diff options
author | Stijn Buys <ingar@osirion.org> | 2008-05-06 21:07:11 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2008-05-06 21:07:11 +0000 |
commit | 91d3a0352088611d3b78d3344b7a2bf2d4955a0a (patch) | |
tree | 74c0a6adf15ae15aa144f66f20272c1fd58a7db3 /MODELS | |
parent | 8fefc1d995083f0d4a9873f216ccc6e15688d0a9 (diff) |
client-side frame interpolation: frames and timers
Diffstat (limited to 'MODELS')
-rw-r--r-- | MODELS | 59 |
1 files changed, 48 insertions, 11 deletions
@@ -86,7 +86,7 @@ Detail brushes is close enough to the camera. When it is further away, only structural brushes will be rendered. - This means that any objects that could only been seen from close by + This means that any object that could only been seen from close by should be made from detail brushes. This has one improtant implication: if you show the structural brushes @@ -107,21 +107,58 @@ Textures will be ignored on load. The use of common/clip is reserved for future use. At the moment they will be ignored as well. - At the time of writing, texture names are hardcoded in src/core/model.cc + At the time of writing, texture names are hardcoded + in src/model/mapfile.cc -Entities +Lights + + Unlike quake, light entities are not used to add lighting information + to the level but to add point lights to a model. Adding a light will + render a light flare texture in the corresponding location. + + The flare value indicates what texture will be used to draw the light. + The flare value maps to bitmaps/fx/flare??.tga. The default flare is 0. + + The light value is used to determine the size of the flare. The engine + default is 100, resulting in rather large flares. + + The default color is white, but the color can be set through radiant's + color menu (K key). If the entity option (spawnflag 2) is set, the + color value will be ignored and the light will be rendered with the + color of the entity it is attached to. + + The strobe option (spawnflag 1) will create a blinking light. A number + of options can be set to manipulate the flashing behaviour. By default + a strobe light will be half a second on, half a second off. + + The frequency value changes the number of flashes per second. + + The offset value changes the moment the light will be on. Offset is + measured in seconds. - Add an info_engine entity to add an engine exhaust to a ship model. + The time value sets the fraction of the time the light will be on. + The default is 0.5. + + Lights will only be rendered if the model is close enough. + + I also came across this usefull information: + http://en.wikipedia.org/wiki/Starboard + + In short, the green light should be on the right side, the red light + on the left side. + +Engines + + Add a target_engine entity to add an engine exhaust to a ship model. An engine exhaust always points to the rear (negative X-axis). + + An engine is rendered as a pulsating light flare. The size of the flare + can be set through the radius value. The default engine radius is 100. + Engines will only be rendered if the model is close enough. - target_turret and target_cannon are not yet implemented. +Other entities -Lights + target_cockpit, target_turret and target_cannon are not yet implemented. - Support for light entities is very basic, the end result is far - from pleasing for the eye. They do have their use, since lights - are only rendered if the model is close enough. The engine does support - coloured lights (with the 'K' menu in GtkRadiant). - The strobe option (spawnflag 1) will create a flashing light. |