A bunch of docs spelling cleanups (thx wurfel)

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3480 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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RandumKiwi
2008-11-10 05:52:58 +00:00
parent 62c2a9650f
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AssaultCube: README</h1>
</div>
<div id="content">
<!--Thanks to "wurfel" for finding some inconsistencies in the docs -->
<!--Thanks to "wurfel" for finding many inconsistencies and spelling mistakes
in the docs for me to correct.. (RandumKiwi) -->
<h1>
About</h1>
<p>
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algorithm and frustrum culling. You can see the effect of this when you switch to edit mode (E),
and then fly out above a map: you'll see parts of the map dropping away as you move. The remaining
cubes are then rendered in their most efficient size (i.e. cube will render a mixture of 1x1 2x2 4x4
etc. size cubes, depending on wether they have the same properties: height, texturing etc.).
etc. size cubes, depending on whether they have the same properties: height, texturing etc.).
</p>
<p>
If you are on a fast system, or you are playing a simple/small map, AssaultCube/Cube will simply render all
@@ -89,7 +89,7 @@
<p>
If ping is high (either yours or someone you play with), some actions may appear lagged.
The effect of ping is generally that the players in a game are effectively playing more
and more seperate games, as someone with a high ping is "playing in the past". The local
and more separate games, as someone with a high ping is "playing in the past". The local
effects of this are masked out by client side movement &amp; aim, but may become noticable across players:
</p>
<ul>
@@ -124,7 +124,7 @@
Creating a new map is quite easy, but it takes time to learn the skills needed to create one of fair quality.
</p>
<p>
More information about map editing can be found <a href="mapeditingintro.html" shape="rect">here</a>.
More information about map editing can be found <a href="mapediting1.html" shape="rect">here</a>.
</p>
</div>
<div id="footer">
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f<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
<html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Get started</title>
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<b>The "cube grid"</b><br clear="none"/>
<p>
This will be shown as a white grid of squares drawn where ever you point.
<br clear="none"/>Each of the small squares is a single cube. The cubes in AssaultCube are known as "geometery".
<br clear="none"/>Each of the small squares is a single cube. The cubes in AssaultCube are known as "geometry".
The bigger blue squares, indicate a selection of 8x8 cubes to make map editing easier.
</p>
</td>
@@ -48,7 +48,7 @@
<b>Cube selector</b><br clear="none"/>
<p>
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. <br clear="none"/>The red dot indicates which corner of a cube you are manipulating, if you are using
geometry, a bit like a crosshair. <br clear="none"/>The red dot indicates which corner of a cube you are manipulating, if you are using
<a href="mapediting2.html#heightfield" shape="rect">heightfields</a>, or where your <a href="mapediting3.html" shape="rect">entity</a>
will be placed if you are creating an entity.
</p>
@@ -69,7 +69,7 @@
<td rowspan="1" colspan="1">
<b>"Nearest entity" text</b><br clear="none"/>
<p>
This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties.<br clear="none"/>
This is the white writing along the bottom. It will tell you the location of the closest entity and its properties.<br clear="none"/>
<b>Note:</b> The nearest entity sparkly will show up orange (see left).
</p>
</td>
@@ -87,14 +87,14 @@
</table>
<p>
To get a feel for editmode, press E and float around. Try clicking and dragging the small white box at your crosshair over
some cubes (you will see a red box over what you are selecting). This is how you select geometery.
some cubes (you will see a red box over what you are selecting). This is how you select geometry.
</p>
<h2 id="controls">Map editing controls</h2>
<p>
Below are the controls that get used in map-editing, you will use most of these controls
when creating a map, so it's good to learn them <br clear="none"/>Note: These controls can ONLY be used in map editing mode.
</p>
<h3>Changing geometery</h3>
<h3>Changing geometry</h3>
<table>
<tr>
<td width="150" rowspan="1" colspan="1">
@@ -188,7 +188,7 @@
U
</td>
<td rowspan="1" colspan="1">
Undoes the last action (only applies to geometery).
Undoes the last action (only applies to geometry).
</td>
</tr>
<tr>
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F5
</td>
<td rowspan="1" colspan="1">
Toggle ocullsion on/off.
Toggle occlusion on/off.
</td>
</tr>
<tr>
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Entities</h1>
<p>
<a href="mapediting1.html#sparkles" shape="rect">Entities</a> are shown as blue
sparkly dots when in edit mode (the nearest one will show as orange). They are used for adding non-geometery/texture items,
sparkly dots when in edit mode (the nearest one will show as orange). They are used for adding non-geometry/texture items,
such as:
</p>
<ul>
@@ -61,7 +61,7 @@
Lighting</h2>
<p>
When lighting up a map, make sure to allow for contrast, as contrast is what makes
a map look atmostpheric. Things that are naturally bright, should become naturally
a map look atmospheric. Things that are naturally bright, should become naturally
bright (for example: outside areas, lights, lamps, etc). Places that are naturally
dark, should be a bit dim (for example: A room with no windows or lights).
</p>
@@ -235,8 +235,8 @@
<h2 id="ladders">
Ladders</h2>
<p>
Ladders are comprised of <b>TWO</b> peices. One part is the ladder mapmodel which
gives the ladder an apperance. The other part is the "entity" which is an invisible
Ladders are comprised of <b>TWO</b> pieces. One part is the ladder mapmodel which
gives the ladder an appearance. The other part is the "entity" which is an invisible
force that let's you climb the mapmodel like a ladder.
</p>
<h3>
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<p>
<b>Warning:</b> <u>PLEASE</u> be aware when adding custom content to your map, to make sure you use
<u>LOWERCASE</u> 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
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!)
</p>
<p>
<b>Warning:</b> Don't use single slashes in the config file to issue commands, as the commands won't work if you do.
</p>
<p>
<b>Note:</b> You may see "comments" in the config files. Comments are lines of wiriting in the config file that
<b>Note:</b> You may see "comments" in the config files. Comments are lines of writing 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:<br clear="none"/>
<b>// This is a comment!</b>
@@ -103,7 +103,7 @@
<p>
To add a new texture, use this format: <b>texture 0 "./raboof/foobar.jpg"</b> on a single line.
Replace "raboof" with the folder name and "foobar" 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.
inside a separate folder so that it does not get mixed in with everyone elses content.
</p>
<p>
<b>Note:</b> All textures <b>MUST</b> be placed inside <a href="../packages/textures" shape="rect">/packages/textures/</a>.
@@ -119,7 +119,7 @@
<p>
To use your own custom mapmodels in AssaultCube, all models must be of either md2 or md3 format and
be placed inside <a href="../packages/models/mapmodels" shape="rect">/packages/models/mapmodels</a>. You will need
to create a seperate folder for your mapmodel. Inside it, you will need to place the model with the name "tris"
to create a separate 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".
</p>
<p>
@@ -202,7 +202,7 @@
</p>
<h2 id="fog">Custom fog distances and colours</h2>
<p>
Fog is used in AssaultCube to help improve performance on some computers. However, it's not completely neccesary
Fog is used in AssaultCube to help improve performance on some computers. However, it's not completely necessary
and as long as it doesn't make your map too laggy and will improve your maps look, then you can make the fog appear
at different distances and colours to add to your maps appearance.
</p>
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<p>
If you want to create maps with the intention of getting them into the
offical AssaultCube package, then you're best to read the following...
official AssaultCube package, then you're best to read the following...
</p>
<p>
AssaultCube only adds high quality maps to their release. No exceptions. So
@@ -56,7 +56,7 @@ at least give you an idea on what we're looking out for...
<li>
There must be more than one way to rush from the one place to the other, like (as example) CS maps.
Check the official maps that are already included in the distribution, your map should
have a layout somewhat simillar to this.
have a layout somewhat similar to this.
</li>
<li>
Use of own textures and mapmodels:<ul><li>
@@ -72,7 +72,7 @@ at least give you an idea on what we're looking out for...
The reason for this WQD limit is that, anymore and the maps will lag on older machines).</li></ul>
</li>
<li>
Avoid strange gimmicks, such as walk-through doors, as "strange" gimmicks will defiently not be accepted.
Avoid strange gimmicks, such as walk-through doors, as "strange" gimmicks will definitely not be accepted.
Don't expect maps that aren't created for current game modes to be included.
</li>
<li>