git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2300 e016b1c5-ed68-44aa-a2f7-31cac88cffde
198 lines
7.5 KiB
XML
198 lines
7.5 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: Beginners</title></head>
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<body>
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<h1>Map editing: Beginners</h1>
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<p>
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Prior to reading this, please learn the controls and interface <a href="mapediting1.xml">here</a>.
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</p>
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<p>
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To begin map editing, while in AssaultCube, press the letter <b>E</b> which toggles editmode. AssaultCubes map editor is built into the client,
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so its easy to learn and you don't need to download any special tools to get started.
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<br />Note: Because of how the <a href="cubeengine.xml">cube engine works</a> there are some limitations to what you can create, but
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there are also some clever work-arounds you can use to get what you want.
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</p>
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<p>
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In editmode (<b>press E</b>) you can fly around in any direction you
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like and you can even go through walls. <br />This is to make map-editing easier...
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</p>
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<p>
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<b>Tip:</b> When editing a map, make sure you have your settings set back to the defaults, so you can see what your map looks like to the
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average player (example: set gamma back to 100, so you can judge lighting correctly).
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</p>
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<h2 id="startmap">Starting, saving and loading a map</h2>
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<p>
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If you would like to start creating a new map, type: <i>/newmap</i> and then the size you would like (7 is the sensible default) and
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then press ENTER. If you made your mapsize too small, you can easily make it double in size, simply by typing <i>/mapenlarge</i>.
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</p>
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<p>
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You can save your map at any time by typing: <i>/savemap</i> and then the name you would like it saved as. The map gets
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saved in the <i>packages/maps</i> directory. Save your map often, to avoid the frustration of losing all of your work if something goes wrong.
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</p>
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<p>
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<b>Note:</b> Make sure when you start a map, to use the <i>/newmap</i> command, rather than editing an existing map, otherwise your map may get saved
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a bit strangely. Also note: you cannot put spaces or any illegal characters in the name you wish to save it as.
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</p>
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<p>
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To load your map, type /map and the file name you chose for your map. If you have not placed lighting in your map yet, your map will turn up dark.
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To temporarily fix this problem, type: <i>/fullbright 1</i> - this will fill your whole map with light. The fullbright command only works in edit
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mode and is not a permanent fix. To remove fullbright mode, reload the map, or type: <i>/recalc</i>.
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Note: Fullbright can be turned on/off in the lighting menu (press <b>L</b>).
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</p>
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<h2>Manipulating geometry</h2>
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<p>
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The ceiling and floor of AssaultCube are made up of individual cubes, which can be made into various objects that you choose, such as walls,
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by simply manipulating the geometry.
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</p>
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<p>
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There are five different ways to manipulate geometry:
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<ul>
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<li>
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Make cubes "solid".
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</li>
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<li>
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Make cubes "space".
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</li>
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<li>
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Move cubes in the floor.
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</li>
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<li>
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Move cubes in the ceiling.
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</li>
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<li>
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Manipulate cubes by using heightfields (a bit more complex, so this is covered later).
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</li>
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</ul>
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</p>
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<h3>Solids and spaces</h3>
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<p>
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The reason we are covering solids and spaces, before moving cubes, is because solids block visibility and do not need to be rendered, so they
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are more efficient to use in maps. The use of solids in a map is <u>essential</u> to creating a good map. Without solids AssaultCube maps would
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lag too much for the average user and would be unplayable, so make sure you use enough. Solids are also easy to create and can be used to make
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wall with a single keystroke!
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</p>
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<ul>
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<li>
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To make a cube into a solid wall, press <b>F</b>.
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</li>
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<li>
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To make a solid wall turn back into space, select it and press <b>G</b>.
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</li>
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</ul>
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<h3>Moving cubes</h3>
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<p>
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Moving cubes is simple and can be done, either with your mouse or keyboard...
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</p>
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<ul>
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<li>
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Using your mouse
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<p>
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Using your scroll wheel, move it backward/forward to lower/raise cubes.
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Be sure to look in the direction of the cubes you want to move to raise/lower those cubes.
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</p>
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</li>
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<li>
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Using your keyboard
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<p>
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To move cubes in the floor, press <b>[</b> to raise them and <b>]</b> to lower them.<br />
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To move cubes in the ceiling, press <b>P</b> to raise them and <b>O</b> to lower them.
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</p>
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</li>
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</ul>
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<h2>Textures</h2>
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<p>
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There are four different parts of the cube world that you can change textures on (see below)...
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</p>
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<table>
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<tr>
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<td width="100">
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<u><b>Cubes</b></u>
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</td>
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<td width="140">
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<b><u>Browse forwards</u></b>
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</td>
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<td width="140">
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<b><u>Browse backwards</u></b>
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</td>
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</tr>
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<tr>
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<td>
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<b>Floor</b>
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</td>
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<td>
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Insert
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</td>
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<td>
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Delete
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</td>
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</tr>
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<tr>
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<td>
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<b>Ceiling</b>
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</td>
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<td>
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Page up
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</td>
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<td>
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Page down
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</td>
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</tr>
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<tr>
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<td>
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<b>Wall</b>
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</td>
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<td>
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Home
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</td>
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<td>
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End
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</td>
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</tr>
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<tr>
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<td>
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<b>Upper-Wall</b>
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</td>
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<td>
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Number pad 7
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</td>
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<td>
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Number pad 4
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</td>
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</tr>
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</table>
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<p>
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There is 1 key allocated to move forwards through the textures for each of these and one key to move backwards. When selecting textures,
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the AssaultCube engine automatically puts the last chosen texture at the start of the list, so commonly used textures become easier to find.
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<br />Note: The "upper-wall" the the sides of the wall that protrudes from the ceiling.
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</p>
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<h2 id="co-op">Co-operative map editing</h2>
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<p>
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Co-operative map editing lets you build and modify maps with others easily. This mode allows you to edit maps online with other players
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who could help speed up repetitive or boring tasks, bring in fresh ideas or spot errors you may have missed.
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</p>
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<p>
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To start co-operative map editing, when in a server, type: <i>/mode 1</i> and then type: <i>/map</i> and then your mapnames name and press ENTER.
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You will have to of made a "newmap" previous to entering the server to be able to co-op edit it.
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</p>
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<p>
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You will then need to <b>send</b> the map. You can do this by typing: <i>/sendmap</i> and then your mapnames name and press ENTER. Note: Custom
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materials can't be sent, they will have to be downloaded another way if you are using them. If you are using a custom "cfg" file, it will automatically
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be sent with the map, if there is a cfg file present.
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</p>
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<p>
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Note: Some useful editing commands can't be used in co-op editing, such as: copy, paste, slope, arch, undo, etc.
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</p>
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</body>
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</html>
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