diff --git a/docs/mapediting2.xml b/docs/mapediting2.xml index 221c251f..90a82a00 100644 --- a/docs/mapediting2.xml +++ b/docs/mapediting2.xml @@ -197,7 +197,7 @@ 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. + Arches - Type /arch X and replace "X" with a number to create different types of arches.

Textures

diff --git a/docs/mapediting3.xml b/docs/mapediting3.xml index 526737aa..6474399c 100644 --- a/docs/mapediting3.xml +++ b/docs/mapediting3.xml @@ -199,7 +199,7 @@ But, you can use a mapmodel platform or bridge. Look in the editing menu under "Platforms/Clips". Apply some height to these to create a second floor.

-

Clips

+

Clips

Clips is an invisible mapmodel that can be used to block players from accessing areas that they shouldn't be able to access (for example: over a fence). It's also known as the "nothing" mapmodel. The default size for the blocking force created by the nothing diff --git a/docs/mapediting5.xml b/docs/mapediting5.xml index ffc59259..9282eab1 100644 --- a/docs/mapediting5.xml +++ b/docs/mapediting5.xml @@ -6,7 +6,126 @@ Map editing: Config files

Map editing: Config files

+ +

+ When you first start a map, be sure to use the /newmap command, rather than editing + an existing map. + Issuing the newmap command ensures that your map uses the default map settings, rather than + using the existing configuration for that map (if it did use the existing configuration, upon 2nd load, the map will become messed up). +

+

+ Map config files will ONLY be needed if you want to utilize any of the below: +

+ The first step to using any of the above in your map is copying the + /config/default_map_settings.cfg file into your + /packages/maps folder + and then renaming it to the same name as what your map will be called (i.e. foobar.cfg). + Whenever your map is loaded, it will look for your maps config file (which it can only + find if it's named the same as your map). If it can't find + the config file for your map, it will automatically load + the default config instead. +

+

+ Warning: PLEASE be aware when adding custom content to your map, to make sure you use + LOWERCASE through out the config file and make sure file names of your custom content also use lower case. + If you don't, some operating systems such as linux, will not load the commands or files due to the fact that an + uppercase letter in linux is counted as a completely different letter to a lower case letter. So it is absolutely + vital that the filenames match (even in the file-name extension!) +

+

+ Warning: Don't use single slashes in the config file to issue commands, as the commands won't work if you do. +

+

+ Note: You may see "comments" in the config files. Comments are lines of wiriting in the config file that + have had 2 forward-slashes put in front of them. Using comments is a good way to advise the reader of the config + file about things in the config file. Comments are ignored by the AssaultCube engine. Below is an example of a comment:
+ // This is a comment! +

+ +

Custom textures

+

+ When you want to add custom textures to your config file, be sure that the textures tile seamlessly. + This means that your texture, when lined up against itself in all directions, should match itself. +

+

+ 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. + 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 + skymap and water textures. +

+

+ You are allowed to add new textures anywhere below where it says + //-----brickwalls------- Putting it above this will + create some problems. If you are just starting your map, it would be fine to replace textures in the list, or slot + your textures anywhere between the current texture list. However, if you have already started your map and are just + now adding a new texture, it would be wise to place your texture at the very end of the list, so that your map does + not get messed up! +

+

+ To add a new texture, use this format: texture 0 "./folder/file.jpg" on a single line. + Replace "folder" with the folder name and "file" with the name of the image. Be sure to put all your content + inside a seperate folder so that it does not get mixed in with everyone elses content. +

+

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

+

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

+ +

Custom mapmodels

+

+ To use your own custom mapmodels in AssaultCube, all models must be of either md2 or md3 format and + be placed inside /packages/models/mapmodels. You will need + 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". +

+