compile_shogo_map
Compile Shogo: Mobile Armor Division maps using the SDK's Processor.exe and report light map nodes, showing whether the world will render properly lit.
Instructions
Compile a .map for Shogo: Mobile Armor Division and report what the compiler produced. This is a DIFFERENT toolchain from compile_map - Shogo uses the SDK's Processor.exe (.map -> .ed -> .dat), not ericw-tools, and the two are not interchangeable. Drives the Shogo mapping kit, so it inherits the compiler's documented traps rather than repeating them. Reports light map nodes, which is the number that says whether the world is lit or will render black.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| install | No | Copy the compiled .dat into the game's Custom folder. On by default. | |
| kit_dir | No | The ShogoMapping folder (holds tools/). Defaults to $SHOGO_KIT_DIR. | |
| lighting | No | Run the lighting stage. On by default; off is faster while blocking out. | |
| map_path | Yes | Absolute path to the .map file | |
| workspace | No | Folder holding shogo-mapping.json, written by the kit's setup.ps1. Defaults to $SHOGO_WORKSPACE. | |
| install_target | No | Where under Custom to install. "mp" is Custom\maps\mp, which the multiplayer host and rotation lists scan; "sp" is Custom itself, which the single-player custom menu scans. Left out, it follows the map's own GameStartPoint GameType, so a deathmatch map lands where the host list will find it. | |
| timeout_seconds | No | Per-step timeout. Default 600. |