-
-
Notifications
You must be signed in to change notification settings - Fork 484
/
test.sh
682 lines (615 loc) · 18.8 KB
/
test.sh
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
#!/bin/bash
S_RED="\033[1;31m"
S_GREEN="\033[1;32m"
S_DEFAULT="\033[0m"
function usage()
{
cat <<EOF
Usage:
test.sh [--64][--nobuild] [--exe=...] [--<game>] <umodel options>
Options:
--64 build 64-bit version
--nobuild prevent from umodel rebuilding
--exe=<executable> do not build when overrided (useful for testing with older exe from svn)
--<game> choose predefined game path; <game> = ut2|ut3|gow2 etc
--debug build with --debug option
--profile build with --profile option
--clip do not start umodel, copy the startup command to clipboard (Windows only)
--help display this help message
--path=<path> use instead of -path=... when path has spaces
-path=<path> set game path; will disable default game substitution
EOF
exit
}
# Enable extended pattern matching (for (a|b|c)); see bash manpage, "Pattern matching".
shopt -s extglob
exe=umodel.exe
win_drive=
if [ "$OSTYPE" == "linux-gnu" ] || [ "$OSTYPE" == "linux" ]; then
exe="umodel"
# Windows to VM or Linux path conversion
# if [ -d "/media/sf_C_DRIVE" ]; then
# c_drive="/media/sf_C_DRIVE" # VirtualBox - not supported now because it has drive letter in the middle
if [ -d "/mnt/hgfs/C" ]; then
win_drive="/mnt/hgfs/" # VMware
elif [ -d "/media/c" ]; then
win_drive="/media/" # linux
fi
fi
#function DBG() { echo "LOG: $*"; }
function DBG() { return; }
#------------------------------------------------------------------------------
# Game tools
#------------------------------------------------------------------------------
foundPath=
debugOpt=
# Steam support:
# - add other paths inside (), separate with spaces. add trailing slash
# - use as
# CheckDir "${steam[@]/%/Some Game Name}"
# (this will append "Some Game Name" to all variants of steam path)
launcher=("C:/3-UnrealEngine/" "D:/EpicGames/")
steam=("C:/Program Files (x86)/Steam/SteamApps/common/" "D:/Steam/steamapps/common/")
launch_string_to_clipboard=0
function CheckDir()
{
[ "$foundPath" ] && return
local checkedDirs=""
while [ $# -gt 0 ]; do
dir=$1
DBG "... check $dir"
# support Windows paths on Linux
if [ "$win_drive" ] && [ "${dir:1:1}" == ":" ]; then
dir="${win_drive}${dir:0:1}/${dir:2}"
fi
if [ -z "$checkedDirs" ]; then
checkedDirs=$dir
else
checkedDirs="$checkedDirs, $dir"
fi
if [ -d "$dir" ]; then
foundPath=$dir
return # completed
fi
shift
done
# error
echo -e "${S_RED}ERROR: the game was not found at ($checkedDirs)${S_DEFAULT}"
exit
}
function console_title()
{
# set console title if outout is not redirected to file
# http://rosettacode.org/wiki/Check_output_device_is_a_terminal
[ -t 1 ] && echo -en "\033]2;$@\007"
}
# Note: we're using '"$@"' - i.e. quoted array expansion $@, so it will preserve quotes.
# http://mywiki.wooledge.org/BashFAQ/050#I.27m_constructing_a_command_based_on_information_that_is_only_known_at_run_time
function run()
{
if [ "$foundPath" ]; then
console_title "$exe -path="$foundPath" $@"
if [ $launch_string_to_clipboard -eq 0 ]; then
echo -e "${S_GREEN}Starting $exe -path="$foundPath" $@${S_DEFAULT}"
# Warning: the execution will replace starting '/Game' with 'C:/Root/Dir/Game'
# https://stackoverflow.com/questions/7250130/how-to-stop-mingw-and-msys-from-mangling-path-names-given-at-the-command-line
./$exe -path="$foundPath" $debugOpt "$@"
else
echo Execution string copied to clipboard
echo $exe -path="$foundPath" $debugOpt "$@" | clip.exe
fi
else
console_title "$exe $debugOpt $@"
if [ $launch_string_to_clipboard -eq 0 ]; then
echo -e "${S_GREEN}Starting $exe $debugOpt $@${S_DEFAULT}"
./$exe $debugOpt "$@"
else
echo Execution string copied to clipboard
echo $exe $debugOpt "$@" | clip.exe
fi
fi
}
# This function accepts game path as the 1st argument.
# Brace expansion is performed when "{a,b,c}" is used inside. Note: when a few
# space-separated paths are provided without a braces ("path1 path2 path3") - this
# would not work because we cannot determine whether to split this to a few paths
# or use as a single path with spaces.
function run1()
{
case "$1" in
*,*)
DBG "Group: $1"
eval CheckDir $1 # 'eval' is required in order to perform brace expansion
;;
*)
DBG "Single: $1"
CheckDir "$1" # no 'eval' required, check single path
;;
esac
shift
run "$@"
}
# all following functions are called as "--func" argument
# example: test.sh --ut2 HumanMaleA
function cmdline()
{
debugOpt="" # doesn't work when @cmdline is used
run @Docs/cmdline.cfg
}
function gui()
{
run $*
}
function u1()
{
CheckDir {c,d,e}:/games/{unreal,Unreal\ Anthology}/UnrealGold
run $*
}
function ut1()
{
CheckDir {c,d,e}:/games/{unreal,Unreal\ Anthology}/UnrealTournament data/1/UT
run $*
}
function ut2()
{
CheckDir {c,d,e}:/games/{unreal,Unreal\ Anthology}/ut2004 data/2/UT2004
run $*
}
function ut3()
{
CheckDir "${steam[@]/%/Unreal Tournament 3}" {c,d,e}:/games/ut3/UTGame/CookedPC data/3/UT3
run $*
}
function ut4()
{
CheckDir "${launcher[@]/%/UnrealTournament/UnrealTournament/Content/Paks}"
# CheckDir C:/Projects/Epic/UnrealTournament4/UnrealTournament/Saved/Cooked/WindowsNoEditor/UnrealTournament/Content
run -game=ut4 $*
}
function paragon()
{
CheckDir "${launcher[@]/%/Paragon/OrionGame/Content/Paks}"
run -game=paragon $*
}
function fortnite()
{
CheckDir "${launcher[@]/%/Fortnite/FortniteGame/Content/Paks}"
run -game=ue4.27 -aes=@Docs/fortnite.txt "$@"
}
function ue3()
{
CheckDir C:/Projects/Epic/UnrealEngine3/UDKGame/Content
run $*
}
function ue4()
{
CheckDir C:/Projects/Epic/UnrealEngine4
run $*
}
function gears4()
{
CheckDir data/4/GOW4
run -game=gears4 $*
}
function gow() { run1 "data/3/GearsOfWar" $*; }
function gow2() { run1 "data/3X/GearsOfWar2_X360" $*; }
function gow3() { run1 "data/3X/GOW3_beta_X360" $*; }
function ib() { run1 "data/3i/InfinityBlade" -ios $*; }
function uc2() { run1 "data/2X/UnrealChampionship2" $*;}
function l2() { run1 "data/2/Lineage2" $*; }
function bio()
{
CheckDir {c,e}:/GAMES/BioShock data/2/Bioshock
run $*
}
function bio1r()
{
CheckDir "${steam[0]/%/BioShock Remastered/ContentBaked/pc}" "data/2/Bioshock_remaster"
run $*
}
function bio2r()
{
CheckDir "${steam[0]/%/BioShock 2 Remastered/ContentBaked/pc}" "data/2/Bioshock2_remaster"
run $*
}
function alice()
{
CheckDir "E:/GAMES/Alice Madness Returns/Alice2/AliceGame/CookedPC"
run $*
}
function mass() { run1 "C:/GAMES/Mass Effect/BioGame/CookedPC" $*; }
function mass3() { run1 "data/3/MassEffect3" $*; }
function scell() { run1 "data/SplinterCell" $*; }
function scell2() { run1 "data/SplinterCell2" $*; }
function bat2()
{
CheckDir "${steam[@]/%/Batman Arkham City GOTY/BmGame}"
CheckDir "E:/GAMES/Batman Arkham City/BmGame" data/3/Batman2
run $*
}
function bat3()
{
CheckDir "${steam[@]/%/Batman Arkham Origins/SinglePlayer/BMGame}"
CheckDir "E:/GAMES/Batman Arkham City/BmGame" data/3/Batman2
run $*
}
function tr4() { run1 "data/3/Tribes4" $*; }
function thief() { run1 "${steam[@]/%/Thief/ThiefGame/CookedPCNG}" $*; }
function ark() { run1 "${steam[@]/%/ARK/ShooterGame/Content}" -game=ark $*; }
function lawbr() { run1 "${steam[@]/%/LawBreakers/ShooterGame/Content/Paks}" -game=lawbr $*; }
function jfo()
{
CheckDir "${steam[@]/%/Jedi Fallen Order/SwGame/Content/Paks}" # "run1" doesn't work with $steam having multiple paths
run -game=jedi $*
}
function rund() { run1 "data" $*; }
#------------------------------------------------------------------------------
cmd=""
buildopt=
nobuild=
path=0
# parse our command line options
for arg in "$@"; do # using quoted $@ will allow to correctly separate arguments like [ --path="some string with spaces" --debug ]
# echo "ARG=$arg"
case $arg in
--help)
usage
;;
--64)
buildopt=--64
win64=1
;;
--nobuild)
nobuild=1
;;
--exe=*)
exe=${arg:6}
nobuild=1
;;
--debug)
buildopt="$buildopt --debug"
debugOpt=-debug
debug=1
;;
--profile)
buildopt="$buildopt --profile"
profile=1
;;
--clip)
launch_string_to_clipboard=1
;;
--path=*)
path=1
foundPath=${arg:7}
DBG "--path '$foundPath'"
;;
--*)
cmd=${arg:2}
;;
*)
DBG "other arg $arg, breaking"
break
esac
DBG "processed $arg"
shift
done
# rebuild umodel when not desired opposite
if [ -z "$nobuild" ]; then
# compute the name of umodel executable, copy-paste of SetupDefaultProject() code from build.sh
exe="umodel"
[ "$debug" ] && exe+="-debug"
[ "$profile" ] && exe+="-profile"
[ "$win64" ] && exe+="_64"
exe+=".exe"
console_title "Building $exe ..."
./build.sh $buildopt || exit 1
fi
# find whether -path= is used or not
for arg in $*; do
case $arg in
-path=*)
DBG "'-path' is specified: " ${arg:6}
path=1
;;
esac
done
# execute command
if [ $# -gt 0 ] || [ "$cmd" ] || [ $path != 0 ]; then
# started with arguments
# extract command from "--cmd" argument
if [ -z "$cmd" ]; then
if [ $path == 0 ]; then
cmd=ut2 # no command and/or path were specified, run "ut2"
else
cmd=run
fi
fi
DBG "cmd=$cmd"
declare -a args
while [ $# -gt 0 ]; do
value=${1//\\//} # replace backslashes with forward slashes
# if [[ "$value" == @(* *) ]]; then
# value="\"$value\""
# fi
# echo "[$1] -> [$value]"
args[${#args[@]}]="$value" # add value to array
shift
done
if [ "`type -t $cmd`" != "function" ]; then
echo -e "${S_RED}Unknown command: $cmd${S_DEFAULT}"
else
# eval $cmd "$args[@]" # execute command
$cmd "${args[@]}" # execute command
fi
exit
fi
#------------------------------------------------------------------------------
# no arguments
# select path here
case "" in
"")
run ../Epic/UnrealProjects/ShooterGame/Saved/Cooked/WindowsNoEditor/ShooterGame/Content/Characters/Textures/Chr_FPS_D.uasset
# run1 "C:/Projects/Epic/UnrealTournament4/UnrealTournament/Content" T_CH_Imm_MalcolmBody_D.uasset
# run1 data/3/MarvelHeroes UC__MarvelPlayer_Thor_SF.upk -game=mh thor_avengers_diff
# run1 data/3X/Injustice -noanim CHAR_Ares.xxx -meshes
# run1 data/2/SplinterCell4 -game=scell -noanim ESam.ukx
# run1 data/3/Dishonored Startup.upk -meshes -nostat Heart -anim=Heart_as
# run1 data/3X/Borderlands2 Startup.xxx GestaltDef_AssaultRifle_GestaltSkeletalMesh -anim=AssaultRifle
# run1 "data/3/Transformers Fall of Cybertron" -meshes L08b_SpitterIntro_DSN_m.xxx RB_GrimlockALT_SKEL -anim=Grimlock_ALT_ANIM
# bat2 -meshes -pkg=BmGame -pkg=Playable_Catwoman_SF Playable_Catwoman_Std_SF -anim=CW_Combat -obj=Catwoman_Whip_Skin
# run1 data/3/RiseOfTheArgonauts -meshes -pkg=Jason_Agility_AnimSet.upk Jason_Art.upk
# gow2 -meshes GearGame.xxx
# run1 data/3i/EpicCitadel -ios CastleMap.xxx T_FX_Flare_02
# run1 data/2/BattleTerritoryOnline/new2/AnimPackages WP_SMG_P90_NEWPACKAGE.ebkx P90
# ib BOSS_10ft_SnS_Thane_SF.xxx
#!! run1 "data/.possible/Splinter Cell Conviction" Conviction.umd
# Transformers
# run1 "data/3/Transformers War for Cybertron" -meshes A1_IAC_DecoPlaza_Design_m.xxx
# SWRC
# run1 data/RepublicCommando -noanim BactaDispensers.ukx
# run1 data/RepublicCommando -noanim Vehicles.ukx
# Materials
# ut2 AS_Vehicles_M.ukx minigun_turret
# ut2 StreamAnims.ukx Dropship
# ut2 StreamAnims.ukx victim3
# ut2 AS_VehiclesFull_M.ukx SpaceFighter_Skaarj SkeletalMesh
# ut2 AS_VehiclesFull_M.ukx ASTurret_MotherShip2 SkeletalMesh
# ut2 ONSVehicles-A.ukx PRVchassis SkeletalMesh
# ut2 ONSVehicles-A.ukx AttackCraft SkeletalMesh
#!! BAD INFLUENCES
# ut2 -meshes XanRobots.ukx # note: no errors on LOD models
# Mass Effect
# bug: MatInstConst -> MatInstConst -> Mat => loose transparency
# rund BIOG_HMF_HED_PROMorph_R.upk HMF_HED_PROLash_Mat_1a
# rund BIOG_HMF_HED_PROMorph_R.upk #HMF_HED_PROCustom_Military_Norm
# run1 data/MassEffect2 -meshes BioP_Char.pcc
# Bioshosk
# bio 0-Lighthouse.bsm MetalVents_NormalMap
# bio 0-Lighthouse.bsm WallTech_NormalMap
# bio 0-Lighthouse.bsm ripple_normalmap
# bio 0-Lighthouse.bsm Rock_NormalMap
# run1 C:/!umodel-data/MirrorsEdge CH_TKY_Crim_Fixer.upk SK_TKY_Crim_Fixer
# ut2 HumanMaleA MercMaleD
# ut3 -meshes CH_AnimHuman
# ut3 VH_Goliath.upk S_VH_Goliath_FuelCan01b
# ut3 GP_Conquest SM_Processing_Plant
# ut3 GP_Onslaught S_GP_Ons_Powernode_Spawn
# Army of Two
# run1 C:/!umodel-data/.possible/ArmyOfTwo_X360 -noanim -meshes AO2MPPlayerChar1_SF.xxx
# run1 data/ArmyOfTwoThe40ThDay -nostat 03_map_penhippos_VFX.xxx
# MK vs DC
# run1 C:/!umodel-data/.possible/MKvsDC_X360 -noanim -meshes CHAR_Batman
# A51
# run1 C:/!umodel-data/Area51Blacksite a52start
# run1 C:/!umodel-data/Area51Blacksite enginefonts
# run1 C:/!umodel-data/Area51Blacksite -noanim -meshes ep7_wrecked_p
#!! BUGS with GOW animations
# gow -meshes COG_GasTanker.upk
# gow -meshes Geist_Beast.upk
# gow -meshes Locust_Seeder.upk
#!! CheckBoneTree -> "Strange skeleton" (IK bones?)
# run1 "C:/!umodel-data/Mass Effect" -list Engine.u
#!! ut2 -meshes StreamlineMeshes.usx
#!! ut2 -meshes ONSDeadVehicles-SM.usx
#!! ut2 -meshes DOM-CBP2-Gerroid.ut2 #!! CRASH
#- gow -meshes Neutral_Stranded_01.upk NPC01_COG
#!! CRASH with UE3 animations (assert)
#- gow -meshes Geist_Reaver.upk
#!! CRASH with TLR animations (assert) -- have 6 offsets per bone (time keys?)
# run C:/1/CA0000_MOT_0.upk
# run C:/1/CA0001_MOT_0.upk
# run C:/1/CB0220_MOT_0.upk
#!! ut2 -export -md5 -all HumanMaleA MercMaleD
# gow2 -meshes geargamehorde_SF
# anims
# gow2 -meshes SP_Maria_Cine_Outro
# gow2 -meshes SP_Rescue_P #T_COG_BOT_Screen_Anya01
# gow2 -notex -nomesh SP_Rescue_P #COG_Baird_Hair_UV_MERGE_Mat
# gow2 -meshes SP_Maria_1_S #AnimSetMarcus_CamSkel_Heavy_Mortar
# check texture formats
# gow2 SP_Leviathan_BF T_Barge_Grad
# gow2 SP_Rescue_P T_LightBeam_Falloff_02
# ut3 CH_AnimHuman #ImportMesh_Human_Male
# ut3 -meshes CH_TwinSouls_Cine #SK_CH_TwinSouls_Crowd_01
# run data/ut3/CH_AnimHuman.upk
# run data/ut3/VH_Fury.upk K_VH_Fury #MI_VH_Fury_Blue
#!! run data/HumanMale.upk
# gow COG_MarcusFenix #Cine_COG_MarcusFenix
# ut3 DM-Deck #!! CRASH !!
# ut2 HumanMaleA MercMaleD
# l2 LineageNPCs2 Pumpkin_Head_man_m00
# ut2 ONSVehicles-A RV
# ut2 AS_VehiclesFull_M SpaceFighter_Human SkeletalMesh
# ut2 AS_VehiclesFull_M
# l2 Elf FElf_m000_f
#!!! BUG !!! bad bone influences (all face meshes attached to wrong bone)
# l2 Orc FOrc_m000_f
# l2 Elf FElf_m007_u
# run1 "C:/!umodel-data/Land of the Dead" DOTZAZombies
# ut2 AW-2k4XP ShockShieldFinal
# l2 LineageNPCs2
# run "C:/!umodel-data/Dark Sector 9/PAWNAI.u" OBrien
;;
#------------------------------------------------------------------------------
# UT2004
#------------------------------------------------------------------------------
"ut2")
# ut2 -export HumanMaleA MercMaleD
# ut2 -export HumanMaleA BipedMaleA
# rund -export Bender BenderAnims
# ut2 -export HumanMaleA
# ut2 HumanMaleA MercMaleD
# ut2 HumanFemaleA MercFemaleB
rund Aida
# ut2 HumanFemaleA
# ut2 Aliens
# ut2 HumanMaleA
# ut2 Bot
# ut2 Jugg
# ut2 SkaarjPack_rc
# ut2 SkaarjPack_rc NaliCow
# ut2 AS_VehiclesFull_M SpaceFighter_Human SkeletalMesh
# rund MarineModel MarineMesh_Male
# rund TarjaAnim
# rund test Male SkeletalMesh
# ut2 2K4_NvidiaIntro Intro2k4Skaarj SkeletalMesh
# rund Bender
# ut2 NewWeapons2004
;;
#------------------------------------------------------------------------------
# Unreal Championship
#------------------------------------------------------------------------------
"uc2")
# uc2 -noanim T_CharacterSkins
# uc2 K_Male.ukx
# uc2 S_NK_Architecture.usx
uc2 S_FX.usx
;;
#------------------------------------------------------------------------------
# SplinterCell
#------------------------------------------------------------------------------
"scell")
scell ESam
scell EFemale
scell ENPC
scell EminiV
scell EDog
scell2 EIntro
scell2 ESam
scell2 EDuck
scell2 EDog
scell2 ENPC
scell2 EFemale
;;
#------------------------------------------------------------------------------
# UNREAL1
#------------------------------------------------------------------------------
"unreal1")
u1 UnrealI
# u1 UPak pyramid
# u1 UnrealI WarlordM
;;
"ut1")
ut1 BotPack PylonM
# ut1 UnrealI
# ut1 SkeletalChars
# ut1 BotPack FCommando
# ut1 BotPack Minigun2m
# ut1 BotPack ShockCoreM
# ut1 BotPack WHPick
# ut1 BotPack Eightm
# ut1 BotPack Rifle2m
# ut1 BotPack ctftrophyM
# ut1 BotPack cdgunmainM
# ut1 BotPack chainsawM
# ut1 BotPack muzzEF3
# ut1 BotPack muzzPF3
# ut1 BotPack Razor2
# ut1 BotPack stukkam
;;
"ut1x")
p=data/UT1
run1 $p Grim
run1 $p ut2k4chars malcolm
run1 $p Homer
;;
"deusex")
p=data/DeusEx
run1 $p DeusExCharacters
# run1 $p -export DeusExCharacters Mutt
;;
"rune")
p=data/Rune
run1 $p players Ragnar
# run1 $p plants
# run1 $p objects
# run1 $p objects Skull
;;
#------------------------------------------------------------------------------
# TRIBES3
#------------------------------------------------------------------------------
"tribes3")
run1 "C:/GAMES/Tribes - Vengeance/Content/Art" Vehicles
;;
#------------------------------------------------------------------------------
# Bioshock
#------------------------------------------------------------------------------
"bio")
# Bioshock
# bio -list core
#!! bio -nomesh 0-Lighthouse #GraniteColorScumbleTight_DIF
#!! bio -noanim -nostat -notex 0-Lighthouse PustuleBirth_Mesh
bio ShockGame WP_PistolMesh
bio 0-Lighthouse ProtectorRosie SkeletalMesh
# bio 1-Medical.bsm Agg_BabyJane
#!! bio -notex -noanim -nostat 1-Medical.bsm Agg_Doctor_Mesh
#!! bio -nomesh -notex 5-Ryan.bsm
#!! LazyArray erors:
# bio 1-Medical.bsm ChemThrow_Pickup_Kero_Diffuse
# bio 1-Medical.bsm ChemThrow_Pickup_IonGel_Diffuse
#!! SkeletalMesh errors
# bio 1-Welcome PlaneCrash_Mesh
# bio 5-Hephaestus LavaFlowSwitch_MESH
#!! Bad skeleton
# bio 3-Arcadia CatMESH
#!! Crash
# bio 0-Lighthouse lighthouse_tunnel
;;
#------------------------------------------------------------------------------
# Harry Potter and the Prisoner of Azkaban
#------------------------------------------------------------------------------
"hp3")
run1 data/HP3 HPCharacters
;;
#------------------------------------------------------------------------------
# BUGS
#------------------------------------------------------------------------------
"bugs")
# rund AyaneMesh ayane
# rund Mechanatrix_t mech_two
rund TarjaAnim SuperFemale
rund soria soria
# ut2 NewWeapons2004 NewTranslauncher_1st
# ut2 HumanMaleA NightMaleB
# ut2 HumanFemaleA MercFemaleB
;;
#------------------------------------------------------------------------------
# CRASH
#------------------------------------------------------------------------------
"crash")
;;
#------------------------------------------------------------------------------
# SHADERS
#------------------------------------------------------------------------------
"shaders")
ut2 StreamAnims Dropship
ut2 Weapons BioRifle_1st SkeletalMesh
;;
#------------------------------------------------------------------------------
# MATERIALS
#------------------------------------------------------------------------------
"materials")
ut2 PlayerSkins MercFemaleBBodyA
ut2 PlayerSkins MercFemaleBHeadA
;;
esac