Map editing documentation -> Cfg files
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2343 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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<a href="#models">Custom mapmodels</a>
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<ol>
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<li>
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Custom "nothing" clips
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<a href="#clips">Custom "nothing" clips</a>
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</li>
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</ol>
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</li>
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<li>
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Custom skymaps
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<a href="#skymap">Custom skymaps</a>
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</li>
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<li>
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Custom watercolouring or water textures
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<a href="#water">Custom watercolouring or water textures</a>
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</li>
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<li>
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Custom fog distances and colours
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@@ -76,13 +76,15 @@
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</p>
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<p>
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Preferably, textures should be 256x256 pixels. But, each cube in AssaultCube measures 32x32 pixels, so, as
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long as the image is a multiple of 32 pixels and doesn't take up too much space, the texture should work fine.
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long as the image is a multiple of 32 pixels and doesn't take up too much space, the texture should work fine. If
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the image is not a multiple of 32 pixels, it will not fit on the cube properly and will be unaligned and look strange.
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When creating/using custom textures, remember that too much detail/size could make that texture in the map too laggy!
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</p>
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<p>
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You will notice in the default config a command "texturereset". This ensures that all the textures
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in your map are always shown in the correct order, so make sure you leave this where it is! Textures are in a numbered
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list and the "texturereset" command resets that list. The first and second textures in the list are hardcoded as the
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list and the "texturereset" command resets that list, so that your map is not using the last maps texture list.
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The first and second textures in the list are hardcoded as the
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skymap and water textures.
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</p>
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<p>
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@@ -101,6 +103,10 @@
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<p>
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<b>Note:</b> All textures <b>MUST</b> be placed inside <a href="../packages/textures">/packages/textures/</a>.
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</p>
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<p>
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<b>Warning:</b> There is a texture command above the water textures in the default config that has the comment "dummy".
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Do not touch or remove this as it will break some configurations.
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</p>
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<p>
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<b>Warning:</b> There can only be maximum of 256 textures in your map! Any more won't be loaded.
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</p>
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@@ -112,18 +118,116 @@
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to create a seperate folder for your mapmodel. Inside it, you will need to place the model with the name "tris"
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(and the .md2 or .md3 extension). You will also need to place the skin in the same folder with the name "skin.jpg".
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</p>
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<p>
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You will see a command called "mapmodelreset". All mapmodels can be placed below this. The mapmodelreset command
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ensures that the mapmodels in the numbered list are reset, meaning that everything appears as it should, rather than
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using the last maps mapmodel numbering.
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</p>
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<p>
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To add a mapmodel, use this format: <b>mapmodel X Y Z 0"model-folder"</b> on a single line.
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Replace "model-folder" with the name of the folder that the mapmodel is in (for example, if the file is
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in /packages/models/mapmodels/tree, you would put "tree" there).|
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</p>
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<p>
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Mapmodels use an invisible force to make them feel solid (i.e. you colide against them, rather than falling through
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them). This invisible force is called a "clip".
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<ul>
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<li>
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<b>W:</b> Defines the total width/length (in radius) that the invisible force (clip) should take up
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from the centre of the mapmodel.
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</li>
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<li>
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<b>X:</b> Defines the total height that the invisible force (clip) should take up.
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</li>
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<li>
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<b>Y:</b> Defines the initial height off the ground you would like the mapmodel to appear.
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</li>
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<li>
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<b>0:</b> The last zero on the mapmodels clipping should be left alone. Do not touch this value and leave it assigned at zero. Changing or
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removing this number will break the mapmodel command.
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</li>
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</ul>
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</p>
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<p>
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<b>Note:</b> The mapmodel number is defined by where the mapmodel is placed inside the mapmodel list, i.e. the 21st
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mapmodel command will be the 21st mapmodel
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</p>
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<p>
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<b>Tip:</b> If you define the mapmodel to have 0 clipping of the width/length but give it a height
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clipping (for example, a clipping of 8 high)
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then that model will actually take up the width/length of 1 single cube with the height you defined
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(if you define both to be 0, then it won't be clipped)
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</p>
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<h3 id="#clips">Custom "nothing" clips</h3>
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<p>
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<a href="mapediting3.xml#clips">Nothing clips</a> can be used to block off areas that you don't want to
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be accessed by players, see this <a href="mapediting3.xml#clips">link</a> for more details. To create a customised
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nothing clip, do it how you would normally create a mapmodel but use the word "nothing" where the folder name should
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be. Choose your own customised clip (invisible force that you collide against) as you would normally (i.e. define
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the clip width/length and height).
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</p>
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<h2 id="skymap">Custom skymaps</h2>
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<p>
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All skymaps should be placed in their own individual folder inside
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<a href="../packages/textures/skymaps/">packages/textures/skymaps/</a>. <br />
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Six pieces make up a skymap and should be named as below (replace "foobar" with the name of the skymap):
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<ul>
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<li>
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<b>foobar_bk.jpg</b> - For the back part of the skymap.
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</li>
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<li>
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<b>foobar_dn.jpg</b> - For the bottom part of the skymap.
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</li>
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<li>
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<b>foobar_ft.jpg</b> - For the front part of the skymap.
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</li>
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<li>
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<b>foobar_lf.jpg</b> - For the left part of the skymap.
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</li>
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<li>
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<b>foobar_rt.jpg</b> - For the right part of the skymap.
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</li>
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<li>
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<b>foobar_up.jpg</b> - For the top part of the skymap.
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</li>
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</ul>
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Look for the part of the config with the commands "loadsky". Delete or "comment out" the current skymap
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commands there so they don't conflict with your skymap. Then, on a single line, use this format to add your skymap:
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<b>loadsky "textures/skymaps/FOLDER/SKYMAP-NAME"</b>. Replace "folder" with the folder name you used, and "skymap-name"
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with the skymaps filename (i.e. foobar).
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</p>
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<p>
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<b>Note:</b> There are a selection of skymaps already available for you to use if needed. Just uncomment the one you want (comment the others).
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</p>
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<p>
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<b>Note:</b> The skymap is hardcoded as the first texture, in the texture list.
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</p>
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<h2 id="water">Custom watercolouring or water textures</h2>
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<p>
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Water colouring is very simple. Add this command to a line in your config file: <b>watercolour R G B</b>. Replace
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<b>R</b> with the red colour for the water, <b>G</b> with the green colour for the water and <b>B</b> with the blue
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colour for the water to choose your colouring mix. When using this command, ensure that you create a value for each
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colour (even if the value is just "1"), otherwise, the command may not work correctly
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</p>
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<!--
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TO DO:
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* loadnotexture
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* loadsky + Adv of the different parts of a skybox (1st texture in list)
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* mapmodelreset + mapmodel + clips/clipping
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* fog + fogcolour
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* mapsound
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* watercolour + watertexture (2nd texture in list)
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- Ask driAn about dummy texture..
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- Ask/check what the "Z" in mapmodels is for...
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- Ask why watercolour needs to be in cfg.
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-->
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