Difference between revisions of "Compiling:Makefiles"
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Download the [[Media:Skel.tar.gz|Skeleton]] and extract it inside an empty folder (e.g. ~/mapping/). | Download the [[Media:Skel.tar.gz|Skeleton]] and extract it inside an empty folder (e.g. ~/mapping/). | ||
+ | |||
+ | === Dependencies === | ||
+ | |||
+ | This Makefile uses some other tools (mostly available in your distributions repository), namely: | ||
+ | |||
+ | * wput (for uploading) | ||
+ | * wget (for downloading when using multimapping) | ||
+ | * perl (for changing rcon after upload; v5.12.4 works - but earlier versions should work, too). | ||
+ | |||
+ | on debian-based distributions (including ubuntu) this is just a | ||
+ | |||
+ | sudo apt-get install wget wput perl | ||
== Configuration == | == Configuration == | ||
Line 13: | Line 25: | ||
First open the Makefile in your skel-folder and fill out the marked sections. They are abbreviated shown here: | First open the Makefile in your skel-folder and fill out the marked sections. They are abbreviated shown here: | ||
− | + | # Map version | |
− | + | MAP_VER = _dev | |
− | + | leave this. | |
− | + | ||
− | + | # Paths | |
− | + | #Editor directory for saving maps | |
− | + | ED_MAPDIR = ~/.q3a/q3ut4/maps/ | |
− | + | where the *.map-files are stored - in doubt leave it. | |
− | + | #Where to install maps | |
− | + | INSTALLDIR = ~/.q3a/q3ut4/ | |
− | + | where the *.pk3-files are stored - in doubt leave it. | |
− | + | ||
− | + | # Const variables - no need to change this | |
− | + | PROJECT = $(shell basename `pwd`) | |
− | + | LOCATION = $(shell pwd)/ | |
− | + | WORKDIR = build/ | |
− | + | SRCDIR = src/ | |
− | + | TOOLDIR = tools/ | |
− | + | ARDIR = archive/ | |
− | + | PK3DIR = pk3/ | |
− | + | CONFDIR = conf/ | |
− | + | really: don't change! | |
− | + | ||
− | + | # Compiler base flags | |
− | + | MC = /home/juser/netradiant/install/q3map2.x86 | |
− | + | your q3map2-binary | |
− | + | MC_FLAGS = -game quake3 -threads 8 | |
− | + | threads # should match your cpu-cores | |
− | + | MC_FS_FLAGS = -fs_game q3ut4 -fs_basepath /home/quake3 | |
− | + | fs_basepath is the path taken for textures etc. pp. | |
− | + | if you are going to follow the tutorial, leave it so. | |
− | + | ||
− | + | # Stage specific flags | |
− | + | include conf/bsp.conf | |
− | + | include conf/vis.conf | |
− | + | include conf/light.conf | |
− | + | configs .. can be changed to i.e. dlight.conf for debug (=dirty) light etc. | |
− | + | ||
− | + | # pk3 related | |
− | + | DISTDIR = distrib/ | |
− | + | #dirs to include in pk3, if they exist | |
− | + | DIST_INCLUDE = maps/* scripts/* textures/* sound/* models/* icons/* env/* | |
− | + | don't change. | |
− | + | ||
− | + | # deploy | |
− | + | DEPLOY_SERVER = myserver.example.com | |
− | + | DEPLOY_USER = username | |
− | + | DEPLOY_PASS = password | |
− | + | DEPLOY_DIR = / | |
− | + | for automatic uploading to an ftp-server. should be self-explaining. | |
− | + | DUSER = diff-username (e.g. Drezil) | |
− | + | DOTHER = diff-other_user (e.g. apath0) | |
− | + | if using NuLL's diff/merge-mapping-tool you need to setup this. normally not needed. | |
− | + | ||
− | + | # rcon-stuff | |
− | + | RCON_SERVER = myurtserver.example.com | |
− | + | RCON_PORT = 27960 | |
− | + | RCON_PASSWORD = rconpassword | |
− | + | SERVER_PASSWORD = private_password | |
− | + | for reloading the map on a server after its uploaded. normal rcon/server-data. | |
− | + | Privatepassword is for joining the server (if its private) | |
− | + | ||
− | + | # local urt | |
− | + | URT_BINARY = /home/juser/UrbanTerror/ioq3-urt | |
− | + | your urt-binary | |
Everything after that should not be needed to change. | Everything after that should not be needed to change. | ||
Line 85: | Line 97: | ||
For every map you make you make a seperate folder. Lets say your map is named ut4_uptown. Then you copy the skeleton into an uptown-folder: | For every map you make you make a seperate folder. Lets say your map is named ut4_uptown. Then you copy the skeleton into an uptown-folder: | ||
− | + | cp -R skel/ uptown | |
now you once do a | now you once do a | ||
− | + | make pdirs | |
a lot of stuff should appear. After everything there are 3 blank lines. After that the errors are posted (usually something like "source map not found"). This will automatically set up stuff and link the .map-file from your <span style="font-family:courier new,courier,monospace;">ED_MAPDIR</span> directory. Basically you can now start to map (but you shouldn't. There is more!) | a lot of stuff should appear. After everything there are 3 blank lines. After that the errors are posted (usually something like "source map not found"). This will automatically set up stuff and link the .map-file from your <span style="font-family:courier new,courier,monospace;">ED_MAPDIR</span> directory. Basically you can now start to map (but you shouldn't. There is more!) | ||
+ | |||
=== Mapper Installation === | === Mapper Installation === | ||
− | Normally you want a clean urt-version so you dont conflict with other peoples shaders, textures and whatever. Basically your map should be self-dependend. For this we set up a clean urt-copy. Download UrT (or clean and copy it) to another folder. We will go with /home/quake3/ | + | |
− | Extract UrT to there. Then go into the q3ut4-subfolder and extract the zpak000_assets.pk3 and afterwards the (in 4.1.1 new) zpak001_assets.pk3. | + | Normally you want a clean urt-version so you dont conflict with other peoples shaders, textures and whatever. Basically your map should be self-dependend. For this we set up a clean urt-copy. Download UrT (or clean and copy it) to another folder. We will go with /home/quake3/ Extract UrT to there. Then go into the q3ut4-subfolder and extract the zpak000_assets.pk3 and afterwards the (in 4.1.1 new) zpak001_assets.pk3. Everything you use for mapping is in here. Models, effects, textures, shaders etc. And you dont want to have everything copied for every map. Thus symlinks come into play as used later. |
− | Everything you use for mapping is in here. Models, effects, textures, shaders etc. | ||
− | And you dont want to have everything copied for every map. Thus symlinks come into play as used later. | ||
== Linking Resources == | == Linking Resources == | ||
+ | |||
As stated above we just link the resources we need for our map instead of copying them every time. If you have your texturs in your mapfolder (e.g. uptown) you have them stored in your urt-installation (e.g. /home/quake3/q3ut4/textures/uptown). Now you just go into your distrib-folder with | As stated above we just link the resources we need for our map instead of copying them every time. If you have your texturs in your mapfolder (e.g. uptown) you have them stored in your urt-installation (e.g. /home/quake3/q3ut4/textures/uptown). Now you just go into your distrib-folder with | ||
− | + | ||
+ | cd distrib/textures/ | ||
+ | |||
and link the files correctly: | and link the files correctly: | ||
− | + | ||
+ | ln -s /home/quake3/q3ut4/textures/uptown uptown | ||
+ | |||
when you list your files with | when you list your files with | ||
− | + | ||
+ | ls -lha | ||
+ | |||
you should see something like: | you should see something like: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Compiling == | + | juser@machine:~/mapping/make/uptown/distrib/textures$ ls -lha |
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 juser juser 4,0K 2009-07-29 22:13 . | ||
+ | drwxr-xr-x 9 juser juser 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 juser juser 40 2011-11-05 18:01 uptown -> /home/quake3/q3ut4/textures/uptown/ | ||
+ | |||
+ | and it should not appear in red (=broken) but in light blue (=linked). Now these files get automatically packed into your pk3. Other files are added the same way (e.g. shader): | ||
+ | |||
+ | cd ~/mapping/make/uptown/ | ||
+ | cd distrib/scripts/ | ||
+ | ln -s /home/quake3/q3ut4/scripts/uptown.shader uptown.shader | ||
+ | |||
+ | |||
+ | An example of a more complex linking is presented here (taken from my map ikarus): | ||
+ | |||
+ | sdressel@Behemoth#173:~/mapping/make/ikarus/distrib$ la * | ||
+ | env: | ||
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2009-11-08 12:44 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 sdressel sdressel 36 2011-11-05 18:01 apath0_storm -> /home/quake3/q3ut4/env/apath0_storm/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 35 2011-11-05 18:01 hip_violent -> /home/quake3/q3ut4/env/hip_violent/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 31 2011-11-05 18:01 horizon -> /home/quake3/q3ut4/env/horizon/ | ||
+ | |||
+ | levelshots: | ||
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2012-01-02 19:57 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | |||
+ | maps: | ||
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2012-01-02 19:57 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | |||
+ | models: | ||
+ | insgesamt 12K | ||
+ | drwxr-xr-x 3 sdressel sdressel 4,0K 2011-12-10 00:15 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 sdressel sdressel 33 2011-12-10 00:15 ikarus -> /home/quake3/q3ut4/models/ikarus/ | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2011-12-10 13:00 mapobjects | ||
+ | lrwxrwxrwx 1 sdressel sdressel 38 2011-11-05 18:01 streetlight -> /home/quake3/q3ut4/models/streetlight/ | ||
+ | |||
+ | scripts: | ||
+ | insgesamt 52K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2011-12-11 19:33 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 camera.shader -> /home/quake3/q3ut4/scripts/camera.shader | ||
+ | lrwxrwxrwx 1 sdressel sdressel 44 2011-11-05 18:01 horizonsky.shader -> /home/quake3/q3ut4/scripts/horizonsky.shader | ||
+ | lrwxrwxrwx 1 sdressel sdressel 49 2011-11-05 18:01 ikarus_fountain.shader -> /home/quake3/q3ut4/scripts/ikarus_fountain.shader | ||
+ | lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 ikarus.shader -> /home/quake3/q3ut4/scripts/ikarus.shader | ||
+ | |||
+ | sound: | ||
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2009-07-21 15:37 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 sdressel sdressel 32 2011-11-05 18:01 ikarus -> /home/quake3/q3ut4/sound/ikarus/ | ||
+ | |||
+ | textures: | ||
+ | insgesamt 8,0K | ||
+ | drwxr-xr-x 2 sdressel sdressel 4,0K 2009-07-29 22:13 . | ||
+ | drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. | ||
+ | lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 alpha_trees -> /home/quake3/q3ut4/textures/alpha_trees/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 35 2011-11-05 18:01 camera -> /home/quake3/q3ut4/textures/camera/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_decals -> /home/quake3/q3ut4/textures/ikarus_decals/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_detail -> /home/quake3/q3ut4/textures/ikarus_detail/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_floor -> /home/quake3/q3ut4/textures/ikarus_floor/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_light -> /home/quake3/q3ut4/textures/ikarus_light/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 43 2011-11-05 18:01 ikarus_liquids -> /home/quake3/q3ut4/textures/ikarus_liquids/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 ikarus_misc -> /home/quake3/q3ut4/textures/ikarus_misc/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 39 2011-11-05 18:01 ikarus_sfx -> /home/quake3/q3ut4/textures/ikarus_sfx/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 39 2011-11-05 18:01 ikarus_sky -> /home/quake3/q3ut4/textures/ikarus_sky/ | ||
+ | lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_terrain -> /home/quake3/q3ut4/textures/ikarus_terrain | ||
+ | lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_walls -> /home/quake3/q3ut4/textures/ikarus_walls/ | ||
+ | as seen there are also resources linked that are needed in many maps (skys, models, camera (mirrors etc.), trees, ...) but they are only present one time on your harddist and upon change you change them in EVERY single project in one go. | ||
+ | |||
+ | == Compiling Maps == | ||
+ | |||
If everything is set up correctly you just go to your map-folder and enter | If everything is set up correctly you just go to your map-folder and enter | ||
− | + | ||
− | to build a pk3-file with light, pack it, link it in your system (linking doubled dont hurt) and start urt after compiling/packing. | + | make light pk3 install test |
− | You can add/remove options as you like - they are executed in the order they are given. The given makefile includes: | + | |
− | + | to build a pk3-file with light, pack it, link it in your system (linking doubled dont hurt) and start urt after compiling/packing with the map automatically loaded. You can add/remove options as you like - they are executed in the order they are given. The given makefile includes: | |
− | + | ||
− | + | bsp (just build bsp) | |
− | + | vis (does bsp + vis) | |
− | + | light (does bsp + vis + light) | |
− | + | pk3 (package everything. If mapname.bsp is not recent preceed a bsp) | |
− | + | install (link locally) | |
− | + | deploy (put onto configured server via wput and reloads the map after upload via rcon) | |
− | + | test (test locally) | |
− | + | testserver (test remotely) | |
− | + | surface (inject surface-file to bsp - filename: src/mapname.surface) | |
− | + | clean (delete everything generated) | |
− | + | uninstall (remove symlink locally) | |
− | + | getsurface (gets surface-file from server via wget (multimapping)) | |
− | + | deploysurface (puts surface-file onto server via wput (multimapping)) | |
− | + | getbase (gets the base-map (multimapping)) | |
− | + | diff (makes a diff (multimapping)) | |
+ | merge (merges diffs (multimapping)) | ||
+ | newbase (deploys a new base (multimapping)) | ||
+ | |||
stuff labled with multimapping is explained below. | stuff labled with multimapping is explained below. | ||
+ | |||
+ | === Examples === | ||
+ | Lets say you have your map and want to test it. | ||
+ | make light surface pk3 install test | ||
+ | compiles your map (with surface-sounds), packs it and starts urt for testing. | ||
+ | After you tested the map you want to show it off to the "public" on your private, passwordprotected server. | ||
+ | make deploy testserver | ||
+ | Make recognizes that the map has not changed, thus all files are up2date and just uploads your version to the server, reloads the server via rcon and connects on it with the password given in the makefile. | ||
+ | This way you can rapid-test your map with many people easily. You could also combine it and compile a | ||
+ | make light surface pk3 install deploy | ||
+ | over night and as soon as its finished everyone on the server gets the new version (if auto-download is set up correctly). They can already test it while you are still sleeping/at work/busy elsewhere and you get test-reports as soon as possible (if you depend on them). | ||
+ | You can also shortcut your urt-launch with a | ||
+ | make testserver | ||
+ | so you dont have to select your map and everything. | ||
== Multimapping - Diff/Merge on maps == | == Multimapping - Diff/Merge on maps == | ||
− | NuLL wrote a little programm for diff/merging maps. Scheme is simple. Both mappers start with the same base map. Both map. Everyone makes a diff. They exchange diffs. If noone interfered with the other one (e.g. edited the same brush) both merge and recieve the new base. | + | |
− | In theory this works. Practically it mostly doesnt. | + | NuLL wrote a little programm for diff/merging maps. Scheme is simple. Both mappers start with the same base map. Both map. Everyone makes a diff. They exchange diffs. If noone interfered with the other one (e.g. edited the same brush) both merge and recieve the new base. In theory this works. Practically it mostly doesnt. We always did it this way: |
− | We always did it this way: | + | |
− | + | make getbase | |
+ | |||
to get the new base. Open in and edit. One person makes a | to get the new base. Open in and edit. One person makes a | ||
− | + | ||
− | and a diff is calculated and uploaded. | + | make diff |
− | The other person does a | + | |
− | + | and a diff is calculated and uploaded. The other person does a | |
− | and both changes are merged. Conflicts get resolved and a new base is born. This base gets delivered to the other mapper via | + | |
− | + | make merge | |
+ | |||
+ | and both changes are merged (a backup with the current timestamp is created before merging in case something goes horribly wrong). Conflicts get resolved and a new base is born. This base gets delivered to the other mapper via | ||
+ | |||
+ | make newbase | ||
+ | |||
The other mapper does a | The other mapper does a | ||
− | + | ||
− | to get the new base and works on it. No changes between the diff and the getbase happen for the diffing mapper (as they will be lost). | + | make getbase |
− | When you hang out on Teamspeak/Mumble it works quite well. When you aren't communicating this closely it gets harder. | + | |
+ | to get the new base and works on it. No changes between the diff and the getbase happen for the diffing mapper (as they will be lost). When you hang out on Teamspeak/Mumble it works quite well. When you aren't communicating this closely it gets harder. | ||
+ | |||
+ | <br/>Notice: The diff/merge tool supports many mappers but the makefile is currently only set up for two mappers using it. |
Latest revision as of 11:57, 10 January 2012
Contents
Concept
Because you can do all of the compiling-stuff on the console you can automize everything. Makefiles are a simple way to go as they are basically developed for compiling Sourcecode. They keep track on when the files were changed and do only the necessary recompiles (etc. if you compiled vis and do a light afterwards without changes it will just compile light additionally).
Misato-san introduced this concept some time ago in the official UrT-Forums and it was developed further for more complex tasks.
Installation
Download the Skeleton and extract it inside an empty folder (e.g. ~/mapping/).
Dependencies
This Makefile uses some other tools (mostly available in your distributions repository), namely:
- wput (for uploading)
- wget (for downloading when using multimapping)
- perl (for changing rcon after upload; v5.12.4 works - but earlier versions should work, too).
on debian-based distributions (including ubuntu) this is just a
sudo apt-get install wget wput perl
Configuration
First open the Makefile in your skel-folder and fill out the marked sections. They are abbreviated shown here:
# Map version MAP_VER = _dev
leave this.
# Paths #Editor directory for saving maps ED_MAPDIR = ~/.q3a/q3ut4/maps/
where the *.map-files are stored - in doubt leave it.
#Where to install maps INSTALLDIR = ~/.q3a/q3ut4/
where the *.pk3-files are stored - in doubt leave it.
# Const variables - no need to change this PROJECT = $(shell basename `pwd`) LOCATION = $(shell pwd)/ WORKDIR = build/ SRCDIR = src/ TOOLDIR = tools/ ARDIR = archive/ PK3DIR = pk3/ CONFDIR = conf/
really: don't change!
# Compiler base flags MC = /home/juser/netradiant/install/q3map2.x86
your q3map2-binary
MC_FLAGS = -game quake3 -threads 8
threads # should match your cpu-cores
MC_FS_FLAGS = -fs_game q3ut4 -fs_basepath /home/quake3
fs_basepath is the path taken for textures etc. pp. if you are going to follow the tutorial, leave it so.
# Stage specific flags include conf/bsp.conf include conf/vis.conf include conf/light.conf
configs .. can be changed to i.e. dlight.conf for debug (=dirty) light etc.
# pk3 related DISTDIR = distrib/ #dirs to include in pk3, if they exist DIST_INCLUDE = maps/* scripts/* textures/* sound/* models/* icons/* env/*
don't change.
# deploy DEPLOY_SERVER = myserver.example.com DEPLOY_USER = username DEPLOY_PASS = password DEPLOY_DIR = /
for automatic uploading to an ftp-server. should be self-explaining.
DUSER = diff-username (e.g. Drezil) DOTHER = diff-other_user (e.g. apath0)
if using NuLL's diff/merge-mapping-tool you need to setup this. normally not needed.
# rcon-stuff RCON_SERVER = myurtserver.example.com RCON_PORT = 27960 RCON_PASSWORD = rconpassword SERVER_PASSWORD = private_password
for reloading the map on a server after its uploaded. normal rcon/server-data. Privatepassword is for joining the server (if its private)
# local urt URT_BINARY = /home/juser/UrbanTerror/ioq3-urt
your urt-binary
Everything after that should not be needed to change.
Setting everyting up
For every map you make you make a seperate folder. Lets say your map is named ut4_uptown. Then you copy the skeleton into an uptown-folder:
cp -R skel/ uptown
now you once do a
make pdirs
a lot of stuff should appear. After everything there are 3 blank lines. After that the errors are posted (usually something like "source map not found"). This will automatically set up stuff and link the .map-file from your ED_MAPDIR directory. Basically you can now start to map (but you shouldn't. There is more!)
Mapper Installation
Normally you want a clean urt-version so you dont conflict with other peoples shaders, textures and whatever. Basically your map should be self-dependend. For this we set up a clean urt-copy. Download UrT (or clean and copy it) to another folder. We will go with /home/quake3/ Extract UrT to there. Then go into the q3ut4-subfolder and extract the zpak000_assets.pk3 and afterwards the (in 4.1.1 new) zpak001_assets.pk3. Everything you use for mapping is in here. Models, effects, textures, shaders etc. And you dont want to have everything copied for every map. Thus symlinks come into play as used later.
Linking Resources
As stated above we just link the resources we need for our map instead of copying them every time. If you have your texturs in your mapfolder (e.g. uptown) you have them stored in your urt-installation (e.g. /home/quake3/q3ut4/textures/uptown). Now you just go into your distrib-folder with
cd distrib/textures/
and link the files correctly:
ln -s /home/quake3/q3ut4/textures/uptown uptown
when you list your files with
ls -lha
you should see something like:
juser@machine:~/mapping/make/uptown/distrib/textures$ ls -lha insgesamt 8,0K drwxr-xr-x 2 juser juser 4,0K 2009-07-29 22:13 . drwxr-xr-x 9 juser juser 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 juser juser 40 2011-11-05 18:01 uptown -> /home/quake3/q3ut4/textures/uptown/
and it should not appear in red (=broken) but in light blue (=linked). Now these files get automatically packed into your pk3. Other files are added the same way (e.g. shader):
cd ~/mapping/make/uptown/ cd distrib/scripts/ ln -s /home/quake3/q3ut4/scripts/uptown.shader uptown.shader
An example of a more complex linking is presented here (taken from my map ikarus):
sdressel@Behemoth#173:~/mapping/make/ikarus/distrib$ la * env: insgesamt 8,0K drwxr-xr-x 2 sdressel sdressel 4,0K 2009-11-08 12:44 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 sdressel sdressel 36 2011-11-05 18:01 apath0_storm -> /home/quake3/q3ut4/env/apath0_storm/ lrwxrwxrwx 1 sdressel sdressel 35 2011-11-05 18:01 hip_violent -> /home/quake3/q3ut4/env/hip_violent/ lrwxrwxrwx 1 sdressel sdressel 31 2011-11-05 18:01 horizon -> /home/quake3/q3ut4/env/horizon/ levelshots: insgesamt 8,0K drwxr-xr-x 2 sdressel sdressel 4,0K 2012-01-02 19:57 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. maps: insgesamt 8,0K drwxr-xr-x 2 sdressel sdressel 4,0K 2012-01-02 19:57 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. models: insgesamt 12K drwxr-xr-x 3 sdressel sdressel 4,0K 2011-12-10 00:15 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 sdressel sdressel 33 2011-12-10 00:15 ikarus -> /home/quake3/q3ut4/models/ikarus/ drwxr-xr-x 2 sdressel sdressel 4,0K 2011-12-10 13:00 mapobjects lrwxrwxrwx 1 sdressel sdressel 38 2011-11-05 18:01 streetlight -> /home/quake3/q3ut4/models/streetlight/ scripts: insgesamt 52K drwxr-xr-x 2 sdressel sdressel 4,0K 2011-12-11 19:33 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 camera.shader -> /home/quake3/q3ut4/scripts/camera.shader lrwxrwxrwx 1 sdressel sdressel 44 2011-11-05 18:01 horizonsky.shader -> /home/quake3/q3ut4/scripts/horizonsky.shader lrwxrwxrwx 1 sdressel sdressel 49 2011-11-05 18:01 ikarus_fountain.shader -> /home/quake3/q3ut4/scripts/ikarus_fountain.shader lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 ikarus.shader -> /home/quake3/q3ut4/scripts/ikarus.shader sound: insgesamt 8,0K drwxr-xr-x 2 sdressel sdressel 4,0K 2009-07-21 15:37 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 sdressel sdressel 32 2011-11-05 18:01 ikarus -> /home/quake3/q3ut4/sound/ikarus/ textures: insgesamt 8,0K drwxr-xr-x 2 sdressel sdressel 4,0K 2009-07-29 22:13 . drwxr-xr-x 9 sdressel sdressel 4,0K 2009-07-25 21:25 .. lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 alpha_trees -> /home/quake3/q3ut4/textures/alpha_trees/ lrwxrwxrwx 1 sdressel sdressel 35 2011-11-05 18:01 camera -> /home/quake3/q3ut4/textures/camera/ lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_decals -> /home/quake3/q3ut4/textures/ikarus_decals/ lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_detail -> /home/quake3/q3ut4/textures/ikarus_detail/ lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_floor -> /home/quake3/q3ut4/textures/ikarus_floor/ lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_light -> /home/quake3/q3ut4/textures/ikarus_light/ lrwxrwxrwx 1 sdressel sdressel 43 2011-11-05 18:01 ikarus_liquids -> /home/quake3/q3ut4/textures/ikarus_liquids/ lrwxrwxrwx 1 sdressel sdressel 40 2011-11-05 18:01 ikarus_misc -> /home/quake3/q3ut4/textures/ikarus_misc/ lrwxrwxrwx 1 sdressel sdressel 39 2011-11-05 18:01 ikarus_sfx -> /home/quake3/q3ut4/textures/ikarus_sfx/ lrwxrwxrwx 1 sdressel sdressel 39 2011-11-05 18:01 ikarus_sky -> /home/quake3/q3ut4/textures/ikarus_sky/ lrwxrwxrwx 1 sdressel sdressel 42 2011-11-05 18:01 ikarus_terrain -> /home/quake3/q3ut4/textures/ikarus_terrain lrwxrwxrwx 1 sdressel sdressel 41 2011-11-05 18:01 ikarus_walls -> /home/quake3/q3ut4/textures/ikarus_walls/
as seen there are also resources linked that are needed in many maps (skys, models, camera (mirrors etc.), trees, ...) but they are only present one time on your harddist and upon change you change them in EVERY single project in one go.
Compiling Maps
If everything is set up correctly you just go to your map-folder and enter
make light pk3 install test
to build a pk3-file with light, pack it, link it in your system (linking doubled dont hurt) and start urt after compiling/packing with the map automatically loaded. You can add/remove options as you like - they are executed in the order they are given. The given makefile includes:
bsp (just build bsp) vis (does bsp + vis) light (does bsp + vis + light) pk3 (package everything. If mapname.bsp is not recent preceed a bsp) install (link locally) deploy (put onto configured server via wput and reloads the map after upload via rcon) test (test locally) testserver (test remotely) surface (inject surface-file to bsp - filename: src/mapname.surface) clean (delete everything generated) uninstall (remove symlink locally) getsurface (gets surface-file from server via wget (multimapping)) deploysurface (puts surface-file onto server via wput (multimapping)) getbase (gets the base-map (multimapping)) diff (makes a diff (multimapping)) merge (merges diffs (multimapping)) newbase (deploys a new base (multimapping))
stuff labled with multimapping is explained below.
Examples
Lets say you have your map and want to test it.
make light surface pk3 install test
compiles your map (with surface-sounds), packs it and starts urt for testing. After you tested the map you want to show it off to the "public" on your private, passwordprotected server.
make deploy testserver
Make recognizes that the map has not changed, thus all files are up2date and just uploads your version to the server, reloads the server via rcon and connects on it with the password given in the makefile. This way you can rapid-test your map with many people easily. You could also combine it and compile a
make light surface pk3 install deploy
over night and as soon as its finished everyone on the server gets the new version (if auto-download is set up correctly). They can already test it while you are still sleeping/at work/busy elsewhere and you get test-reports as soon as possible (if you depend on them). You can also shortcut your urt-launch with a
make testserver
so you dont have to select your map and everything.
Multimapping - Diff/Merge on maps
NuLL wrote a little programm for diff/merging maps. Scheme is simple. Both mappers start with the same base map. Both map. Everyone makes a diff. They exchange diffs. If noone interfered with the other one (e.g. edited the same brush) both merge and recieve the new base. In theory this works. Practically it mostly doesnt. We always did it this way:
make getbase
to get the new base. Open in and edit. One person makes a
make diff
and a diff is calculated and uploaded. The other person does a
make merge
and both changes are merged (a backup with the current timestamp is created before merging in case something goes horribly wrong). Conflicts get resolved and a new base is born. This base gets delivered to the other mapper via
make newbase
The other mapper does a
make getbase
to get the new base and works on it. No changes between the diff and the getbase happen for the diffing mapper (as they will be lost). When you hang out on Teamspeak/Mumble it works quite well. When you aren't communicating this closely it gets harder.
Notice: The diff/merge tool supports many mappers but the makefile is currently only set up for two mappers using it.