From c13af9e2658c71b2fe4654ef49db8d3f2b700773 Mon Sep 17 00:00:00 2001 From: makke Date: Wed, 1 Mar 2006 03:26:15 +0000 Subject: [PATCH] docs... git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@204 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- docs/mappers_readme.txt | 18 +++++++++++------- docs/package_copyrights.txt | 14 +++++++------- packages/models/mapmodels/readme.txt | 27 +++++++++++++++++++++++++++ 3 files changed, 45 insertions(+), 14 deletions(-) create mode 100644 packages/models/mapmodels/readme.txt diff --git a/docs/mappers_readme.txt b/docs/mappers_readme.txt index 0f748057..775b2967 100644 --- a/docs/mappers_readme.txt +++ b/docs/mappers_readme.txt @@ -12,7 +12,7 @@ Note the comments on particular mapmodel If you want send us the maps you will make, you need to read the following lines. These rules/definitions are necessary because the maps that come with an -ActionCube release should be high-quality. +ActionCube release must be of high-quality. - AC maps should look a bit grim, dusky . @@ -25,7 +25,9 @@ so choosing the right texture for the job might take some time. - no heavy lights - dont use _some_ different colors for lights -- No dark corners/places for campers +- No dark corners/places for campers* + +* this is subject to discussion - you should provide sniper spots, but players must have a chance to fight back by means of tactics. Donīt build "sniper forts". - Be frugal with mapmodels: - mapmodels slow down the gamespeed, thats a problem on older machines - place them well, @@ -41,20 +43,22 @@ like (as example) cs maps. - Own textures and mapmodels: feel free to include custom textures/mapmodels, -but be aware that they might need to be discussed with the Lead Mapper. +but be aware that they might need to be discussed with the Lead Artist. Any custom stuff you want to use must either be totally free to use or made by yourself. You must include the original authors copyright notes, and have authorīs permission to use if required. +The particular licensing of content created by yourself is your choice. - 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) - Absolute maximum wqd :6000 (special cases might be subject to discussion). + Absolute maximum wqd :5000 (special cases might be subject to discussion). -> Check the maps that are already included, your map should have a layout somewhat simillar to this. General Tips : 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. -Due to more mapmodels and higher player/hudgun polycount performance is very important. -Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is neccesairy. +Due to more mapmodels and higher player/hudgun-polycounts performance is very important. + +Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is vital. While building the rough layout it is a good idea to spam the whole level with small, high contrast light sources (2/3/4 255 lights) to simulate a highly detailed scene regarding wqd count. Replace those lights when going into details. @@ -62,7 +66,7 @@ Replace those lights when going into details. The current texture set is somewhat sensitive to very bright light, a good effect can be achieved by using (7-12 100-180) raduis/strengh lights to add some "ambient" lighning first , and use smaller 2/3 255 for the highlights (where there are lamps/lamp models) -by no means use the L button please. :) +By no means use the L button please. :) diff --git a/docs/package_copyrights.txt b/docs/package_copyrights.txt index 68b9bb2e..9ed71947 100644 --- a/docs/package_copyrights.txt +++ b/docs/package_copyrights.txt @@ -4,13 +4,15 @@ This file holds the copyright information for all packages/artwork included in A (c) makkE (makk_e@web.de),Arghvark, MitaMan The maps included remain interlectual property of their respective creators. + Mapmessages upon load will provide further detail. --------------MODELS------------------ Mapmodels (C) 2004-2006 by makkE, nieb (nieb_123@hotmail.com) and jcdpc do not modify or reuse/distribute without prior written permission from the author(s). +See /packages/models/mapmodels/readme.txt for detailed information. -Weapon Models -All custom weapons models are (c) 2004-2006 by makkE ,do not modify or reuse/distribute without prior written permission from the author. +-Weapon Models- +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. e-mail: makk_e@web.de 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. @@ -49,7 +51,7 @@ CREDITS: id software,Npherno for the awesome NST,Phillip Martin for the equally essential Q2modeller and the boys at Planetquake.com/q2pmp. -Note: Additional skins created with permission. Thanx Darren!! +Note: Additional skins created and model used with permission. Thanx Darren!! -----------------2d----------------------- packages/misc/item.png @@ -103,8 +105,6 @@ check http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=598 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 engineīs 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, thatīs for sure ;) -dcp_floor01 from dcpīs textureset1, thnx :) - -------------packages/textures/noctua (C) by NOCTUA Graphics. All rights reserved. @@ -137,11 +137,11 @@ skyboxes by steini, makkE (feel free to use the sykboxes in "makke" for whatever ---------Sounds------------ -Recorded by makkE and/or partially reprocessed from various royalty free samples.(thanx to mitaman for gathering ressources) +Recorded by makkE and/or partially reprocessed from various royalty free/free to modify samples.(thanx to mitaman for gathering ressources) ---------Music------------- -Main Menu Loop: (c) 2005 dietmar pier +Main Menu Loop: (c) 2005 dietmar pier created for Actioncube, all rights reserved. cube.dietmarpier.de diff --git a/packages/models/mapmodels/readme.txt b/packages/models/mapmodels/readme.txt new file mode 100644 index 00000000..a565fb8e --- /dev/null +++ b/packages/models/mapmodels/readme.txt @@ -0,0 +1,27 @@ +Actioncube Mapmodels + +These mapmodels have been created exclusively for Actioncube. + +modelled by Shane Nieb : + +Chair1 (model+skin) +dumpster +fence +fencegate_closed +fengegate open +fencepost +nothing +picture1 +light01 +roadblocks + +Skinned by makke unless otherwise noted. + +Do not use, modify or redistribute without prior written permission of the author: +nieb_123@hotmail.com + +Laptop model+skin by jcdpc, all rights reserved. + +All other objects modelled and skinned by makkE +Do not use, modify or redistribute without prior written permission of the author +(c) 2004-2006 by Markus Bekel e-mail: makk_e@web.de