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Titanfall Online #1
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Generated list of classnames with bsp_tool: >>> import fnmatch
>>> import functools
>>> import os
>>>
>>> import bsp_tool
>>>
>>> r1md = "E:/Mod/Titanfall/maps"
>>> r1omd = "E:/Mod/TitanfallOnline/maps"
>>> r1m = {m[:-4]: bsp_tool.load_bsp(os.path.join(r1md, m)) for m in fnmatch.filter(os.listdir(r1md), "*.bsp")}
>>> r1om = {m[:-4]: bsp_tool.load_bsp(os.path.join(r1omd, m)) for m in fnmatch.filter(os.listdir(r1omd), "*.bsp")}
>>> # for each entity lump:
>>> r1_script= functools.reduce(lambda a, b: a.union(b), [{(e["classname"], e.get("editorclass", "")) for e in bsp.ENTITIES_script} for bsp in r1m.values()])
>>> r1o_script= functools.reduce(lambda a, b: a.union(b), [{(e["classname"], e.get("editorclass", "")) for e in bsp.ENTITIES_script} for bsp in r1om.values()])
>>> {print(f" - [ ] {cn}", f"(editorclass={ec})" if ec != "" else "") for cn, ec in sorted(r1_script.union(r1o_script))}
>>> # copy & paste results into github issue |
We should also add entities which get compiled into the map as special lumps (e.g. cubemaps & static props) Respawn apparently managed to do visibility calculations for static prop occlusion, just look at Apex maps w/o props
|
Helper code for keyvalues: >>> e_k = functools.reduce(lambda a, b: a.union(b), [set(e.keys()) for bsp in r1m.entities for e in bsp.ENTITIES.search(classname="entity")])
>>> {print(x) for x in sorted(e_k)}
# list of entity keys
# compare base.fgd
# compare VDC
# compare Quake3 .ent
>>> e_k_vs = {e.get("key", "") for bsp in r1m.entities for e in bsp.ENTITIES.search(classname="entity")}
>>> print(sorted(e_k_vs)[-1]) # see what values look like to guess / confirm type |
Generated a huge batch of Installation:
WARNING! Experimental! will replace default entities.ent! (make a backup just in case) Feel free to try new entities & keys out |
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Build an entity zoo with every entity and figure out what it does
Update the
.ent
files where nessecaryIf an entity / family of entities looks like it'll be a lot of work, break it off into a child issue
entities.ent
for entities which appear in thebsp.ENTITIES
lumpenvironment_entities.ent
for entities which appear inmaps/bsp_name_env.ent
effects_entities.ent
for entities which appear inmaps/bsp_name_fx.ent
script_entities.ent
for entities which appear inmaps/bsp_name_script.ent
sound_entities.ent
for entities which appear inmaps/bsp_name_snd.ent
spawn_entities.ent
for entities which appear inmaps/bsp_name_spawn.ent
Titanfall2/entities.ent
)The text was updated successfully, but these errors were encountered: