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authorStijn Buys <ingar@osirion.org>2008-05-06 21:07:11 +0000
committerStijn Buys <ingar@osirion.org>2008-05-06 21:07:11 +0000
commit91d3a0352088611d3b78d3344b7a2bf2d4955a0a (patch)
tree74c0a6adf15ae15aa144f66f20272c1fd58a7db3 /MODELS
parent8fefc1d995083f0d4a9873f216ccc6e15688d0a9 (diff)
client-side frame interpolation: frames and timers
Diffstat (limited to 'MODELS')
-rw-r--r--MODELS59
1 files changed, 48 insertions, 11 deletions
diff --git a/MODELS b/MODELS
index 6f84ff1..43130df 100644
--- a/MODELS
+++ b/MODELS
@@ -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.