## Clip texture path that gets applied to weapclip and nodraw shaders.
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@export var clip_texture: String = "textures/special/clip"
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## Skip texture path that gets applied to caulk and nodrawnonsolid shaders.
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@export var skip_texture: String = "textures/special/skip"
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## Variables to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
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## Each [String] key defines a variable name, and its corresponding [String] value as the literal command-line string to execute in place of this variable identifier[br][br]
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## Entries may be referred to by key in [member default_build_menu_commands] values.
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@export var default_build_menu_variables: Dictionary
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## Commands to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
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## Keys, specified as a [String], define the build option name as you want it to appear in Radiant.[br][br]
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## Values represent commands taken within each option.[br][br]They may be either a [String] or an
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## [Array] of [String] elements that will be used as the full command-line text issued by each command [i]within[/i]
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## its associated build option key. [br][br]They may reference entries in [member default_build_menu_variables]
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## by using brackets: [code][variable key name][/code]
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@export var default_build_menu_commands: Dictionary
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## Generates completed text for a .shader file.
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func build_shader_text() -> String:
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var shader_text: String = ""
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for shader_res in netradiant_custom_shaders:
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shader_text += (shader_res as NetRadiantCustomShader).texture_path + "\n{\n"
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for shader_attrib in (shader_res as NetRadiantCustomShader).shader_attributes:
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shader_text += "\t" + shader_attrib + "\n"
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shader_text += "}\n"
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return shader_text
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## Generates completed text for a .gamepack file.
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func build_gamepack_text() -> String:
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var texturetypes_str: String = ""
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for texture_type in texture_types:
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texturetypes_str += texture_type
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if texture_type != texture_types[-1]:
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texturetypes_str += " "
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var modeltypes_str: String = ""
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for model_type in model_types:
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modeltypes_str += model_type
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if model_type != model_types[-1]:
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modeltypes_str += " "
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var soundtypes_str: String = ""
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for sound_type in sound_types:
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soundtypes_str += sound_type
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if sound_type != sound_types[-1]:
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soundtypes_str += " "
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var gamepack_text: String = """<?xml version="1.0"?>
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<game
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type="q3"
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index="1"
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name="%s"
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enginepath_win32="C:/%s/"
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engine_win32="%s.exe"
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enginepath_linux="/usr/local/games/%s/"
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engine_linux="%s"
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basegame="%s"
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basegamename="%s"
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unknowngamename="Custom %s modification"
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shaderpath="scripts"
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archivetypes="pk3"
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texturetypes="%s"
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modeltypes="%s"
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soundtypes="%s"
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maptypes="mapq1"
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shaders="quake3"
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entityclass="halflife"
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entityclasstype="fgd"
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entities="quake"
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brushtypes="quake"
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patchtypes="quake3"
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q3map2_type="quake3"
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default_scale="%s"
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shader_weapclip="%s"
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shader_caulk="%s"
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shader_nodraw="%s"
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shader_nodrawnonsolid="%s"
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common_shaders_name="Common"
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common_shaders_dir="common/"
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/>
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"""
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return gamepack_text % [
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game_name,
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game_name,
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gamepack_name,
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game_name,
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gamepack_name,
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base_game_path,
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game_name,
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game_name,
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texturetypes_str,
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modeltypes_str,
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soundtypes_str,
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default_scale,
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clip_texture,
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skip_texture,
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clip_texture,
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skip_texture
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]
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## Exports or updates a folder in the /games directory, with an icon, .cfg, and all accompanying FGDs.
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func do_export_file() -> void:
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if (FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String).is_empty():
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printerr("Skipping export: Map Editor Game Path not set in Project Configuration")
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return
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var gamepacks_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER) as String
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if gamepacks_folder.is_empty():
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printerr("Skipping export: No NetRadiant Custom gamepacks folder")
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return
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# Make sure FGD file is set
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if !fgd_file:
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printerr("Skipping export: No FGD file")
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return
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# Make sure we're actually in the NetRadiant Custom gamepacks folder
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if DirAccess.open(gamepacks_folder + "/games") == null:
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printerr("Skipping export: No \'games\' folder. Is this the NetRadiant Custom gamepacks folder?")
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return
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# Create gamepack folders in case they do not exist
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var gamepack_dir_paths: Array = [
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gamepacks_folder + "/" + gamepack_name + ".game",
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gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path,
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gamepacks_folder + "/" + gamepack_name + ".game/scripts"
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]
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var err: Error
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for path in gamepack_dir_paths:
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if DirAccess.open(path) == null:
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print("Couldn't open " + path + ", creating...")
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err = DirAccess.make_dir_recursive_absolute(path)
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if err != OK:
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printerr("Skipping export: Failed to create directory")
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return
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var target_file_path: String
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var file: FileAccess
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# .gamepack
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target_file_path = gamepacks_folder + "/games/" + gamepack_name + ".game"
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print("Exporting NetRadiant Custom Gamepack to ", target_file_path)
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file = FileAccess.open(target_file_path, FileAccess.WRITE)
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if file != null:
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file.store_string(build_gamepack_text())
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file.close()
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else:
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printerr("Error: Could not modify " + target_file_path)
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# .shader
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target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/" + gamepack_name + ".shader"
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print("Exporting NetRadiant Custom Shader to ", target_file_path)
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file = FileAccess.open(target_file_path, FileAccess.WRITE)
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if file != null:
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file.store_string(build_shader_text())
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file.close()
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else:
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printerr("Error: Could not modify " + target_file_path)
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# shaderlist.txt
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target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/shaderlist.txt"
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print("Exporting NetRadiant Custom Default Buld Menu to ", target_file_path)
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file = FileAccess.open(target_file_path, FileAccess.WRITE)
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if file != null:
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file.store_string(gamepack_name)
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file.close()
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else:
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printerr("Error: Could not modify " + target_file_path)
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# default_build_menu.xml
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target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/default_build_menu.xml"
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print("Exporting NetRadiant Custom Default Buld Menu to ", target_file_path)
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file = FileAccess.open(target_file_path, FileAccess.WRITE)
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if file != null:
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file.store_string("<?xml version=\"1.0\"?>\n<project version=\"2.0\">\n")
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for key in default_build_menu_variables.keys():
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if key is String:
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if default_build_menu_variables[key] is String:
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file.store_string('\t<var name="%s">%s</var>\n' % [key, default_build_menu_variables[key]])
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else:
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push_error(
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"Variable key '%s' value '%s' is invalid type: %s; should be: String" % [
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key, default_build_menu_variables[key],
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type_string(typeof(default_build_menu_variables[key]))
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])
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else:
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push_error(
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"Variable '%s' is an invalid key type: %s; should be: String" % [
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key, type_string(typeof(key))
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])
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for key in default_build_menu_commands.keys():
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if key is String:
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file.store_string('\t<build name="%s">\n' % key)
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if default_build_menu_commands[key] is String:
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file.store_string('\t\t<command>%s</command>\n\t</build>\n' % default_build_menu_commands[key])
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elif default_build_menu_commands[key] is Array:
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for command in default_build_menu_commands[key]:
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if command is String:
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file.store_string('\t\t<command>%s</command>\n' % command)
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else:
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push_error("Build option '%s' has invalid command: %s with type: %s; should be: String" % [
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key, command, type_string(typeof(command))
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])
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file.store_string('\t</build>\n')
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else:
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push_error("Build option '%s' is an invalid type: %s; should be: String" % [
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key, type_string(typeof(key))
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])
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file.store_string("</project>")
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# FGD
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var export_fgd : FuncGodotFGDFile = fgd_file.duplicate()
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export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.NET_RADIANT_CUSTOM, gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path)
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print("NetRadiant Custom Gamepack export complete\n")
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@ -0,0 +1 @@
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uid://be0clu7ri4h10
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@ -0,0 +1,10 @@
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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
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## Resource that gets built into a shader file that applies a special effect to a specified texture in NetRadiant Custom.
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class_name NetRadiantCustomShader
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extends Resource
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## Path to texture without extension, eg: `textures/special/clip`.
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@export var texture_path: String
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## Array of shader properties to apply to faces using [member texture_path].
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@export var shader_attributes : Array[String] = ["qer_trans 0.4"]
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@ -0,0 +1 @@
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uid://phswjcy6dexs
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