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author | Stijn Buys <ingar@osirion.org> | 2008-07-25 18:32:54 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2008-07-25 18:32:54 +0000 |
commit | ae34966c76663e4b01d872308771f5a638b05a7e (patch) | |
tree | 6e74df4793c4defc7858766c9fe3b120e1a05d10 /doc/models.html | |
parent | 812bb37b7e73104d97da35eb3e66046495aaa305 (diff) |
documentation updates
Diffstat (limited to 'doc/models.html')
-rw-r--r-- | doc/models.html | 33 |
1 files changed, 23 insertions, 10 deletions
diff --git a/doc/models.html b/doc/models.html index 0567507..a2835aa 100644 --- a/doc/models.html +++ b/doc/models.html @@ -136,20 +136,34 @@ Textures </h2> <p> - The engine does not support model textures. Any real texturing information - is ignored. + The engine does not support textured models. Every brush face is drawn + using a single color and any real texturing information is ignored. <p> - The textures in the directory <i>/textures/colors</i> can be used by + The color textures in the directory <i>/textures/colors</i> can be used by the editor. The engine translates these textures into RGB colors when the model is loaded. Unknown textures will be colored hot pink. + +<p> + The fixed set of colors is rather limited, more colors can be added by + using the <i>common/entity_*</i> family of textures. The actual in-game + color information for these faces will be provided by the engine. +<p> + The special texture <i>common/entity</i> represents an object's primary color. + In-game the faces with this texture will be drawn in the color that the entite has + provided as the object's primary color. For example, for player-controled ships will + have their owner's color as primary color. <p> - You can also use two special textures from the <i>/textures/common</i> - directory: as explained above, faces with the <i>common/caulk</i> texture - will be ignored on load. The <i>common/clip</i> texture is reserved for - future use. At the moment they will be ignored as well. + Similar, the texture <i>common/entity_second</i> represents on object's secondary + color. <i>common/entity_third</i> will be a mix of the primary and secondary color. + Each of these textures also has a <i>_dark</i> variant. <p> + You can also use two other special textures: as explained above, + faces with the <i>common/caulk</i> texture will be ignored on load. +<p> + The <i>common/clip</i> texture is reserved for + future use. At the moment they will be ignored as well.<p> At the time of writing, texture names are hardcoded - in <i>src/model/mapfile.cc</i>. + in <i>src/model/map.cc</i>. <h2 id="surface_flags"> Surface flags @@ -157,8 +171,7 @@ <p> The only supported surface flag is light. This will render the brush face fullbright and can be used to create light-emiting objects - or windows. The light flag does not work in conjunction with - the <i>common/entity</i> shader. + or windows. <h2 id="lights"> Lights |