From 555bdddeb96ff723db64e662b7a8e40800bf40df Mon Sep 17 00:00:00 2001
From: RandumKiwi
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 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.
- 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.
Modding
+ Mapping/Modding
Multi-player modes
Heightfield cubes
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.
-
+ 

Entity sparkles
-
@@ -56,8 +58,7 @@
+ 

Cube selector
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.
"Nearest entity" text
diff --git a/docs/mapediting2.xml b/docs/mapediting2.xml
index 72584b2f..be032d18 100644
--- a/docs/mapediting2.xml
+++ b/docs/mapediting2.xml
@@ -31,7 +31,9 @@
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. -
+