diff --git a/docs/cuberef.txt b/docs/cuberef.txt index 3ff13834..8e776db7 100644 --- a/docs/cuberef.txt +++ b/docs/cuberef.txt @@ -1,38 +1,38 @@ - 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 \ No newline at end of file + 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. \ No newline at end of file diff --git a/docs/mappers_readme.txt b/docs/mappers_readme.txt index ac55e180..4e083578 100644 --- a/docs/mappers_readme.txt +++ b/docs/mappers_readme.txt @@ -1,100 +1,130 @@ -::AssaultCube Mappers Readme:: - -Before you start mapping, MAKE YOUR OWN .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 mapmodelīs 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. Donīt build "sniper forts". - -- Be frugal with mapmodels: - - mapmodels slow down the gamespeed, thats a problem on older machines - place them well, - without repeating - - donīt use a mapmodel just because itīs 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 authorīs 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.