git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2343 e016b1c5-ed68-44aa-a2f7-31cac88cffde
236 lines
11 KiB
XML
236 lines
11 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
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<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
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<head><title>Map editing: Config files</title></head>
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<body>
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<h1>Map editing: Config files</h1>
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<p>
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When you first start a map, be sure to use the <b>/newmap</b> command, rather than editing
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an existing map.
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Issuing the <i>newmap</i> command ensures that your map uses the default map settings, rather than
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using the existing configuration for that map (if it did use the existing configuration, upon 2nd load, the map will become messed up).
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</p>
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<p>
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Map config files will <b>ONLY</b> be needed if you want to utilize any of the below:
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<ul>
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<li>
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<a href="#textures">Custom textures</a>
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</li>
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<li>
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<a href="#models">Custom mapmodels</a>
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<ol>
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<li>
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<a href="#clips">Custom "nothing" clips</a>
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</li>
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</ol>
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</li>
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<li>
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<a href="#skymap">Custom skymaps</a>
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</li>
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<li>
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<a href="#water">Custom watercolouring or water textures</a>
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</li>
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<li>
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Custom fog distances and colours
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</li>
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<li>
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Ambient sounds
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</li>
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<li>
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Using the "loadnotexture" command
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</li>
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</ul>
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The first step to using any of the above in your map is copying the
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<a href="../config/default_map_settings.cfg">/config/default_map_settings.cfg</a> file into your
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<a href="../packages/maps">/packages/maps</a> folder
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and then renaming it to the same name as what your map will be called (i.e. foobar.cfg).
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Whenever your map is loaded, it will look for your maps config file (which it can only
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find if it's named the same as your map). If it can't find
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the config file for your map, it will automatically load
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<a href="../config/default_map_settings.cfg">the default config</a> instead.
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</p>
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<p>
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<b>Warning:</b> <u>PLEASE</u> be aware when adding custom content to your map, to make sure you use
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<u>LOWERCASE</u> through out the config file and make sure file names of your custom content also use lower case.
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If you don't, some operating systems such as linux, will not load the commands or files due to the fact that an
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uppercase letter in linux is counted as a completely different letter to a lower case letter. So it is absolutely
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vital that the filenames match (even in the file-name extension!)
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</p>
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<p>
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<b>Warning:</b> Don't use single slashes in the config file to issue commands, as the commands won't work if you do.
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</p>
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<p>
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<b>Note:</b> You may see "comments" in the config files. Comments are lines of wiriting in the config file that
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have had 2 forward-slashes put in front of them. Using comments is a good way to advise the reader of the config
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file about things in the config file. Comments are ignored by the AssaultCube engine. Below is an example of a comment:<br />
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<b>// This is a comment!</b>
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</p>
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<h2 id="textures">Custom textures</h2>
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<p>
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When you want to add custom textures to your config file, be sure that the textures tile seamlessly.
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This means that your texture, when lined up against itself in all directions, should match itself.
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</p>
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<p>
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Preferably, textures should be 256x256 pixels. But, each cube in AssaultCube measures 32x32 pixels, so, as
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long as the image is a multiple of 32 pixels and doesn't take up too much space, the texture should work fine. If
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the image is not a multiple of 32 pixels, it will not fit on the cube properly and will be unaligned and look strange.
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When creating/using custom textures, remember that too much detail/size could make that texture in the map too laggy!
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</p>
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<p>
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You will notice in the default config a command "texturereset". This ensures that all the textures
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in your map are always shown in the correct order, so make sure you leave this where it is! Textures are in a numbered
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list and the "texturereset" command resets that list, so that your map is not using the last maps texture list.
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The first and second textures in the list are hardcoded as the
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skymap and water textures.
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</p>
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<p>
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You are allowed to add new textures anywhere below where it says
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<b>//-----brickwalls-------</b> Putting it above this will
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create some problems. If you are just starting your map, it would be fine to replace textures in the list, or slot
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your textures anywhere between the current texture list. However, if you have already started your map and are just
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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
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not get messed up!
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</p>
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<p>
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To add a new texture, use this format: <b>texture 0 "./folder/file.jpg"</b> on a single line.
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Replace "folder" with the folder name and "file" with the name of the image. Be sure to put all your content
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inside a seperate folder so that it does not get mixed in with everyone elses content.
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</p>
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<p>
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<b>Note:</b> All textures <b>MUST</b> be placed inside <a href="../packages/textures">/packages/textures/</a>.
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</p>
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<p>
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<b>Warning:</b> There is a texture command above the water textures in the default config that has the comment "dummy".
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Do not touch or remove this as it will break some configurations.
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</p>
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<p>
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<b>Warning:</b> There can only be maximum of 256 textures in your map! Any more won't be loaded.
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</p>
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<h2 id="models">Custom mapmodels</h2>
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<p>
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To use your own custom mapmodels in AssaultCube, all models must be of either md2 or md3 format and
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be placed inside <a href="../packages/models/mapmodels">/packages/models/mapmodels</a>. You will need
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to create a seperate folder for your mapmodel. Inside it, you will need to place the model with the name "tris"
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(and the .md2 or .md3 extension). You will also need to place the skin in the same folder with the name "skin.jpg".
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</p>
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<p>
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You will see a command called "mapmodelreset". All mapmodels can be placed below this. The mapmodelreset command
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ensures that the mapmodels in the numbered list are reset, meaning that everything appears as it should, rather than
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using the last maps mapmodel numbering.
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</p>
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<p>
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To add a mapmodel, use this format: <b>mapmodel X Y Z 0"model-folder"</b> on a single line.
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Replace "model-folder" with the name of the folder that the mapmodel is in (for example, if the file is
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in /packages/models/mapmodels/tree, you would put "tree" there).|
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</p>
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<p>
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Mapmodels use an invisible force to make them feel solid (i.e. you colide against them, rather than falling through
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them). This invisible force is called a "clip".
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<ul>
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<li>
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<b>W:</b> Defines the total width/length (in radius) that the invisible force (clip) should take up
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from the centre of the mapmodel.
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</li>
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<li>
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<b>X:</b> Defines the total height that the invisible force (clip) should take up.
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</li>
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<li>
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<b>Y:</b> Defines the initial height off the ground you would like the mapmodel to appear.
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</li>
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<li>
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<b>0:</b> The last zero on the mapmodels clipping should be left alone. Do not touch this value and leave it assigned at zero. Changing or
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removing this number will break the mapmodel command.
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</li>
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</ul>
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</p>
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<p>
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<b>Note:</b> The mapmodel number is defined by where the mapmodel is placed inside the mapmodel list, i.e. the 21st
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mapmodel command will be the 21st mapmodel
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</p>
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<p>
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<b>Tip:</b> If you define the mapmodel to have 0 clipping of the width/length but give it a height
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clipping (for example, a clipping of 8 high)
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then that model will actually take up the width/length of 1 single cube with the height you defined
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(if you define both to be 0, then it won't be clipped)
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</p>
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<h3 id="#clips">Custom "nothing" clips</h3>
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<p>
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<a href="mapediting3.xml#clips">Nothing clips</a> can be used to block off areas that you don't want to
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be accessed by players, see this <a href="mapediting3.xml#clips">link</a> for more details. To create a customised
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nothing clip, do it how you would normally create a mapmodel but use the word "nothing" where the folder name should
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be. Choose your own customised clip (invisible force that you collide against) as you would normally (i.e. define
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the clip width/length and height).
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</p>
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<h2 id="skymap">Custom skymaps</h2>
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<p>
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All skymaps should be placed in their own individual folder inside
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<a href="../packages/textures/skymaps/">packages/textures/skymaps/</a>. <br />
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Six pieces make up a skymap and should be named as below (replace "foobar" with the name of the skymap):
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<ul>
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<li>
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<b>foobar_bk.jpg</b> - For the back part of the skymap.
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</li>
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<li>
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<b>foobar_dn.jpg</b> - For the bottom part of the skymap.
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</li>
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<li>
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<b>foobar_ft.jpg</b> - For the front part of the skymap.
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</li>
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<li>
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<b>foobar_lf.jpg</b> - For the left part of the skymap.
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</li>
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<li>
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<b>foobar_rt.jpg</b> - For the right part of the skymap.
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</li>
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<li>
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<b>foobar_up.jpg</b> - For the top part of the skymap.
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</li>
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</ul>
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Look for the part of the config with the commands "loadsky". Delete or "comment out" the current skymap
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commands there so they don't conflict with your skymap. Then, on a single line, use this format to add your skymap:
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<b>loadsky "textures/skymaps/FOLDER/SKYMAP-NAME"</b>. Replace "folder" with the folder name you used, and "skymap-name"
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with the skymaps filename (i.e. foobar).
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</p>
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<p>
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<b>Note:</b> There are a selection of skymaps already available for you to use if needed. Just uncomment the one you want (comment the others).
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</p>
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<p>
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<b>Note:</b> The skymap is hardcoded as the first texture, in the texture list.
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</p>
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<h2 id="water">Custom watercolouring or water textures</h2>
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<p>
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Water colouring is very simple. Add this command to a line in your config file: <b>watercolour R G B</b>. Replace
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<b>R</b> with the red colour for the water, <b>G</b> with the green colour for the water and <b>B</b> with the blue
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colour for the water to choose your colouring mix. When using this command, ensure that you create a value for each
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colour (even if the value is just "1"), otherwise, the command may not work correctly
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</p>
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<!--
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TO DO:
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* loadnotexture
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* fog + fogcolour
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* mapsound
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* watercolour + watertexture (2nd texture in list)
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- Ask driAn about dummy texture..
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- Ask/check what the "Z" in mapmodels is for...
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- Ask why watercolour needs to be in cfg.
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-->
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</body>
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</html>
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