From 2372b40d73b2195c833aaa85a14f854ae4fbb294 Mon Sep 17 00:00:00 2001 From: RandumKiwi Date: Tue, 19 Aug 2008 06:05:27 +0000 Subject: [PATCH] Map editing documentation -> Cfg files git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2343 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- docs/mapediting5.xml | 122 +++++++++++++++++++++++++++++++++++++++---- 1 file changed, 113 insertions(+), 9 deletions(-) diff --git a/docs/mapediting5.xml b/docs/mapediting5.xml index 9282eab1..39b19a02 100644 --- a/docs/mapediting5.xml +++ b/docs/mapediting5.xml @@ -23,15 +23,15 @@ Custom mapmodels
  1. - Custom "nothing" clips + Custom "nothing" clips
  • - Custom skymaps + Custom skymaps
  • - Custom watercolouring or water textures + Custom watercolouring or water textures
  • Custom fog distances and colours @@ -76,13 +76,15 @@

    Preferably, textures should be 256x256 pixels. But, each cube in AssaultCube measures 32x32 pixels, so, as - long as the image is a multiple of 32 pixels and doesn't take up too much space, the texture should work fine. + long as the image is a multiple of 32 pixels and doesn't take up too much space, the texture should work fine. If + the image is not a multiple of 32 pixels, it will not fit on the cube properly and will be unaligned and look strange. When creating/using custom textures, remember that too much detail/size could make that texture in the map too laggy!

    You will notice in the default config a command "texturereset". This ensures that all the textures in your map are always shown in the correct order, so make sure you leave this where it is! Textures are in a numbered - list and the "texturereset" command resets that list. The first and second textures in the list are hardcoded as the + list and the "texturereset" command resets that list, so that your map is not using the last maps texture list. + The first and second textures in the list are hardcoded as the skymap and water textures.

    @@ -101,6 +103,10 @@

    Note: All textures MUST be placed inside /packages/textures/.

    +

    + Warning: There is a texture command above the water textures in the default config that has the comment "dummy". + Do not touch or remove this as it will break some configurations. +

    Warning: There can only be maximum of 256 textures in your map! Any more won't be loaded.

    @@ -112,18 +118,116 @@ to create a seperate folder for your mapmodel. Inside it, you will need to place the model with the name "tris" (and the .md2 or .md3 extension). You will also need to place the skin in the same folder with the name "skin.jpg".

    +

    + You will see a command called "mapmodelreset". All mapmodels can be placed below this. The mapmodelreset command + ensures that the mapmodels in the numbered list are reset, meaning that everything appears as it should, rather than + using the last maps mapmodel numbering. +

    +

    + To add a mapmodel, use this format: mapmodel X Y Z 0"model-folder" on a single line. + Replace "model-folder" with the name of the folder that the mapmodel is in (for example, if the file is + in /packages/models/mapmodels/tree, you would put "tree" there).| +

    +

    + Mapmodels use an invisible force to make them feel solid (i.e. you colide against them, rather than falling through + them). This invisible force is called a "clip". +

    +

    +

    + Note: The mapmodel number is defined by where the mapmodel is placed inside the mapmodel list, i.e. the 21st + mapmodel command will be the 21st mapmodel +

    +

    + Tip: If you define the mapmodel to have 0 clipping of the width/length but give it a height + clipping (for example, a clipping of 8 high) + then that model will actually take up the width/length of 1 single cube with the height you defined + (if you define both to be 0, then it won't be clipped) +

    + +

    Custom "nothing" clips

    +

    + Nothing clips can be used to block off areas that you don't want to + be accessed by players, see this link for more details. To create a customised + nothing clip, do it how you would normally create a mapmodel but use the word "nothing" where the folder name should + be. Choose your own customised clip (invisible force that you collide against) as you would normally (i.e. define + the clip width/length and height). +

    + +

    Custom skymaps

    +

    + All skymaps should be placed in their own individual folder inside + packages/textures/skymaps/.
    + Six pieces make up a skymap and should be named as below (replace "foobar" with the name of the skymap): +

    + Look for the part of the config with the commands "loadsky". Delete or "comment out" the current skymap + commands there so they don't conflict with your skymap. Then, on a single line, use this format to add your skymap: + loadsky "textures/skymaps/FOLDER/SKYMAP-NAME". Replace "folder" with the folder name you used, and "skymap-name" + with the skymaps filename (i.e. foobar). +

    +

    + Note: There are a selection of skymaps already available for you to use if needed. Just uncomment the one you want (comment the others). +

    +

    + Note: The skymap is hardcoded as the first texture, in the texture list. +

    + +

    Custom watercolouring or water textures

    +

    + Water colouring is very simple. Add this command to a line in your config file: watercolour R G B. Replace + R with the red colour for the water, G with the green colour for the water and B with the blue + colour for the water to choose your colouring mix. When using this command, ensure that you create a value for each + colour (even if the value is just "1"), otherwise, the command may not work correctly +

    + + + +