Open snake-biscuits opened 1 year ago
Generated list of classnames with bsp_tool:
>>> import fnmatch
>>> import functools
>>> import os
>>>
>>> import bsp_tool
>>>
>>> r2md = "E:/Mod/Titanfall2/maps"
>>> r2m = {m[:-4]: bsp_tool.load_bsp(os.path.join(r2md, m)) for m in fnmatch.filter(os.listdir(r2md), "*.bsp")}
>>> # for each entity lump:
>>> r2_e= functools.reduce(lambda a, b: a.union(b), [{(e["classname"], e.get("editorclass", "")) for e in bsp.ENTITIES} for bsp in r2m.values()])
>>> {print(f" - [ ] {cn}", f"(editorclass={ec})" if ec != "" else "") for cn, ec in sorted(r2_e)}
>>> # copy & paste results into github issue
Diffing this list against MRVN-radiant/MRVN-entities#1 would be pretty helpful, as we can use Titanfall Online entities as a base
Me last week:
Generated list of classnames with bsp_tool:
Me now:
Builds an entire Repo with
STYLE
&CONTRIBUTING
guides and themes the whole thing around FuseHound fanfiction
A handful of entities are exclusively spawned in scripts (e.g. env_shake
)
Will have to grep scripts/vscripts
to find these extra entities (matching patterns like: CreateEntity("env_shake")
)
func_breakable
"works" (no effects, but you can break stuff)
source: @F1F7Y ported cs1.6 dust2 & it worked
would be cool do document this w/ video, & maybe even dig into restoring the gib models etc.
Build an entity zoo with every entity and figure out what they do Update the
.ent
files where nessecary If an entity / family of entities looks like it'll be a lot of work, break it off into a child issueentities.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