Converting map script
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@ -44,7 +44,7 @@ int main(int argc, char **argv)
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Engine::assetManager->LoadDir(ee_assets::MATERIAL, "assets/materials");
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// Load assets
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Engine::assetManager->LoadAsync(ee_assets::MAP_MESH, "assets/map/regions.map");
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Engine::assetManager->LoadAsync(ee_assets::MAP_MESH, "assets/map/ET.map");
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Engine::assetManager->LoadAsync(ee_assets::SAVE, "assets/scenarios/empires.save");
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// Setup input manager TODO: builder
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@ -53,7 +53,7 @@ int main(int argc, char **argv)
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// Setup renderer TODO: builder
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Engine::renderer = reinterpret_cast<ee_engine::IRenderer*>(Allocate<ee_magnum::MagnumRenderer>(window));
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ee_assets::AssetMapMesh &states = Engine::assetManager->FindOnce<ee_assets::AssetMapMesh>("assets/map/regions.map");
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ee_assets::AssetMapMesh &states = Engine::assetManager->FindOnce<ee_assets::AssetMapMesh>("assets/map/ET.map");
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Engine::renderer->RegisterMapMesh(&states.content);
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//TODO: ShaderRefs builder from set of AssetMaterial
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@ -78,9 +78,9 @@ int main(int argc, char **argv)
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// Setup Client TODO: builder
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Engine::client = Allocate<Client>();
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AssetHandle save = Engine::assetManager->Find("assets/scenarios/empires.save");
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Engine::client->LoadSave(save);
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Engine::client->Init();
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// AssetHandle save = Engine::assetManager->Find("assets/scenarios/empires.save");
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// Engine::client->LoadSave(save);
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// Engine::client->Init();
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Engine::client->Start();
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// Game loop
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Before Width: | Height: | Size: 33 MiB After Width: | Height: | Size: 33 MiB |
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Before Width: | Height: | Size: 364 KiB After Width: | Height: | Size: 364 KiB |
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
@ -1,2 +1,6 @@
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@echo off
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"%CD%/../../out/build/DEBUG/sdk/map/convert_map.exe" regions.bmp ../../assets/map/regions.map
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set ASSETS=../../assets
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set COMPILE=%CD%/../../out/build/DEBUG/sdk/map/convert_map.exe
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for %%F in (maps/*) do %COMPILE% "maps/%%~nF.bmp" "%ASSETS%/map/%%~nF" && echo "Compiled: %%~nF"
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