docs...
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@204 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -12,7 +12,7 @@ Note the comments on particular mapmodel
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If you want send us the maps you will make, you need to read the following lines.
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These rules/definitions are necessary because the maps that come with an
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ActionCube release should be high-quality.
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ActionCube release must be of high-quality.
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- AC maps should look a bit grim, dusky .
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@@ -25,7 +25,9 @@ so choosing the right texture for the job might take some time.
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- no heavy lights
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- dont use _some_ different colors for lights
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- No dark corners/places for campers
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- No dark corners/places for campers*
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* this is subject to discussion - you should provide sniper spots, but players must have a chance to fight back by means of tactics. Don´t build "sniper forts".
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- Be frugal with mapmodels:
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- mapmodels slow down the gamespeed, thats a problem on older machines - place them well,
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@@ -41,20 +43,22 @@ like (as example) cs maps.
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- Own textures and mapmodels:
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feel free to include custom textures/mapmodels,
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but be aware that they might need to be discussed with the Lead Mapper.
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but be aware that they might need to be discussed with the Lead Artist.
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Any custom stuff you want to use must either be totally free to use or made by yourself.
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You must include the original authors copyright notes, and have author´s permission to use if required.
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The particular licensing of content created by yourself is your choice.
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- Desired average wqd: 2000-3000 (leaves enough room for models) Your fullbright basic level (blank rooms) Should by no means exceed 1000 wqd, ideally around 100-800)
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Absolute maximum wqd :6000 (special cases might be subject to discussion).
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Absolute maximum wqd :5000 (special cases might be subject to discussion).
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-> Check the maps that are already included, your map should have a layout somewhat simillar to this.
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General Tips :
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Use solids wisely to allow for a map of reasonable size. There IS a limit to openness in cube. If you plan on making wide open maps, you might consider to make maps for sauerbraten instead.
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Due to more mapmodels and higher player/hudgun polycount performance is very important.
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Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is neccesairy.
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Due to more mapmodels and higher player/hudgun-polycounts performance is very important.
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Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is vital.
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While building the rough layout it is a good idea to spam the whole level with small, high contrast light sources
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(2/3/4 255 lights) to simulate a highly detailed scene regarding wqd count.
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Replace those lights when going into details.
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@@ -62,7 +66,7 @@ Replace those lights when going into details.
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The current texture set is somewhat sensitive to very bright light, a good effect can be achieved by using
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(7-12 100-180) raduis/strengh lights to add some "ambient" lighning first ,
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and use smaller 2/3 255 for the highlights (where there are lamps/lamp models)
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by no means use the L button please. :)
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By no means use the L button please. :)
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@@ -4,13 +4,15 @@ This file holds the copyright information for all packages/artwork included in A
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(c) makkE ([email protected]),Arghvark, MitaMan
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The maps included remain interlectual property of their respective creators.
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Mapmessages upon load will provide further detail.
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--------------MODELS------------------
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Mapmodels (C) 2004-2006 by makkE, nieb ([email protected]) and jcdpc do not modify or reuse/distribute without prior written permission from the author(s).
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See /packages/models/mapmodels/readme.txt for detailed information.
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Weapon Models
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All custom weapons models are (c) 2004-2006 by makkE ,do not modify or reuse/distribute without prior written permission from the author.
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-Weapon Models-
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All custom weapons models and respective textures are (c) 2004-2006 by makkE ,do not modify or reuse/distribute without prior written permission from the author.
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e-mail: [email protected]
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Models in the folders "misc" and "pickups" (c) 2005-2006 by makkE ,do not modify or reuse/distribute without prior written permission from the author.
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@@ -49,7 +51,7 @@ CREDITS:
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id software,Npherno for the awesome NST,Phillip Martin for the equally
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essential Q2modeller and the boys at Planetquake.com/q2pmp.
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Note: Additional skins created with permission. Thanx Darren!!
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Note: Additional skins created and model used with permission. Thanx Darren!!
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-----------------2d-----------------------
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packages/misc/item.png
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@@ -103,8 +105,6 @@ check http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=598
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this folder contains mostly textures by makkE. Some of them are royalty free textures from various sources, that have been modified/reprocessed to meet the engine´s demands. I have forgot where they are from so if anyone recognizes some of his work, drop me a line so I can give credit...they were free to use and modify, that´s for sure ;)
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dcp_floor01 from dcp´s textureset1, thnx :)
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-------------packages/textures/noctua
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(C) by NOCTUA Graphics. All rights reserved.
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@@ -137,11 +137,11 @@ skyboxes by steini, makkE (feel free to use the sykboxes in "makke" for whatever
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---------Sounds------------
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Recorded by makkE and/or partially reprocessed from various royalty free samples.(thanx to mitaman for gathering ressources)
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Recorded by makkE and/or partially reprocessed from various royalty free/free to modify samples.(thanx to mitaman for gathering ressources)
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---------Music-------------
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Main Menu Loop: (c) 2005 dietmar pier
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Main Menu Loop: (c) 2005 dietmar pier created for Actioncube, all rights reserved.
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cube.dietmarpier.de
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@@ -0,0 +1,27 @@
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Actioncube Mapmodels
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These mapmodels have been created exclusively for Actioncube.
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modelled by Shane Nieb :
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Chair1 (model+skin)
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dumpster
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fence
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fencegate_closed
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fengegate open
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fencepost
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nothing
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picture1
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light01
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roadblocks
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Skinned by makke unless otherwise noted.
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Do not use, modify or redistribute without prior written permission of the author:
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[email protected]
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Laptop model+skin by jcdpc, all rights reserved.
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All other objects modelled and skinned by makkE
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Do not use, modify or redistribute without prior written permission of the author
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(c) 2004-2006 by Markus Bekel e-mail: [email protected]
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