diff --git a/docs/README.xml b/docs/README.xml index b6f35a9e..a3084384 100644 --- a/docs/README.xml +++ b/docs/README.xml @@ -82,13 +82,22 @@ -
AssaultCube offers 7 different multi-player game modes, 3 single-player game modes and 1 mode for co-operative map editing. - Information about co-operative editing can be found in Map editing: Beginners. + Information about co-operative editing can be found in Map editing: Tips.
diff --git a/docs/mapediting1.xml b/docs/mapediting1.xml index d1dfe385..0aaacb0e 100644 --- a/docs/mapediting1.xml +++ b/docs/mapediting1.xml @@ -27,27 +27,29 @@
- These are the light green cubes in the grid.
These cubes indicate heightfields, which will be explained later here.
+ These are the light green cubes in the grid.
These cubes indicate heightfields, which will be explained
+ later here.


- These are shown as blue sparkly things. They are known as "entities", which will be explained later here. + These are shown as blue sparkly dots. They are known as "entities", which will be explained later here.


This appears as a small white box with a red dot in the corner. It will appear in the middle of the screen and you can use it to select
- geometery, a bit like a crosshair.
The red dot indicates which corner of a cube you are manipulating, if you are using heightfields,
- or where your entity will be placed if you are creating an entity, but you don't need to worry about knowing how to use that red dot just yet.
+ geometery, a bit like a crosshair.
The red dot indicates which corner of a cube you are manipulating, if you are using
+ heightfields, or where your entity
+ will be placed if you are creating an entity.
- This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties, but you don't need - to worry about how to use that just yet. + This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties.
You can save your map at any time by typing: /savemap and then the name you would like it saved as. The map gets - saved in the packages/maps directory. Save your map often, to avoid the frustration of losing all of your work if something goes wrong. + saved in the packages/maps directory. Save your map often, to avoid the frustration of losing all of your work if something goes wrong. + Each time you do save your map, a backup of your last save is created with a timestamp that ends with the extension ".BAK". + If you need to utilize these backups, all you will need to do, is rename the ".BAK" extension to ".cgz".
Note: Make sure when you start a map, to use the /newmap command, rather than editing an existing map, otherwise your map may get saved @@ -50,7 +52,7 @@ by simply manipulating the geometry.
- There are five different ways to manipulate geometry: + There are six different ways to manipulate geometry:
+ Corners are simple to create. Select a cube and press K. This will cut the cube in half diagonally, keeping one + half and giving the other half to the nearest cube - making it a corner. The corner needs to be a power of 2 squares + for this to work. To undo this a corner, press G. +
++ You can use heightfields to manipulate the corners of cubes and create slopes/arches. Heightfields are somewhat restrictive, so there are a + few things to know about before creating a heightfield: +
+ Slopes and arches can be created by selecting an area and using the arch or slope command. +
++ Slopes: Type /slope X Y. Replace "X" and "Y" with different numbers to make your slope shape in different + directions (you can use negative values here, for example: /slope 0 -2). +
++ Arches: Type /slope X and replace "X" with a number to create different types of arches. +
@@ -172,25 +222,20 @@
Note: The "upper-wall" are the sides of the wall that protrudes from the ceiling.
+ Pressing U will undo the last texture/geometry action that was done. It will not undo entities. +
++ Selecting some cubes and pressing C will copy them. Then, select a cube and press V to paste it. + The cubes will be pasted from the red dot on the cube selector. +
- - -- Co-operative map editing lets you build and modify maps with others easily. This mode allows you to edit maps online with other players - who could help speed up repetitive or boring tasks, bring in fresh ideas or spot errors you may have missed. -
-- To start co-operative map editing, when in a server, type: /mode 1 and then type: /map and then your mapnames name and press ENTER. - You will have to of made a "newmap" previous to entering the server to be able to co-op edit it. -
-- You will then need to send the map. You can do this by typing: /sendmap and then your mapnames name and press ENTER. Note: Custom - materials can't be sent, they will have to be downloaded another way if you are using them. If you are using a custom "cfg" file, it will automatically - be sent with the map, if there is a cfg file present. -
-- Note: Some useful editing commands can't be used in co-op editing, such as: copy, paste, slope, arch, undo, etc. -
+