RSE-Terrain/README.md
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# RogueSquadron Extractor - TERRAIN module
Inspired by the work of **dpethes** (https://github.com/dpethes/rerogue) :clap:
This set of git repos are a compilation of tools coded in C to make RS modding far more than a dream!
The collection consist of few independants modules, each of them deals with specific data like sound, textures, heightmaps, etc...
All modules are independants. This is the **'TERRAIN'** module.
[![Build Status](https://ci.jcsmith.fr/job/JCS-Prod/job/RSE-Terrain/job/master/badge/icon)](https://ci.jcsmith.fr/job/JCS-Prod/job/RSE-Terrain/job/master/)
## TERRAIN MODULE
It's extract terrain datas from Rogue Squadron 3D (PC) game map files (hmp).
This module can do:
- Interpolate 3D model mesh of the terrain,
- Export it as OBJ model file (pretty heavy (~15MB), not to be use direcly for display),
- Export an heightmap-like PNG,
- Multiple inputs files.
## TODO
- Add textures to terrain.
- Adding LOD method to optimize datas manipulation and rendering.
- Discover all last unknowns fields, etc.
### Using
`RSETerrain [options] <hob files...>` or you can simply drag&drop HOB files on it.
A futur main program can extract all HOB files directly from DAT file.
Due to issue with copyrights, I can't provide samples... You need to extract HOB files yourself.
<img src="https://repo.jcsmith.fr/pictures/rse-terrain.gif" width="620" height="400" />
### Options
- -h Print this message
- -v,-vv Activate verbose/debug output mode respectively
- -subdir Export outputs to a sub-directory
- -neg Negative heightmap output
### Dependencies
- [zlib](https://www.zlib.net/) (1.3.1)
- [libpng](http://www.libpng.org/pub/png/libpng.html) (1.6.43)
- [obj-lib](https://git.jcsmith.fr/jackcartersmith/obj "obj file exporter")
### Compiling
You can compile on both Windows (MinGW) or native Linux environment thanks to CMake, you only need to adjust your dependencies on Windows or use Conan packages manager (https://conan.io).
libpng16-dev distrib package can be used on debian/ubuntu.
### Compiling
I've a preference for compiling libraries by hand, mainly for backward compatibility, but I recommend using Conan packages manager (https://conan.io) for simplicity. (**Don't forget git submodules**)
```shell
conan install . -of build -b missing -s build_type=Release -o tools=True -pr:b=default -pr:h=default
cmake --preset conan-release -G "Unix Makefiles"
cmake --build --preset conan-release
```
On Windows environment, you can use MinGW `-G "MinGW Makefiles"` or Ninja `-G "Ninja"` as CMake generator.
### Compiling (HARDCORE)
If you want to do it manually without Conan, you will probably need to specify the dependency flags for CMake. Ex:
`cmake.exe -D"ZLIB_INCLUDE_DIR=zlib/1.3.1/include" -D"ZLIB_LIBRARY=zlib/1.3.1/lib/libzlib.dll.a" -D"PNG_PNG_INCLUDE_DIR=libpng/1.6.43/include" -D"PNG_LIBRARY=libpng/1.6.43/lib/libpng.dll.a" . -G "MinGW Makefiles"`
I've tested cross-compilation too, but since I want to check that Conan is working properly at each release, I've integrated it into the Jenkins flow using Conan for the cross-abstraction.