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authorStijn Buys <ingar@osirion.org>2008-07-25 18:32:54 +0000
committerStijn Buys <ingar@osirion.org>2008-07-25 18:32:54 +0000
commitae34966c76663e4b01d872308771f5a638b05a7e (patch)
tree6e74df4793c4defc7858766c9fe3b120e1a05d10 /doc/models.html
parent812bb37b7e73104d97da35eb3e66046495aaa305 (diff)
documentation updates
Diffstat (limited to 'doc/models.html')
-rw-r--r--doc/models.html33
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