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[WIP] Bundle building stuff#37

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FlashHit wants to merge 7 commits intodevelopmentfrom
feature/bundle-dependency-resolving
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[WIP] Bundle building stuff#37
FlashHit wants to merge 7 commits intodevelopmentfrom
feature/bundle-dependency-resolving

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check out the RimeScripts that I added.

currently working on figuring out differences between mp_subway original and the rebuild, which seems to have a lot of missing textures.
also need to create templates, so we can start from scratch. I think all the weapons for example are in the registry of the main level, but also in the registry of one of the gamemode bundles (like mp_subway/teams_small). All UI assets are within the main bundle but have no references there. All the partitions that would reference these, are in one of the gamemode bundles.
So to handle it the same way dice did, I would add templates that all of these when choosing to create a new custom level.

Anyways first I run one of the RimeScripts that I added (with the export_bundle_contents command). Then I run the python scripts that I added.
The db_object_parser needs to get modified each time atm to point at the right bundle. (might update it)
Then I run the compare_bundle_contents script to get a json that gives me a list of all the bundles that I have been missing.
For the mp_subway_teams_small RimeScript it seems to match 1:1 now (tho after building it and adding it to VU it still doesn't work).
Thats the VU mod I used for it.
SubwayTeams.zip
In the script I commented out the add_json_partition and remove_partition commands, but both didn't work.
It crashes without any exception, it just quits the game. Not sure what's going on.

When that crash gets fixed I think the following still needs to be done to have a working bundle builder (and also to successfully rebuild the mp_subway main level bundle):

  • rebuild the meshvariation database automatically
  • same goes for RegistryContainer
  • But also the shaderdb resource (which probably gets build through all the ShaderGraph partitions) needs to be automatically generated. If possible I would merge all shaderdbs and then take all ShaderGraph partitions that we already have in a bundle to create a new one + if the textures are listed in there (in the shaderdb), then also add these as well (partition + res + chunk) to the bundle. So this is also related to the meshvariation database.
  • For Terrain we need to add a bunch of partitions, not sure how the logic bh that works as there are no references to the partitions. I assume it has to be in one of the resource files for terrain.
  • have all common templates that could be needed:
    • all weapons
    • all base soldier models
    • all xp4 soldier models
    • each vehicle
    • all ui assets that the main bundles should contain
    • maybe just bundle all terrain assets, so there is a template for each level
    • etc.
  • do something with Enlighten

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