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authorStijn Buys <ingar@osirion.org>2010-11-29 22:00:00 +0000
committerStijn Buys <ingar@osirion.org>2010-11-29 22:00:00 +0000
commit9a80afe0994b9b565b6eb28dac8929bdd3b15ba8 (patch)
treea30ef2e9401dbac3a44940c600daf6e587c63bf8 /doc/models.html
parent0e54df2a4939809b0e73a78f51ac5930c815c682 (diff)
Misc. documentation updates.
Diffstat (limited to 'doc/models.html')
-rw-r--r--doc/models.html27
1 files changed, 22 insertions, 5 deletions
diff --git a/doc/models.html b/doc/models.html
index 5b51ba2..5a0e270 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -16,9 +16,9 @@
<div class="text">
<p>
The engine supports two kind of models: The first one are
- Quake 3 style .map files with custom entities. The second
- one are .ase models. Textures are supported, but no advanced features
- like normal mapping.
+ Quake 3 style .map files with custom entities, the second
+ one are .ase models. Textures are supported, but no advanced
+ features like normal maps.
</p>
<p>
The .map format allows for a quick and easy way to create usable
@@ -69,7 +69,7 @@
</div>
<div class="text">
<p>
- All the models for the game were created with GtkRadiant 1.5 and NetRadiant,
+ The .map models for the game were created with NetRadiant,
in theory any editor capable of exporting Quake 3 .map files could
be used. Support for files which can be used with NetRadiant or GtkRadiant 1.5
are included in the data distribution. Refer to the file INSTALL on where
@@ -78,7 +78,7 @@
<p></p>
You can also use the NetRadiant distribution from
<a href="http://ingar.satgnu.net/gtkradiant">http://ingar.satgnu.net/gtkradiant</a>.
- Note that it does not include the Osirion support files by default.
+ Note that it does not include the Project::OSiRiON support files by default.
<p></p>
This document will not explain how to use the editor. Consult google
for numerous tutorials on this subject. All basic brush editing
@@ -224,6 +224,8 @@ glass
For .ase models, the material name inside the .ase file is interpreted as an osirion material.
If you'd use a material called <i>common/entity</i>, those model faces will rendered using
the object's primary in-game color, regardless of the actual material settings in the .ase file.
+ Note that it is the actual <i>ase material name</i> that is used, not the name of the diffuse texture
+ used by that material.
</p>
</div>
@@ -421,6 +423,21 @@ textures/ship/plating_entity
</p>
</div>
+<!-- =============================================================== -->
+<div class="title" id="commands">
+ Useful commands
+</div>
+<div class="text">
+<p>
+ The client has a built-in model viewer, you can view any model
+ by executing the <span class="fixed">testmodel<span> command:
+</p>
+<pre class="code">
+testmodel maps/colonial/alexandria
+</pre>
+
+</div>
+
</body>
</html>