pk3make 1.1__tar.gz

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+ # This workflow will upload a Python Package to PyPI when a release is created
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+ # For more information see: https://docs.github.com/en/actions/automating-builds-and-tests/building-and-testing-python#publishing-to-package-registries
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+
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+ # This workflow uses actions that are not certified by GitHub.
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+ # They are provided by a third-party and are governed by
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+ # separate terms of service, privacy policy, and support
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+ # documentation.
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+
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+ name: Upload Python Package
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+
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+ on:
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+ release:
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+ types: [published]
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+
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+ permissions:
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+ contents: read
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+
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+ jobs:
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+ release-build:
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+ runs-on: ubuntu-latest
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+
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+ steps:
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+ - uses: actions/checkout@v4
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+
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+ - uses: actions/setup-python@v5
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+ with:
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+ python-version: "3.x"
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+
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+ - name: Build release distributions
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+ run: |
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+ # NOTE: put your own distribution build steps here.
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+ python -m pip install build
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+ python -m build
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+
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+ - name: Upload distributions
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+ uses: actions/upload-artifact@v4
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+ with:
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+ name: release-dists
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+ path: dist/
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+
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+ pypi-publish:
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+ runs-on: ubuntu-latest
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+ needs:
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+ - release-build
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+ permissions:
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+ # IMPORTANT: this permission is mandatory for trusted publishing
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+ id-token: write
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+
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+ # Dedicated environments with protections for publishing are strongly recommended.
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+ # For more information, see: https://docs.github.com/en/actions/deployment/targeting-different-environments/using-environments-for-deployment#deployment-protection-rules
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+ environment:
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+ name: pypi
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+ # OPTIONAL: uncomment and update to include your PyPI project URL in the deployment status:
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+ # url: https://pypi.org/p/YOURPROJECT
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+ #
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+ # ALTERNATIVE: if your GitHub Release name is the PyPI project version string
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+ # ALTERNATIVE: exactly, uncomment the following line instead:
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+ # url: https://pypi.org/project/YOURPROJECT/${{ github.event.release.name }}
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+
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+ steps:
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+ - name: Retrieve release distributions
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+ uses: actions/download-artifact@v4
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+ with:
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+ name: release-dists
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+ path: dist/
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+
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+ - name: Publish release distributions to PyPI
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+ uses: pypa/gh-action-pypi-publish@release/v1
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+ with:
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+ packages-dir: dist/
pk3make-1.1/.gitignore ADDED
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+ # Byte-compiled / optimized / DLL files
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+ __pycache__/
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+ *.py[cod]
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+ *$py.class
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+
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+ # C extensions
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+ *.so
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+
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+ # Distribution / packaging
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+ .Python
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+ build/
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+ develop-eggs/
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+ dist/
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+ downloads/
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+ eggs/
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+ .eggs/
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+ lib/
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+ lib64/
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+ parts/
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+ sdist/
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+ var/
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+ wheels/
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+ share/python-wheels/
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+ *.egg-info/
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+ .installed.cfg
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+ *.egg
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+ MANIFEST
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+
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+ # PyInstaller
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+ # Usually these files are written by a python script from a template
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+ # before PyInstaller builds the exe, so as to inject date/other infos into it.
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+ *.manifest
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+ *.spec
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+
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+ # Installer logs
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+ pip-log.txt
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+ pip-delete-this-directory.txt
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+
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+ # Unit test / coverage reports
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+ htmlcov/
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+ .tox/
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+ .nox/
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+ .coverage
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+ .coverage.*
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+ .cache
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+ nosetests.xml
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+ coverage.xml
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+ *.cover
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+ *.py,cover
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+ .hypothesis/
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+ .pytest_cache/
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+ cover/
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+
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+ # Translations
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+ *.mo
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+ *.pot
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+
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+ # Django stuff:
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+ *.log
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+ local_settings.py
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+ db.sqlite3
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+ db.sqlite3-journal
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+
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+ # Flask stuff:
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+ instance/
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+ .webassets-cache
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+
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+ # Scrapy stuff:
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+ .scrapy
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+
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+ # Sphinx documentation
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+ docs/_build/
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+
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+ # PyBuilder
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+ .pybuilder/
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+ target/
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+
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+ # Jupyter Notebook
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+ .ipynb_checkpoints
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+
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+ # IPython
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+ profile_default/
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+ ipython_config.py
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+
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+ # pyenv
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+ # For a library or package, you might want to ignore these files since the code is
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+ # intended to run in multiple environments; otherwise, check them in:
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+ # .python-version
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+
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+ # pipenv
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+ # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
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+ # However, in case of collaboration, if having platform-specific dependencies or dependencies
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+ # having no cross-platform support, pipenv may install dependencies that don't work, or not
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+ # install all needed dependencies.
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+ #Pipfile.lock
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+
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+ # UV
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+ # Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
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+ # This is especially recommended for binary packages to ensure reproducibility, and is more
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+ # commonly ignored for libraries.
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+ #uv.lock
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+
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+ # poetry
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+ # Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
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+ # This is especially recommended for binary packages to ensure reproducibility, and is more
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+ # commonly ignored for libraries.
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+ # https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
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+ #poetry.lock
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+
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+ # pdm
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+ # Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
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+ #pdm.lock
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+ # pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
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+ # in version control.
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+ # https://pdm.fming.dev/latest/usage/project/#working-with-version-control
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+ .pdm.toml
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+ .pdm-python
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+ .pdm-build/
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+
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+ # PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
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+ __pypackages__/
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+
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+ # Celery stuff
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+ celerybeat-schedule
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+ celerybeat.pid
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+
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+ # SageMath parsed files
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+ *.sage.py
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+
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+ # Environments
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+ .env
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+ .venv
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+ env/
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+ venv/
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+ ENV/
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+ env.bak/
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+ venv.bak/
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+
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+ # Spyder project settings
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+ .spyderproject
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+ .spyproject
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+
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+ # Rope project settings
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+ .ropeproject
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+
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+ # mkdocs documentation
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+ /site
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+
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+ # mypy
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+ .mypy_cache/
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+ .dmypy.json
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+ dmypy.json
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+
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+ # Pyre type checker
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+ .pyre/
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+
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+ # pytype static type analyzer
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+ .pytype/
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+
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+ # Cython debug symbols
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+ cython_debug/
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+
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+ # PyCharm
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+ # JetBrains specific template is maintained in a separate JetBrains.gitignore that can
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+ # be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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+ # and can be added to the global gitignore or merged into this file. For a more nuclear
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+ # option (not recommended) you can uncomment the following to ignore the entire idea folder.
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+ #.idea/
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+
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+ # PyPI configuration file
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+ .pypirc
pk3make-1.1/LICENSE ADDED
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+ # GNU LESSER GENERAL PUBLIC LICENSE
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+
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+ Version 3, 29 June 2007
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+
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+ Copyright (C) 2007 Free Software Foundation, Inc.
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+ <https://fsf.org/>
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+
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+ Everyone is permitted to copy and distribute verbatim copies of this
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+ license document, but changing it is not allowed.
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+
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+ This version of the GNU Lesser General Public License incorporates the
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+ terms and conditions of version 3 of the GNU General Public License,
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+ supplemented by the additional permissions listed below.
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+
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+ ## 0. Additional Definitions.
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+
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+ As used herein, "this License" refers to version 3 of the GNU Lesser
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+ General Public License, and the "GNU GPL" refers to version 3 of the
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+ GNU General Public License.
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+
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+ "The Library" refers to a covered work governed by this License, other
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+ than an Application or a Combined Work as defined below.
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+
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+ An "Application" is any work that makes use of an interface provided
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+ by the Library, but which is not otherwise based on the Library.
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+ Defining a subclass of a class defined by the Library is deemed a mode
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+ of using an interface provided by the Library.
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+
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+ A "Combined Work" is a work produced by combining or linking an
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+ Application with the Library. The particular version of the Library
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+ with which the Combined Work was made is also called the "Linked
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+ Version".
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+
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+ The "Minimal Corresponding Source" for a Combined Work means the
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+ Corresponding Source for the Combined Work, excluding any source code
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+ for portions of the Combined Work that, considered in isolation, are
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+ based on the Application, and not on the Linked Version.
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+
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+ The "Corresponding Application Code" for a Combined Work means the
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+ object code and/or source code for the Application, including any data
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+ and utility programs needed for reproducing the Combined Work from the
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+ Application, but excluding the System Libraries of the Combined Work.
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+
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+ ## 1. Exception to Section 3 of the GNU GPL.
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+
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+ You may convey a covered work under sections 3 and 4 of this License
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+ without being bound by section 3 of the GNU GPL.
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+
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+ ## 2. Conveying Modified Versions.
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+
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+ If you modify a copy of the Library, and, in your modifications, a
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+ facility refers to a function or data to be supplied by an Application
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+ that uses the facility (other than as an argument passed when the
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+ facility is invoked), then you may convey a copy of the modified
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+ version:
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+
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+ - a) under this License, provided that you make a good faith effort
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+ to ensure that, in the event an Application does not supply the
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+ function or data, the facility still operates, and performs
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+ whatever part of its purpose remains meaningful, or
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+ - b) under the GNU GPL, with none of the additional permissions of
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+ this License applicable to that copy.
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+
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+ ## 3. Object Code Incorporating Material from Library Header Files.
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+
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+ The object code form of an Application may incorporate material from a
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+ header file that is part of the Library. You may convey such object
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+ code under terms of your choice, provided that, if the incorporated
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+ material is not limited to numerical parameters, data structure
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+ layouts and accessors, or small macros, inline functions and templates
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+ (ten or fewer lines in length), you do both of the following:
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+
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+ - a) Give prominent notice with each copy of the object code that
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+ the Library is used in it and that the Library and its use are
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+ covered by this License.
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+ - b) Accompany the object code with a copy of the GNU GPL and this
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+ license document.
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+
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+ ## 4. Combined Works.
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+
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+ You may convey a Combined Work under terms of your choice that, taken
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+ together, effectively do not restrict modification of the portions of
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+ the Library contained in the Combined Work and reverse engineering for
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+ debugging such modifications, if you also do each of the following:
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+
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+ - a) Give prominent notice with each copy of the Combined Work that
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+ the Library is used in it and that the Library and its use are
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+ covered by this License.
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+ - b) Accompany the Combined Work with a copy of the GNU GPL and this
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+ license document.
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+ - c) For a Combined Work that displays copyright notices during
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+ execution, include the copyright notice for the Library among
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+ these notices, as well as a reference directing the user to the
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+ copies of the GNU GPL and this license document.
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+ - d) Do one of the following:
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+ - 0) Convey the Minimal Corresponding Source under the terms of
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+ this License, and the Corresponding Application Code in a form
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+ suitable for, and under terms that permit, the user to
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+ recombine or relink the Application with a modified version of
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+ the Linked Version to produce a modified Combined Work, in the
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+ manner specified by section 6 of the GNU GPL for conveying
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+ Corresponding Source.
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+ - 1) Use a suitable shared library mechanism for linking with
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+ the Library. A suitable mechanism is one that (a) uses at run
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+ time a copy of the Library already present on the user's
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+ computer system, and (b) will operate properly with a modified
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+ version of the Library that is interface-compatible with the
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+ Linked Version.
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+ - e) Provide Installation Information, but only if you would
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+ otherwise be required to provide such information under section 6
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+ of the GNU GPL, and only to the extent that such information is
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+ necessary to install and execute a modified version of the
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+ Combined Work produced by recombining or relinking the Application
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+ with a modified version of the Linked Version. (If you use option
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+ 4d0, the Installation Information must accompany the Minimal
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+ Corresponding Source and Corresponding Application Code. If you
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+ use option 4d1, you must provide the Installation Information in
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+ the manner specified by section 6 of the GNU GPL for conveying
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+ Corresponding Source.)
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+
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+ ## 5. Combined Libraries.
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+
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+ You may place library facilities that are a work based on the Library
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+ side by side in a single library together with other library
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+ facilities that are not Applications and are not covered by this
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+ License, and convey such a combined library under terms of your
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+ choice, if you do both of the following:
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+
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+ - a) Accompany the combined library with a copy of the same work
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+ based on the Library, uncombined with any other library
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+ facilities, conveyed under the terms of this License.
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+ - b) Give prominent notice with the combined library that part of it
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+ is a work based on the Library, and explaining where to find the
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+ accompanying uncombined form of the same work.
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+
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+ ## 6. Revised Versions of the GNU Lesser General Public License.
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+
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+ The Free Software Foundation may publish revised and/or new versions
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+ of the GNU Lesser General Public License from time to time. Such new
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+ versions will be similar in spirit to the present version, but may
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+ differ in detail to address new problems or concerns.
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+
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+ Each version is given a distinguishing version number. If the Library
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+ as you received it specifies that a certain numbered version of the
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+ GNU Lesser General Public License "or any later version" applies to
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+ it, you have the option of following the terms and conditions either
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+ of that published version or of any later version published by the
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+ Free Software Foundation. If the Library as you received it does not
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+ specify a version number of the GNU Lesser General Public License, you
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+ may choose any version of the GNU Lesser General Public License ever
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+ published by the Free Software Foundation.
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+
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+ If the Library as you received it specifies that a proxy can decide
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+ whether future versions of the GNU Lesser General Public License shall
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+ apply, that proxy's public statement of acceptance of any version is
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+ permanent authorization for you to choose that version for the
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+ Library.
pk3make-1.1/PKG-INFO ADDED
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+ Metadata-Version: 2.4
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+ Name: pk3make
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+ Version: 1.1
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+ Summary: Build system for Weissblatt PK3 files
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+ Project-URL: Homepage, https://github.com/liquidunderground/pk3make
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+ Project-URL: GitHub, https://github.com/liquidunderground/pk3make
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+ Project-URL: Issues, https://github.com/liquidunderground/pk3make/issues
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+ Author-email: Zibon Badi <zibonbadi@gmail.com>
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+ License-Expression: LGPL-3.0-or-later
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+ License-File: LICENSE
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+ Classifier: Environment :: Console
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+ Classifier: License :: OSI Approved :: GNU Lesser General Public License v3 or later (LGPLv3+)
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+ Classifier: Operating System :: OS Independent
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+ Classifier: Programming Language :: Python :: 3
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+ Classifier: Topic :: Software Development :: Build Tools
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+ Requires-Python: >=3.12
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+ Requires-Dist: colormath2
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+ Requires-Dist: natsort
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+ Requires-Dist: pillow
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+ Description-Content-Type: text/markdown
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+
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+ # PK3Make
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+
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+ "Make" for Weissblatt PK3 files
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+
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+ ## Installation
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+
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+ 1. Set up a [virtual environment](https://docs.python.org/3/library/venv.html)
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+ 2. Install dependencies `pip install -r requirements.txt`
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+
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+ ## How to use
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+
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+ PK3Make supplies multiple subcommands. To get an overview type:
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+
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+ ./pk3make.py --help
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+
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+ To fully build your project akin to a makefile, simply type:
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+
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+ ./pk3make.py make ./PK3Makefile # Default PK3Makefile
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+
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+ ### Notes, Tips and Caveats
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+
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+ All text files are assumed to be UTF-8 encoded. PK3Make will automatically attempt to convert CRLF to LF newlines but using LF newlines is recommended.
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+
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+ PK3Make will not find hidden files. To avoid `DuplicateLumpError`s, place
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+ your workfiles in a hidden directory, for example `.local/`.
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+
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+ Should your project contain custom palettes, place it's corresponding
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+ LUMPDEF before any `graphic`, `flat` or `fade`. That way, PK3Make can
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+ cache your palettes and speed up build times by reducing thread idle.
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+
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+
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+ ## But why?
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+
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+ To put it bluntly: No other tools suited Weissblatt.
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+
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+ Although the PK3 specification for Weissblatt's engine is based on
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+ [ZDoom PK3](https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement),
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+ it's directory namespaces are very different. This made Doom's usual
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+ autobuild toolkit [DoomTools](https://mtrop.github.io/DoomTools/) a
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+ poor fit for development. Due to the size of the Weissblatt project, manual
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+ assembly using SLADE was also out of the question.
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+
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+ I chose Python as the basis for PK3Make because it is platform-independent,
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+ easy-to-read and ubiquitous and although some Doom/Weissblatt-specific
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+ modules needed to be written from scratch for PK3Make, Python's vast
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+ standard library and otherwise mature PyPI repository helped stem some
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+ of the heavy lifting for things such as image processing.
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+
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+ # PK3Makefile reference
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+
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+ PK3Make uses it's own build definition language called `PK3Makefile`, inspired by the `METAINFO` spec from
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+ [Matt Tropiano's dImgConv](https://mtrop.github.io/DoomTools/dimgconv.html).
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+
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+ `PK3Makefile`s are processed line-by-line with everything following `#`
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+ being treated as a comment. Otherwise it is split into *Build Options*,
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+ which define PK3Make's general behavior and *LUMPDEFS*, which define what
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+ files to put into your PK3 and how to build them.
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+
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+ ## Build options
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+
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+ Build options are specified per-line and follow the pattern
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+
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+ ?<OPTION>: <PARAM>
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+
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+ PK3Make supports the following options:
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+
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+ `?srcdir: <DIR>` specifies the directory to pull it's base assets from.
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+ PK3Make will attempt to find all defined lumps within this folder and
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+ mirror it's path within `?workdir` after compilation.
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+
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+ `?workdir: <DIR>` specifies the temporary working directory. PK3Make will
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+ check the timestamps between this and `?srcdir` and rebuild/copy any
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+ outdated files into `?workdir` during the compilation process.
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+
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+ `?palette:` defines the main color palette, by `LUMPNAME` (`PLAYPAL` by default)
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+
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+ `?destfile:` describes a filepath to the destination PK3. This is where
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+ `?workdir` will get copied to during packing.
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+
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+
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+ ## Lump definitions
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+
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+ Lump definitions follow the following pattern:
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+
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+ <LUMPNAME> <TYPE> <OFFSET>
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+
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+ `LUMPNAME` describes the filename as used in-engine. Just like the engine,
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+ it is matched against the first eight characters of the basename in a
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+ case-insensitive manner. [Globbing] such as `D_*.mid` is allowed, in which
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+ case `TYPE` and `OFFSET` are applied to all matching lumps. `LUMPNAME`s
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+ starting with a "/" are treated as explicit file paths and match against
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+ the full file path, starting at the source directory.
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+
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+ [Globbing]: <https://en.wikipedia.org/wiki/Glob_(programming)>
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+
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+ `TYPE` determines how the file is treated during compilation. It can be one
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+ of the following:
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+
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+ - `colormap`: File is a Colormap. OFFSET specifies the lump name for the palette from which it is generated
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+ - `fade`|`flat`: File is an image and should be converted to a flat. Only PNG images are supported.
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+ - `graphic`: File is an image and should be converted to a Doom Picture using `OFFSET` (see below) as a picture offset. If missing, the offset is assumed to be `0 0`.
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+ - `marker`: File does not exist and is a 0-byte marker. Explicit path definition required.
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+ - `palette`: File is a graphic and should be converted to a color palette. Only PNG images supported.
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+ - `raw`: Copy the file over as-is. When `preserve_filename` is given in the offset, the original filename will be preserved.
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+ - `tinttab`: File is a TINTTAB. OFFSET is defined as `<PALETTE> <WEIGHT>`. Upon generation, `PALETTE` orthogonally maps each color index against one another, `WEIGHT` specifies a bias towards horizontal/vertical colors between 0 and 1.
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+ - `udmf`: (Not supported yet.) File is a UDMF TEXTMAP. PK3Make will generate a directory named LUMPNAME featuring:
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+ - `<LUMPNAME>`: Marker
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+ - `TEXTMAP`: Original TEXTMAP file (renamed)
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+ - `ZNODES`: UDMF BSP tree generated by PK3Make
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+ - `ENDMAP`: Marker
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+
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+ `OFFSET` defines the offset of doom pictures. For convenience, these can be either:
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+
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+ - `<x> <y>`: Explicit X/Y-coordinates
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+ - `center`: Sets the offset to the center of the image
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+ - `sprite`: Sets the offset to `width/2 (height-4)`. This is a very common
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+ offset for sprites placed in the game world.
pk3make-1.1/README.md ADDED
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+ # PK3Make
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+
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+ "Make" for Weissblatt PK3 files
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+
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+ ## Installation
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+
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+ 1. Set up a [virtual environment](https://docs.python.org/3/library/venv.html)
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+ 2. Install dependencies `pip install -r requirements.txt`
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+
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+ ## How to use
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+
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+ PK3Make supplies multiple subcommands. To get an overview type:
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+
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+ ./pk3make.py --help
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+
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+ To fully build your project akin to a makefile, simply type:
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+
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+ ./pk3make.py make ./PK3Makefile # Default PK3Makefile
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+
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+ ### Notes, Tips and Caveats
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+
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+ All text files are assumed to be UTF-8 encoded. PK3Make will automatically attempt to convert CRLF to LF newlines but using LF newlines is recommended.
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+
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+ PK3Make will not find hidden files. To avoid `DuplicateLumpError`s, place
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+ your workfiles in a hidden directory, for example `.local/`.
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+
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+ Should your project contain custom palettes, place it's corresponding
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+ LUMPDEF before any `graphic`, `flat` or `fade`. That way, PK3Make can
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+ cache your palettes and speed up build times by reducing thread idle.
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+
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+
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+ ## But why?
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+
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+ To put it bluntly: No other tools suited Weissblatt.
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+
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+ Although the PK3 specification for Weissblatt's engine is based on
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+ [ZDoom PK3](https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement),
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+ it's directory namespaces are very different. This made Doom's usual
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+ autobuild toolkit [DoomTools](https://mtrop.github.io/DoomTools/) a
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+ poor fit for development. Due to the size of the Weissblatt project, manual
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+ assembly using SLADE was also out of the question.
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+
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+ I chose Python as the basis for PK3Make because it is platform-independent,
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+ easy-to-read and ubiquitous and although some Doom/Weissblatt-specific
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+ modules needed to be written from scratch for PK3Make, Python's vast
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+ standard library and otherwise mature PyPI repository helped stem some
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+ of the heavy lifting for things such as image processing.
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+
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+ # PK3Makefile reference
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+
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+ PK3Make uses it's own build definition language called `PK3Makefile`, inspired by the `METAINFO` spec from
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+ [Matt Tropiano's dImgConv](https://mtrop.github.io/DoomTools/dimgconv.html).
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+
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+ `PK3Makefile`s are processed line-by-line with everything following `#`
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+ being treated as a comment. Otherwise it is split into *Build Options*,
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+ which define PK3Make's general behavior and *LUMPDEFS*, which define what
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+ files to put into your PK3 and how to build them.
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+
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+ ## Build options
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+
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+ Build options are specified per-line and follow the pattern
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+
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+ ?<OPTION>: <PARAM>
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+
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+ PK3Make supports the following options:
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+
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+ `?srcdir: <DIR>` specifies the directory to pull it's base assets from.
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+ PK3Make will attempt to find all defined lumps within this folder and
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+ mirror it's path within `?workdir` after compilation.
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+
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+ `?workdir: <DIR>` specifies the temporary working directory. PK3Make will
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+ check the timestamps between this and `?srcdir` and rebuild/copy any
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+ outdated files into `?workdir` during the compilation process.
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+
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+ `?palette:` defines the main color palette, by `LUMPNAME` (`PLAYPAL` by default)
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+
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+ `?destfile:` describes a filepath to the destination PK3. This is where
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+ `?workdir` will get copied to during packing.
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+
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+
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+ ## Lump definitions
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+
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+ Lump definitions follow the following pattern:
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+
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+ <LUMPNAME> <TYPE> <OFFSET>
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+
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+ `LUMPNAME` describes the filename as used in-engine. Just like the engine,
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+ it is matched against the first eight characters of the basename in a
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+ case-insensitive manner. [Globbing] such as `D_*.mid` is allowed, in which
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+ case `TYPE` and `OFFSET` are applied to all matching lumps. `LUMPNAME`s
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+ starting with a "/" are treated as explicit file paths and match against
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+ the full file path, starting at the source directory.
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+
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+ [Globbing]: <https://en.wikipedia.org/wiki/Glob_(programming)>
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+
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+ `TYPE` determines how the file is treated during compilation. It can be one
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+ of the following:
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+
99
+ - `colormap`: File is a Colormap. OFFSET specifies the lump name for the palette from which it is generated
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+ - `fade`|`flat`: File is an image and should be converted to a flat. Only PNG images are supported.
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+ - `graphic`: File is an image and should be converted to a Doom Picture using `OFFSET` (see below) as a picture offset. If missing, the offset is assumed to be `0 0`.
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+ - `marker`: File does not exist and is a 0-byte marker. Explicit path definition required.
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+ - `palette`: File is a graphic and should be converted to a color palette. Only PNG images supported.
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+ - `raw`: Copy the file over as-is. When `preserve_filename` is given in the offset, the original filename will be preserved.
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+ - `tinttab`: File is a TINTTAB. OFFSET is defined as `<PALETTE> <WEIGHT>`. Upon generation, `PALETTE` orthogonally maps each color index against one another, `WEIGHT` specifies a bias towards horizontal/vertical colors between 0 and 1.
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+ - `udmf`: (Not supported yet.) File is a UDMF TEXTMAP. PK3Make will generate a directory named LUMPNAME featuring:
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+ - `<LUMPNAME>`: Marker
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+ - `TEXTMAP`: Original TEXTMAP file (renamed)
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+ - `ZNODES`: UDMF BSP tree generated by PK3Make
110
+ - `ENDMAP`: Marker
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+
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+ `OFFSET` defines the offset of doom pictures. For convenience, these can be either:
113
+
114
+ - `<x> <y>`: Explicit X/Y-coordinates
115
+ - `center`: Sets the offset to the center of the image
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+ - `sprite`: Sets the offset to `width/2 (height-4)`. This is a very common
117
+ offset for sprites placed in the game world.
@@ -0,0 +1,41 @@
1
+ # === Example PK3Makefile ===
2
+ #
3
+ # This is a simple example PK3Makefile, more meant to demonstrate what you
4
+ # can do with the format than actually being useful.
5
+ #
6
+ # Use this for reference when writing your own.
7
+
8
+ # --- Build options ---
9
+ #
10
+ # These are your general project options.
11
+ # Please note that PK3Make will attempt to replicate
12
+ # the file tree in your ?srcdir as needed
13
+ #
14
+
15
+ ?srcdir: src # Base file tree where your PNGs, OGGs, etc. are.
16
+ ?workdir: build # Working directory to store compiled files. Useful for Out-Of-Date checking and debugging
17
+ ?palette: PLAYPAL # Conventionally PLAYPAL. For use w/ graphics/flats/fades. Used as a basis for COLORMAPs and TINTTABs
18
+ ?destfile: bin/whatever.pk3
19
+
20
+
21
+ # --- LUMPDEFs ---
22
+ #
23
+ # LUMPDEFs are read sequentially, so take care where to
24
+ # place your "marker" types. The engine will break if you don't.
25
+ #
26
+ # Although you will need a palette in your ?srcdir,
27
+ # "palette" types will be dumped into your PK3.
28
+ # To define a default palette for your graphics, use ?palette
29
+
30
+ PLAYPAL palette
31
+ PAL* palette
32
+ CLM0031 colormap PAL0031
33
+ COLORMAP colormap PLAYPAL
34
+ TRANS50 tinttab PAL0031 0.5
35
+ D_*.mid raw
36
+ /Music/S_DIGITL marker
37
+ O_*.ogg raw
38
+ NUMSPR* graphic sprite
39
+ NUMFLT* flat
40
+ FADE* fade # For now they're flats, let's see if the engine cares
41
+ Maps/MAP* udmf # unsupported, use compiled WADs w/ "raw" for now