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Bundler and Atlasgen tools


Rpghard

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This is required ^patch to do a .bundle file

my_level/

data/

levels/

custom_levels/

my_level/

world.xml

world_info.xml

textures/

custom_levels/

My_Level/

lightmaps/

lightmap.tga

cubemaps/

cube.dds

silhouettes/

xxx_sil.tga

How do I create a 'lightmap.tga','cube.dds' an'xxx_sil.tga' the lighmap folder that I create contain more than 1 files,same for cubemaps andsilhouettes folder

Here is a quick sample of using the atlasgen tool. Create a file my_atlas.xml:

<texture_node name="example" file_format="dds">

<atlas name="atlas" texel_format="AF_DXT5" width="2048" height="2048">

<image name="texture1"/>

<image name="texture2"/>

<image name="texture3"/>

</atlas>

</texture_node>

Create three textures named texture1/2/3.tga (several different texture formats are valid, for example dds and bmp) in c:/my/raw/textures which can be contained by a 2048x2048 atlas.

Run this commandline:

atlasgen c:/my/raw/textures my_atlas.xml c:/path/to/game/data/textures

This will produce an atlas in example/atlas relative to the games texture directory containing the three textures texture1, 2 and 3.

I tried this an it doesn't work maybe I did something wrong anyway I'm stock...I need to know exactly step by step what to do if any of you know the answer let me know asap ty

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This is required ^patch to do a .bundle file

my_level/

data/

levels/

custom_levels/

my_level/

world.xml

world_info.xml

textures/

custom_levels/

My_Level/

lightmaps/

lightmap.tga

cubemaps/

cube.dds

silhouettes/

xxx_sil.tga

How do I create a 'lightmap.tga','cube.dds' an'xxx_sil.tga' the lighmap folder that I create contain more than 1 files,same for cubemaps andsilhouettes folder

You don't Those are examples of files found in those folders. There is no requirement to what has to be in the bundle, and you can have as many files in each folder as you like. But the default texture scope for custom levels is textures/custom_levels/*your_level_name*/ and then divides into lightmap, silhouette and cubemap, just like the folder structure which was created insdie your data folder when you first created a new level folder when folloing the editor tutorial.

Here is a quick sample of using the atlasgen tool. Create a file my_atlas.xml:

<texture_node name="example" file_format="dds">

<atlas name="atlas" texel_format="AF_DXT5" width="2048" height="2048">

<image name="texture1"/>

<image name="texture2"/>

<image name="texture3"/>

</atlas>

</texture_node>

Create three textures named texture1/2/3.tga (several different texture formats are valid, for example dds and bmp) in c:/my/raw/textures which can be contained by a 2048x2048 atlas.

Run this commandline:

atlasgen c:/my/raw/textures my_atlas.xml c:/path/to/game/data/textures

This will produce an atlas in example/atlas relative to the games texture directory containing the three textures texture1, 2 and 3.

I tried this an it doesn't work maybe I did something wrong anyway I'm stock...I need to know exactly step by step what to do if any of you know the answer let me know asap ty

The only documentation I have is the one that shipped with the patch, which is the same as shipped with the GRAW1 patch. you don't need to use atlases though. It adds performance, but not needed.
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You don't Those are examples of files found in those folders. There is no requirement to what has to be in the bundle, and you can have as many files in each folder as you like.

Does that mean that multiple maps can be put in a single bundle? :huh:

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You don't Those are examples of files found in those folders. There is no requirement to what has to be in the bundle, and you can have as many files in each folder as you like.

Does that mean that multiple maps can be put in a single bundle? :huh:

I think so.

The only resriction I know of with custom_levels bundles are that you can't overrride anything from the original game.

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If one were to bundle multiple maps in a single bundle would everyone have to have that big bundle or would it be possible for them to have only that single map in a bundle?

I don't mean to hijack your thread RPG, sorry

Everyone has to have the big bundle. It all has to be the same.

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Still no result ...I need an example that I can unbundle an check the files path cause I get is invalid path crash or when not crashed the bundle won't show up in mp...I need to solves this before going further...it was so simple with GRAW1 I was using the data in the work_temp folder.

Until someone create a bundle coop map that work I put this one aside...

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Still no result ...I need an example that I can unbundle an check the files path cause I get is invalid path crash or when not crashed the bundle won't show up in mp...I need to solves this before going further...it was so simple with GRAW1 I was using the data in the work_temp folder.

Until someone create a bundle coop map that work I put this one aside...

It's easy.

Create a folder with the name you want for your bundle, in the folder of the bundler tool.

Create a levels folder in it and a custom_levels folder inside that. Copy your level folder from data/level/custom_levels into the new custom_levels folder.

Go back down to your first folder. Create a textures folder. In it create a custom_levels folder. Copy you level folder from data/textures/custom_levels into the new folder.

Go back down to your first folder. Create a settings folder. Copy the mod_version.xml into it and edit it to your desired contents.

Now run bundler.bat followed with your mod name.

Done. Just like the TXT says.

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Still no result ...I need an example that I can unbundle an check the files path cause I get is invalid path crash or when not crashed the bundle won't show up in mp...I need to solves this before going further...it was so simple with GRAW1 I was using the data in the work_temp folder.

Until someone create a bundle coop map that work I put this one aside...

It's easy.

Create a folder with the name you want for your bundle, in the folder of the bundler tool.

Create a levels folder in it and a custom_levels folder inside that. Copy your level folder from data/level/custom_levels into the new custom_levels folder.

Go back down to your first folder. Create a textures folder. In it create a custom_levels folder. Copy you level folder from data/textures/custom_levels into the new folder.

Go back down to your first folder. Create a settings folder. Copy the mod_version.xml into it and edit it to your desired contents.

Now run bundler.bat followed with your mod name.

Done. Just like the TXT says.

K now the path is good...but I put my bundle into the custom_levels folder...launched GRAW2 but the maps doesn't show up.Here the path :levels/

custom_levels/

coop_revenge/

ai.gph

ai_coarse.gph

ambient_cubes.bin

coverpoints.xml

massunit.bin

mission.xml

texture_scope.xml

unit_list.xml

world.xml

world_info.xml

settings/

mod_version.xml

textures/

atlas0/

atlas.dds

tdb_atlas_set.xmb

tdb_atlas_set.xml

atlas1/

atlas.dds

tdb_atlas_set.xmb

tdb_atlas_set.xml

I didn't rendered this one...I took mission04 map btw it took me almost 2 hours just to took out the 'ambient_dummy'on the map.My gold is to make an [GR] remake with it.I put one location and only 1 squad to see if it work first...do I need to render it?What do I need to do to make it show up?What does replaced the 12 spawn dummys?I know I can walk in map in the editor but how can I do the same in game without the ennemies on map...like I do in GRAW?

Tks helping me out I'm making little progress :)

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K now the path is good...but I put my bundle into the custom_levels folder...launched GRAW2 but the maps doesn't show up.Here the path :levels/

custom_levels/

coop_revenge/

ai.gph

ai_coarse.gph

ambient_cubes.bin

coverpoints.xml

massunit.bin

mission.xml

texture_scope.xml

unit_list.xml

world.xml

world_info.xml

settings/

mod_version.xml

textures/

atlas0/

atlas.dds

tdb_atlas_set.xmb

tdb_atlas_set.xml

atlas1/

atlas.dds

tdb_atlas_set.xmb

tdb_atlas_set.xml

I didn't rendered this one...I took mission04 map btw it took me almost 2 hours just to took out the 'ambient_dummy'on the map.My gold is to make an [GR] remake with it.I put one location and only 1 squad to see if it work first...do I need to render it?What do I need to do to make it show up?What does replaced the 12 spawn dummys?I know I can walk in map in the editor but how can I do the same in game without the ennemies on map...like I do in GRAW?

Tks helping me out I'm making little progress :)

If you just copy an original level you don't need the texture folder as you are using the original texture scope defined in that level and the original light maps. Don't remove ambient dummies unless you want to rerender the lightmaps. Read the editor tutorial, all of it. (Important: If you are going to do new lightmaps, the texture path can't be like you have done. Create a new level folder like the tutorial says, step by step, and the needed texture folders and path is created.)

You need to setup the world_info.xml for the game mode, and name the level in there. Again read the tutorials, it's all in there in the editor tutorial and it also says what you have to do for each of the original game modes in the game mode tutorial.

Spawn dummies are out, locations are in. What locations are needed for a game mode is in the tutorials.

To walk the map in the game without enemies, simply don't spawn them. Comment out those lines of the mission code.

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I want to say tks a lot for your precious help Wolf...after severals attempt to make it works..well it's working perfect now :thumbsup: I'm so happy now :D ...I was jumping like a w0n at loto hehe.

Good. :)

It's only hard the first time, like everything is. After that you always have something to look back on when running into problems.

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