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Added TrenchBroom helper entities like func_door_model
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7 changed files with 122 additions and 75 deletions
81
README.md
81
README.md
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@ -58,7 +58,7 @@ I started this project in 2012 and focused on making this code being future proo
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All 3 light types (point, spot, parallel/sun) are supported which means parallel lights (sun) use
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scene independent cascaded shadow mapping.
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* True internal 64 bit HDR lighting with filmic ACES tone mapping and gamma-correct rendering in linear RGB space
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* Enhanced Subpixel Morphological Antialiasing as a cheap alternative for MSAA. For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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* Enhanced Subpixel Morphological Antialiasing as a cheap alternative for MSAA and that works well with HDR. For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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* Filmic post process effects like Chromatic Aberration and Dithering
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* Screen Space Ambient Occlusion http://graphics.cs.williams.edu/papers/SAOHPG12/ used to only dim down the Global Illumination contribution like in the Frostbite engine
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* Bink video playback through libbinkdec (thanks to Daniel Gibson) or FFmpeg (thanks to Carl Kenner)
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@ -80,19 +80,14 @@ I started this project in 2012 and focused on making this code being future proo
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## Modding Support
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RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be put into mod directories and the engine accepts it like vanilla Doom 3. DOOM 3 BFG wasn't designed for actual development or modding support. Many things like reading anything outside of the packed resource files was not supported. I also fixed many things in the renderer like r_showTris.
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* TrenchBroom Mapping Support - see more information in the TrenchBroom section
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* New PBR related material keywords like basecolormap, normalmap, rmaomap
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* invertGreen( normalmap.png ) material keyword to allow flipping the Y-Axis for tangent space normal maps
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* PNG image support
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* Collada .DAE model support in addition to .ase and .lwo for static map models
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* Wavefront OBJ model support to make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom
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* Added back dmap and aas compilers (mapping tools, thanks to Pat Raynor) and improved them to work with TrenchBroom
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* Added in-engine Flash debugging tools and new console variables.
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These tools help to analyse the id Tech view of Flash and what SWF tags are supported and how they are interpreted
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by id Tech's own ActionScript 2 interpreter
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- postLoadExportFlashAtlas
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- postLoadExportFlashToSWF
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- postLoadExportFlashToJSON
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- swf_show : Draws the bounding box of instanced Flash sprites in red and their names
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* Added in-engine Flash debugging tools and new console variables
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* Added Steel Storm 2 Engine render demo fixes
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* Merged LordHavoc's image compression progress bar which shows up in the map loading screen
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when loading and compressing new images from mods
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@ -109,14 +104,6 @@ so it would end up looking like: RBDoom3BFG +set fs_game modDirectoryName
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IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modifications that include sourcecode modifications in binary form (.dll)
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You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications.
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## TrenchBroom Mapping Support
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***The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.***
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* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
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* Added exportFGD `[nomodels]` console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
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If the nomodels argument is not given then it will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
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* Support ***angles*** keyword again for TrenchBroom like in Quake 3
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---
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# ".plan" <a name="plan"></a>
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@ -351,48 +338,28 @@ The first top band is the original signal. The second shows just 8 blocks and if
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# TrenchBroom Mapping Support <a name="trenchbroom"></a>
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<img src="https://i.imgur.com/tIj6wpd.jpg" width="640">
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<img src="https://i.imgur.com/3sUxOZi.jpg" width="640">
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***This is still very much Work in Progress and not supported by the official TrenchBroom.***
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***The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.***
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Mapping for Doom 3 using TrenchBroom requires an extended unofficial build that is bundled with the official RBDOOM-3-BFG 7z package.
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Mapping for Doom 3 BFG using TrenchBroom requires an extended unofficial build that is bundled with the official RBDOOM-3-BFG 7z package.
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You can find the customized version under tools/trenchbroom/.
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You can get the source of that version here:
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More information about this custom TrenchBroom and the source code is here:
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https://github.com/RobertBeckebans/TrenchBroom/tree/doom3-support3
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https://github.com/RobertBeckebans/TrenchBroom
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Doom 3 also requires some extensions in order to work with TrenchBroom. I usually develop these things for RBDOOM-3-BFG but I created a seperated brach for vanilla Doom 3 so everybody can adopt TrenchBroom and the new Doom 3 (Valve) .map support.
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Doom 3 BFG also requires some extensions in order to work with TrenchBroom.
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The Quake 1/2/3 communities already adopted the Valve 220 .map format in the BSP compilers and I did the same with dmap in RBDOOM-3-BFG.
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https://github.com/RobertBeckebans/DOOM-3/tree/506-TrenchBroom-interop
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The goal of the TrenchBroom support is to make it easier to create new maps. It doesn't allow to create bezier patches at the moment so you won't be able to edit existing Doom 3 maps.
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You can only save maps to the Doom 3 Valve format but you can copy paste from the vanilla Doom 3 .map format into the Doom 3 (Valve)configuration and reset your texture alignment as you want.
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TrenchBroom doesn't support brush primitives like in D3Radiant or DarkRadiant and if you are familiar with TrenchBroom then you know that the preferred .map format is some kind of (Valve) .map format for your game.
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The Quake 1/2/3 communities already adopted the Valve .map format in the BSP compilers and I did the same with dmap in RBDOOM-3-BFG.
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Here is an overview of the changes made to TrenchBroom:
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***New***
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* Doom 3 .map parser with brushDef3, patchDef2, patchDef3 primitives
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* Doom 3 Valve .map configuration
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* Quake 3 .shader parser adopted to support .mtr
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* .mtr support includes support for Doom 3 diffuse stages and the lookup for them is like in idMaterial::GetEditorImage()
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* New Doom 3 OBJ parser. My TB Interop branch automatically creates OBJ files to work with TB and it also allows seamless interop with Blender 2.8x and 2.9x with the need of additional model formats for func_static entities (like misc_model for Quake 3)
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* Game FGDs for Doom 3 and Doom 3 BFG
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***Issues***
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* It has no support for BFG .resource files and .bimage files. BFG only shipped for precompressed textures and no .tga files so people who want to mod for BFG have to copy the vanilla D3 base/textures/* and base/models/* to D3BFG/base/
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* Many entities work differently in Doom 3 if they have an origin. Brush work in D3 is usually stored in entity space and not world space. This is a major issue. For new maps textures/common/origin has been reintroduced in the engine like in former times
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* Doom 3's primary model formats are LWO and ASE. LWO and .md5mesh model support is missing.
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* Some ASE models can't be loaded and materials are usually all wrong if loaded
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* TrenchBroom doesn't support the "rotation" keyword and many models have the wrong orientation
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* The custom TrenchBroom build breaks compatibility for other id Tech engines, e.g. entity links work between "target[num]" and "name" and not "targetname"
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### Some Scenes of Mars City 1 loaded into TrenchBroom
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<img src="https://i.imgur.com/nqR04z8.jpg" width="384"> <img src="https://i.imgur.com/GxL1X02.jpg" width="384">
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### TrenchBroom speficic Changes
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* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
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* Added exportFGD `[nomodels]` console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
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If the nomodels argument is not given then it will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
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* Support ***angles*** keyword again for TrenchBroom like in Quake 3
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* Added cmd convertMapToValve220 `<map>`
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* Added cmd exportImagesToTrenchBroom which decompresses and saves all .bimage images to _tb/*.png files
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* Added cmd exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj files
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---
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@ -405,12 +372,13 @@ Directory | Description
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RBDOOM-3-BFG/base/ | Doom 3 BFG media directory ( models, textures, sounds, maps, etc. )
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RBDOOM-3-BFG/neo/ | RBDOOM-3-BFG source code ( renderer, game code for multiple games, OS layer, etc. )
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RBDOOM-3-BFG/build/ | Build folder for CMake
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RBDOOM-3-BFG/tools/blender/ | Blender scripts for level mapping
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RBDOOM-3-BFG/tools/blender/ | Blender scripts for level mapping (TBD in release packages)
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RBDOOM-3-BFG/tools/trenchbroom | TrenchBroom level editor customized for DOOM 3 and RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/darkradiant | DarkRadiant level editor with an additional config for RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/runtimedeps | Visual Studio C++ Redistributables if you have problems to start the engine or the tools
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RBDOOM-3-BFG/tools/bfgpakexlorer| BFG Resource File Manager by George Kalampokis aka Mr.GK
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This release does not contain any game data, the game data is still
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The GPL release does not contain any game data, the game data is still
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covered by the original EULA and must be obeyed as usual.
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You must patch the game to the latest version.
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@ -673,7 +641,7 @@ Name | Description
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:--------------------------------------| :------------------------------------------------
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r_antiAliasing | Different Anti-Aliasing modes
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r_useShadowMapping [0 or 1] | Use soft shadow mapping instead of hard stencil shadows
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r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adapt to it so the scene won't loose details
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r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adapt to it so the scene won't loose details. Default is 0
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r_exposure [0 .. 1] | Default 0.5, Controls brightness and affects HDR -> sRGB Rec. 709 exposure key. This is what you change in the video brightness options
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r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene
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r_useFilmicPostProcessing [0, 1] | Apply several post process effects to mimic a filmic look
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@ -735,11 +703,14 @@ You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Gam
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# FAQ <a name="faq"></a>
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**Q**: Why bother with DOOM-3-BFG in 2021?
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**A**: It is fun, period. Doom 3 was an impressive milestone in total game development in 2004. In 2011 id Software added lot stuff from the development of Rage like its own Flash SWF and ActionScript 2 interpreter, proper support for gamepads and widescreens. It also combines the gamecode for Doom 3 and its missionpacks and runs it in a seperate thread and it has many multithreaded rendering optimizations.
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**A**: It is fun, period. Doom 3 is from 2004 but is still an impressive and entertaining game. In 2011 id Software added lot stuff from the development of Rage like its own Flash SWF and ActionScript 2 interpreter, proper support for gamepads and widescreens. It also combines the gamecode for Doom 3 and its missionpacks and runs it in a seperate thread and it has many multithreaded rendering optimizations.
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DOOM-3 and DOOM-3-BFG are some of the most transparent games available where you can open all files and inspect how the game was built.
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Unlike Quake 1-3, DOOM-3-BFG shipped with all level .map sources for 47 single player maps.
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There is plenty of stuff you can learn from it like solid run & gun core gameplay, AI, animations, client/server multiplayer, level design or simple and elegant engine design.
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**Q**: Why bother with DOOM-3-BFG in 2022?
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**A**: The engine compiles faster than opening a project in Unity.
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**Q**: Can I use this engine to make a commercial game?
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**A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4. I am a full time game developer and usually don't have time for any free support.
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@ -1,12 +0,0 @@
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entityDef misc_model
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{
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"inherit" "func_static"
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"editor_color" "0 .5 .8"
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"editor_mins" "-12 -12 -12"
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"editor_maxs" "12 12 12"
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"editor_rotatable" "1"
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"editor_usage" "Inherits from a func_static but is fixed size and a FGD PointClass."
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"editor_usage1" "Use it to place all kinds of models"
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"angles" "0 0 0"
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}
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49
base/def/_tb_helpers.def
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49
base/def/_tb_helpers.def
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entityDef misc_model
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{
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"inherit" "func_static"
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"editor_color" "0 .5 .8"
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"editor_mins" "-12 -12 -12"
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"editor_maxs" "12 12 12"
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"editor_rotatable" "1"
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"editor_usage" "Inherits from a func_static but uses a model and is a FGD PointClass so it displays correctly in TrenchBroom."
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"editor_usage1" "Use it to place all kinds of models"
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"angles" "0 0 0"
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}
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entityDef func_door_model
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{
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"inherit" "func_door"
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"editor_usage" "Inherits from a func_door but uses a model and is a FGD PointClass so it displays correctly in TrenchBroom."
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"editor_usage1" "Use it to place all kinds of models"
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"angles" "0 0 0"
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}
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/*
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already exists and is called func_mover_amodel ...
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entityDef func_mover_model
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{
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"inherit" "func_mover"
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"editor_usage" "Inherits from a func_mover but uses a model and is a FGD PointClass so it displays correctly in TrenchBroom."
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"angles" "0 0 0"
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}
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*/
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entityDef func_rotating_model
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{
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"inherit" "func_rotating"
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"editor_usage" "Inherits from a func_rotating but uses a model and is a FGD PointClass so it displays correctly in TrenchBroom."
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"angles" "0 0 0"
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}
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entityDef func_plat_model
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{
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"inherit" "func_plat"
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"editor_usage" "Inherits from a func_plat but uses a model and is a FGD PointClass so it displays correctly in TrenchBroom."
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"angles" "0 0 0"
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}
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9
base/materials/_tb_helpers.mtr
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9
base/materials/_tb_helpers.mtr
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@ -0,0 +1,9 @@
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// RB: map TrenchBroom's default material to textures/base_wall/snpanel2rust so users have properly sealed maps
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__TB_empty
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{
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qer_editorimage textures/base_wall/snpanel2rust.tga
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bumpmap textures/base_wall/snpanel2_local.tga
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diffusemap textures/base_wall/snpanel2rust_d.tga
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specularmap textures/base_wall/snpanel2rust_s.tga
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}
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@ -2173,6 +2173,7 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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solidClassNames.AddUnique( "func_rotating" );
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solidClassNames.AddUnique( "func_splinemover" );
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solidClassNames.AddUnique( "func_static" );
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solidClassNames.AddUnique( "func_mover" );
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solidClassNames.AddUnique( "moveable_base" );
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solidClassNames.AddUnique( "trigger_" );
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@ -2281,7 +2282,8 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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for( int i = 0; i < solidClassNames.Num(); i++ )
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{
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const char* solidStr = solidClassNames[ i ].c_str();
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if( idStr::Icmpn( decl->GetName(), solidStr, ( int )strlen( solidStr ) ) == 0 )
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if( idStr::Icmpn( decl->GetName(), solidStr, ( int )strlen( solidStr ) ) == 0 &&
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!( idStr::FindText( decl->GetName(), "_model", false ) != -1 || idStr::FindText( decl->GetName(), "_amodel", false ) != -1 ) )
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{
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solidClass = true;
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break;
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@ -2340,7 +2342,7 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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file->Printf( "color(%i %i %i) ", int( color.x * 255 ) & 0xFF, int( color.y * 255 ) & 0xFF, int( color.z * 255 ) & 0xFF );
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}
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#if 1
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#if 0
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//if( idStr::Icmp( decl->GetName(), "monster_zombie_maint_bald" ) == 0 )
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if( idStr::Icmp( decl->GetName(), "monster_demon_imp" ) == 0 )
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{
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@ -2436,7 +2438,11 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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}
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if( idStr::Icmp( decl->GetName(), "light" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_static" ) == 0 )
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idStr::Icmp( decl->GetName(), "misc_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_door_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_mover_amodel" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_plat_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_rotating_model" ) == 0 )
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{
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// entities with dynamic models
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@ -2517,7 +2523,11 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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idStrStatic< MAX_OSPATH > exportedModelFileName;
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if( idStr::Icmp( decl->GetName(), "light" ) != 0 &&
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idStr::Icmp( decl->GetName(), "func_static" ) != 0 )
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idStr::Icmp( decl->GetName(), "misc_model" ) != 0 &&
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idStr::Icmp( decl->GetName(), "func_door_model" ) != 0 &&
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idStr::Icmp( decl->GetName(), "func_mover_amodel" ) != 0 &&
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idStr::Icmp( decl->GetName(), "func_plat_model" ) != 0 &&
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idStr::Icmp( decl->GetName(), "func_rotating_model" ) != 0 )
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{
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//kv = dictToWrite.MatchPrefix( "model" );
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//while( kv )
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@ -2563,7 +2573,11 @@ void idDeclManagerLocal::ExportDeclsToTrenchBroom_f( const idCmdArgs& args )
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{
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file->Printf( "model({ \"path\": \"%s\" }) ", exportedModelFileName.c_str() );
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}
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else if( idStr::Icmp( decl->GetName(), "func_static" ) == 0 )
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else if( idStr::Icmp( decl->GetName(), "misc_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_door_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_mover_amodel" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_plat_model" ) == 0 ||
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idStr::Icmp( decl->GetName(), "func_rotating_model" ) == 0 )
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{
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// dynamic model case
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file->Printf( "model({ \"path\" : model }) " );
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@ -2905,12 +2905,27 @@ bool idMapFile::ConvertToValve220Format()
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{
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// just a regular entity
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// TrenchBroom doesn't allow models for SolidClasses so use helper classes instead
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if( idStr::Icmp( classname, "func_static" ) == 0 && idStr::Icmp( model.c_str(), classname.c_str() ) != 0 )
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{
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// TrenchBroom doesn't allow models for SolidClasses
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// use Quake 3 style misc_model helper class instead
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ent->epairs.Set( "classname", "misc_model" );
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}
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else if( idStr::Icmp( classname, "func_door" ) == 0 && idStr::Icmp( model.c_str(), classname.c_str() ) != 0 )
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{
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ent->epairs.Set( "classname", "func_door_model" );
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}
|
||||
else if( idStr::Icmp( classname, "func_mover" ) == 0 && idStr::Icmp( model.c_str(), classname.c_str() ) != 0 )
|
||||
{
|
||||
ent->epairs.Set( "classname", "func_mover_amodel" );
|
||||
}
|
||||
else if( idStr::Icmp( classname, "func_rotating" ) == 0 && idStr::Icmp( model.c_str(), classname.c_str() ) != 0 )
|
||||
{
|
||||
ent->epairs.Set( "classname", "func_rotating_model" );
|
||||
}
|
||||
else if( idStr::Icmp( classname, "func_plat" ) == 0 && idStr::Icmp( model.c_str(), classname.c_str() ) != 0 )
|
||||
{
|
||||
ent->epairs.Set( "classname", "func_plat_model" );
|
||||
}
|
||||
|
||||
// replace "rotation" with angles because it is not supported by TrenchBroom
|
||||
if( ent->epairs.FindKey( "rotation" ) )
|
||||
|
@ -2954,6 +2969,7 @@ bool idMapFile::ConvertToValve220Format()
|
|||
}
|
||||
|
||||
worldspawn->epairs.Set( "_tb_textures", list );
|
||||
worldspawn->epairs.Set( "_tb_def", "builtin:DOOM-3-all.fgd" );
|
||||
}
|
||||
|
||||
int n = classTypeOverview.GetNumKeyVals();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
REM 7z a RBDOOM-3-BFG-1.3.1.1-lite-win64-20220109-git-xxxxxxx.7z -r base/env/ base/maps/*.lightgrid base/maps/*_extra_ents.map -x!generated
|
||||
set filename=RBDOOM-3-BFG-1.4.0.1-lite-win64-20220122-git-xxxxxxx.7z
|
||||
set filename=RBDOOM-3-BFG-1.4.0.2-lite-win64-20220129-git-xxxxxxx.7z
|
||||
7z a %filename% README.md RELEASE-NOTES.md base/devtools.cfg base/modelviewer.cfg base/extract_resources.cfg base/convert_maps_to_valve220.cfg base/def/*.def base/textures/common base/textures/editor -x!generated -xr!*.xcf
|
||||
7z a %filename% README.md RELEASE-NOTES.md tools/trenchbroom
|
||||
pause
|
||||
|
|
Loading…
Reference in a new issue