Cleanup/spelling errors.

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1669 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
RandumKiwi
2008-02-19 23:44:41 +00:00
parent 865ba67d59
commit 0d3b7ff76f
2 changed files with 155 additions and 125 deletions
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CubeRef Recommendations
General
* see the xml schemas for details on the elements
* do not use any xml editor that rapes the formatting
* do not write tutorial-like content, this is a reference. therefore focus on the
technical description of identifiers as a single unit
* use a CDATA section for content that requires special characters
Sections
* a section represents a group of identifiers
* chose sections based on the usage areas of identifiers
Identifiers
* an identifier represents a command, variable or an alias that is available through cubescript
* identifiers must be unique across sections
* custom aliases located in default.cfg must not be documented
Description
* provide a short an concise description of what the identifier does or represents, omit details
Arguments
* use a single character token if possible
* keep the argument description simple, write a remark for details
* write restricted integer values in the way of 0..3 (0 to 3) and 1..* (0 to 'infinite')
* if no restrictions apply to values, specify the pseudo data type
* if the meaning of the arguments depends on other arguments, create multiple identifiers
with the name containing the depending argument. example: 'newent type v1 v2 v3 v4' depends
on the type, therefore it's split to 'newent light', 'newent ammo', etc.
Remarks
* describe details and special behavior
* give _short_ examples if needed
References
* refer to other identifiers that are _directly_ related
* refer to _official_ online sources like the wiki
* name other (offline) sources without url or identifier
CubeRef Recommendations
General
* See the xml schemas for details on the elements.
* Do not use any xml editor that rapes the formatting.
* Do not write tutorial-like content, this is a reference. therefore focus on the
technical description of identifiers as a single unit.
* Use a CDATA section for content that requires special characters.
Sections
* A section represents a group of identifiers.
* Choose sections based on the usage areas of identifiers.
Identifiers
* An identifier represents a command, variable or an alias that is available through cubescript.
* Identifiers must be unique across sections.
* Custom aliases located in default.cfg must not be documented.
Description
* Provide a short and concise description of what the identifier does or represents, omit details.
Arguments
* Use a single character token if possible.
* Keep the argument description simple, write a remark for details.
* Write restricted integer values in the way of 0..3 (0 to 3) and 1..* (0 to 'infinite').
* If no restrictions apply to values, specify the pseudo data type.
* If the meaning of the arguments depends on other arguments, create multiple identifiers
with the name containing the depending argument. Example: 'newent type v1 v2 v3 v4' depends
on the type, therefore it's split to 'newent light', 'newent ammo', etc.
Remarks
* Describe details and special behavior.
* Give _short_ examples if needed.
References
* Refer to other identifiers that are _directly_ related.
* Refer to _official_ online sources, like the wiki.
* Name other (offline) sources without URI or identifier.
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::AssaultCube Mappers Readme::
Before you start mapping, MAKE YOUR OWN <MAPNAME>.CFG !
The config/default_map_settings.cfg is only an example and might change with every release,
so you might lose the layout of your map !
Use the defaul_map_settings.cfg as base for your own .cfg, comment'texture-lines' you won't use and uncomment those you want.
Choose which skymap you d'like, etc.
Note the comments on particular mapmodel´s usage
.:Maps for the AssaultCube Project:
If you want send us the maps you will make, you need to read the following lines.
These rules/definitions are necessary because the maps that come with an
AssaultCube release must be of high-quality.
- AC maps should look a bit grim, dusky .
At the moment the texture set is by no means perfect,
so choosing the right texture for the job might take some time.
- The theme should be industrial/realistic setting
- Be frugal with lights:
- no heavy lights
- dont use _some_ different colors for lights
- No dark corners/places for campers*
* this is subject to discussion - you should provide sniper spots, but players must have a chance to fight back by means of tactics. Don´t build "sniper forts".
- Be frugal with mapmodels:
- mapmodels slow down the gamespeed, thats a problem on older machines - place them well,
without repeating
- don´t use a mapmodel just because it´s there, it must be somewhat reasonable
-less is more if placed well ;)
- There _must_ be one start place for each (2) teams, and spawns for the non-team modes.
newent playerstart 0 //adds a CLA spawn
newent playerstart 1 //adds a RVSF spawn
-place these in the respective "base-areas" of the teams.
newent playerstart 100 //adds a ffa spawn
-place these in ffa fashion all across the map.
- CTF
CTF maps must be balanced and big enough.
/newent ctf-flag 0 //adds the CLA flag
/newent ctf-flag 1 //adds the RVSF flag
Ladders
Add the appropriate ladder model, then
/newent ladder
Just check the exsisting maps for correct placement.
ASSAULTCUBE MAPPERS README
The map should be 'a line' between these place, there must be more than one way to rush from the one place to the other,
like (as example) cs maps.
CONFIG FILES
------------
Before you start creating your own map, it's very important to CREATE YOUR OWN "MAPNAME".CFG !
- Own textures and mapmodels:
How?
- Copy the 'default_map_settings.cfg' from the config folder. Paste it into the 'packages/maps'
folder. Rename it to the same name that you will be using for you map (but leave the filename
extension .cfg on the end. For example: ac_complex.cfg).
feel free to include custom textures/mapmodels,
but be aware that they might need to be discussed with the Lead Artist.
Any custom stuff you want to use must either be totally free to use or made by yourself.
You must include the original authors copyright notes, and have author´s permission to use if required.
The particular licensing of content created by yourself is your choice.
Why?
- The 'config/default_map_settings.cfg' contains the default map settings, which get used if
no independent config file for your map is located. This may change with every release and
if it does, your map will be all screwed up and look strange!
- Desired average wqd: 2000-3000 (leaves enough room for models) Your fullbright basic level (blank rooms) Should by no means exceed 1000 wqd, ideally around 100-800)
Absolute maximum wqd :5000 (special cases might be subject to discussion).
How to use the map's config file
- Config files execute commands needed to make your map work, for example: loading textures.
-> Check the maps that are already included, your map should have a layout somewhat simillar to this.
- After creating your own config file, comment-out 'texture-lines' you won't use and uncomment
those you want. To change the skymap, comment the current and uncomment the one you want to use.
General Tips :
Use solids wisely to allow for a map of reasonable size. There IS a limit to openness in cube. If you plan on making wide open maps, you might consider to make maps for sauerbraten instead.
Due to more mapmodels and higher player/hudgun-polycounts performance is very important.
Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is vital.
While building the rough layout it is a good idea to spam the whole level with small, high contrast light sources
(2/3/4 255 lights) to simulate a highly detailed scene regarding wqd count.
Replace those lights when going into details.
The current texture set is somewhat sensitive to very bright light, a good effect can be achieved by using
(7-12 100-180) raduis/strengh lights to add some "ambient" lighning first ,
and use smaller 2/3 255 for the highlights (where there are lamps/lamp models for example)
By no means use the L button please. :)
- Make sure you take note of comments about mapmodel usage.
CAPTURE THE FLAG
----------------
CTF maps must be balanced and big enough.
/newent ctf-flag 0 // Adds the CLA flag. You can use the menu to place them if it's more convenient for you.
/newent ctf-flag 1 // Adds the RVSF flag. You can use the menu to place them if it's more convenient for you.
... place these in their respective team bases.
LADDERS
-------
Ladders are comprised of *TWO* peices. One part is the ladder mapmodel which looks like a ladder,
the other is the "entity" which is an invisible force that let's you climb the mapmodel like a ladder.
How?
- Choose the appropriate place for the mapmodel, then, pick the mapmodel to use from the mapmodels menu.
To place the mapmodels orientation correctly, move 90 degrees to the left before placing it.
- To place the "entity" for the mapmodel, so that you can climb the ladder, type: /newent ladder X
Make sure you place the entity in the same place as the ladder. Replace X with how high the ladder is.
SPAWN POINTS
------------
- There MUST be one start place for each (2) teams, and spawns for the non-team modes.
/newent playerstart 0 // Adds a CLA spawn. You can use the menu to place them if it's more convenient for you.
/newent playerstart 1 // Adds a RVSF spawn. You can use the menu to place them if it's more convenient for you.
...place these spawns in the respective "bases" of the teams.
/newent playerstart 100 // Adds a FFA (free-for-all) spawn. These spawns are used for non-team modes.
...place these in FFA fashion all across the map.
GENERAL TIPS
------------
Use solids wisely to allow for a map of reasonable size. There IS a limit to openess in AssaultCube.
If you plan on making wide open maps, mapping for Sauerbraten may be more your style.
Due to more mapmodels and higher player/hudgun-polycounts, performance is very important.
Leave enough room for strafing. AssaultCube is intended to be a fast paced game,
so enough space to strafe around is vital.
While building the rough layout, it is a good idea to spam the whole level with small, high contrast
light sources (2/3/4 radius, 255 brightness) to simulate a highly detailed scene, regarding WQD levels.
Replace those lights when going into details (Quickest way is to type: /clearents light )
The current texture set for AssaultCube is somewhat sensitive to very bright light, a good effect can be
achieved by using (7-12 radius, 100-180 brightness) lights to add some "ambient" lighting first.
Then use smaller (2-4 radius, 255 brightness) for the highlights (where there are lamp-posts/light-bulb
mapmodels for example).
Please, don't just make the whole map as bright as can be, actually take some time to create contrast with lighting.
At the end of the texture list is a black/white crosses sort-of texture.
DON'T use it, it is not a texture, in-fact, it is a lack of a texture. It looks ugly and shouldn't be used in any map,
because it's there to show if textures and skins did not load properly.
OFFICIAL ASSAULTCUBE MAPS
-------------------------
If you want to create maps for the offical AssaultCube package, you need to read the following.
These requirements are necessary because the maps that come with any AssaultCube release must
be of high-quality.
- AssaultCube maps should look a bit grim/dusky.
At the moment the texture set is by no means perfect, so choosing the right texture for the
job might take some time.
- The theme should be in an industrial/realistic setting.
- Be frugal with lights:
- No heavy lights.
- Dont use _some_ different colors for lights.
- Remember: Too many entities can lag some older machines.
- No dark corners/places for campers.
- This is subject to discussion. You should provide some sniper spots, but players must
have a chance to fight back by means of tactics. Don't build "sniper forts".
- Be frugal with mapmodels:
- Mapmodels slow down the gamespeed, that's a problem on older machines - place them
well, without repeating.
- Don't use a mapmodel just because it's there, it must be some-what reasonable.
- Less is more if placed well ;-)
- There must be more than one way to rush from the one place to the other, like (as example) CS maps.
- Use of own textures and mapmodels:
- Feel free to include your own custom textures/mapmodels/skymaps, but be aware that they might
need to be discussed with the Lead Artist (currently: makkE). Any custom stuff you want to
use must either be totally free-to-use or created by yourself. You MUST include the original
authors copyright notes, and have the authors permission to use it if required.
- The particular licensing of content created by yourself is your own choice.
- Desired average WQD levels are: 2000-3000 (leaves enough room for models).
- Your fullbright, basic map (undetailed, blank rooms), should by no means
exceed 1000 WQD (ideally around 100-800).
- ABSOLUTE maximum WQD levels are: 5000 (Special cases might be subject to discussion.
Reason for this WQD limit is that, anymore and the maps will lag on older machines).
- Check the official maps that are already included in the distribution, your map should
have a layout somewhat simillar to this.