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.
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 @@
+ 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: +
+ 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!
+
+ 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. +
+ ++ 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". +
+