Document mech + map/mission workflows; README folder map + clone warning
- ADDING-A-MECH.md: full workflow for adding a 'Mech chassis (MSL ADD MECH touch points, positional Mech IDs, scriptaddmech.xls generator, hardpoints in .damage, rebuild/repack/deploy steps) - ADDING-A-MAP.md: full workflow for maps (MapCreator terrain) vs missions (MW4Ed2-authored), .nfo MP registration, user vs stock routes, pitfalls - CLAUDE.md: reference pointers to both new docs - README.md: annotated folder map; warning to read RECOVERY.md before cloning Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# BattleTech: FireStorm — workspace layout
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> ⚠️ **Setting up a new machine? Read `RECOVERY.md` BEFORE cloning this repo.**
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> The clone only comes out byte-exact if long paths, `core.autocrlf=false`, and Git LFS are
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> configured *first* — cloning without them silently corrupts line endings, truncates deep
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> VC98/MFC paths, and leaves LFS placeholders instead of the real binaries.
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This is the working tree for the FireStorm total-conversion built on the MechWarrior 4
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(Gameleap / GameOS) engine. Only **three** trees feed the build/deploy; everything else is
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output (regenerable), design reference, or archived clutter. See `CLAUDE.md` for the full
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build/runtime reconstruction notes.
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## Folder map
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```
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C:\VWE\firestorm\
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├─ Gameleap\ The MW4/Gameleap 5.03 engine + game (the two live trees)
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│ ├─ code\ ⭐ SOURCE CODE — build mw4\Code\MechWarrior4.dsw in VC6
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│ │ ├─ CoreTech\ Reusable engine layer: GameOS, MLR renderer, gosFX,
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│ │ │ GOSScript, Stuff, Network, blade + engine tools
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│ │ ├─ mw4\Code\ The game itself: MW4 lib (AI, mechlab, HUD, shell),
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│ │ │ MW4Application (→MW4.exe), MW4GameEd2 (mission editor),
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│ │ │ scriptstrings/MissionLang (string DLLs), dedicated UI
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│ │ ├─ mw4\Libraries\ mw4-local libs: Adept, stlport (build first), MLR,
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│ │ │ Compost, ImageLib, gosfx, server, stuff …
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│ │ ├─ mw4\Binaries\ 3DS Max export plug-ins (mech/prop .erf pipeline)
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│ │ └─ rel.bin\ pro.bin\ Build OUTPUT: Release (MW4.exe, MW4pro.exe) / Profile
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│ │ arm.bin\ dbg.bin\ (editor MW4Ed2.exe) / Armor / Debug — regenerable
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│ └─ mw4\ ⭐ GAME DATA source tree (editor also runs here in place
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│ │ via run-editor.bat; tool exes MapCreator/Tctd/NFOEditor…)
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│ ├─ Content\ All content sources: Mechs\, Maps\, Missions\, Skies\,
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│ │ Weapons\, WeaponSubsystems\, Subsystems\, Buildings\,
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│ │ Vehicles\, Effects\, textures\, Campaigns\, Tables\,
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│ │ Defines\, ABLScripts\ (mission/AI language),
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│ │ ShellScripts\ (menu/mechlab UI), *.build manifests
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│ ├─ Resource\ Packed .mw4 packages (output of `MW4pro -build`) +
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│ │ Missions\*.nfo (MP registration) + UserMissions\
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│ ├─ hsh\ Loose 2D art loaded at runtime: mech portraits, MFD
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│ │ target images, HUD/radar bitmaps, decals, fonts
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│ ├─ Assets\ Stats\ Runtime support data (cursors, world stats)
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│ └─ Movies\ fonts\ Notes\ Cinematics / font sources / dev notes (not deployed)
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├─ build-env\ ⭐ TOOLCHAIN — self-contained VC6 (VisualStudio6\),
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│ │ DX 7.0a + DX Media 6 SDKs, stlnative\ headers,
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│ │ ddrawcompat\ (editor viewport fix), .reg env files,
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│ │ build/deploy scripts (see below), build logs
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├─ MW4\ Runnable game deploy (output of deploy-mw4.ps1) —
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│ regenerable; copy this to production
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├─ BTFrstrm\ FireStorm design data: MechInfo_5.04.xls (stat source
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│ of truth), scriptaddmech.xls (add-mech row generator)
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├─ Finished HUDS from J&J\ Per-mech HUD source art (MFD + Radar) awaiting
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│ integration, ~13 chassis
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├─ _UNUSED\ Archived clutter — nothing read by the build (EXCEPT
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│ worth knowing: Gameleap\EditorDocs\ = original map/
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│ terrain/NFO/ABL tutorials)
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├─ CLAUDE.md Full build/runtime reconstruction notes (the history)
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├─ README.md This file — orientation + fresh-machine restore
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├─ RECOVERY.md Disaster-recovery notes
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├─ ADDING-A-MECH.md Workflow: add a new 'Mech chassis
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└─ ADDING-A-MAP.md Workflow: add a new map/mission
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```
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## The folders that matter (build inputs)
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| Folder | Role | Notes |
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