git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2334 e016b1c5-ed68-44aa-a2f7-31cac88cffde
132 lines
6.1 KiB
XML
132 lines
6.1 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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Custom "nothing" clips
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</li>
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</ol>
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</li>
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<li>
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Custom skymaps
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</li>
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<li>
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Custom watercolouring or water textures
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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.
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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. 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 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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<!--
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TO DO:
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* loadnotexture
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* loadsky + Adv of the different parts of a skybox (1st texture in list)
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* mapmodelreset + mapmodel + clips/clipping
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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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-->
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</body>
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</html>
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