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authorStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
committerStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
commit178f0e4a83918df416ac8274b0e845b390772d76 (patch)
treeee3d4bf0a29cfcd32530e2c38353668a42ce509d /doc
parenta80e501a0a8006034a7dc0cda1fc047f6c37fbd9 (diff)
documentation updates, initial chat window playerlist, trade menu ESC key
Diffstat (limited to 'doc')
-rw-r--r--doc/STORYLINE11
-rw-r--r--doc/installation.html41
-rw-r--r--doc/models.html55
3 files changed, 62 insertions, 45 deletions
diff --git a/doc/STORYLINE b/doc/STORYLINE
index c5c5514..22c29e8 100644
--- a/doc/STORYLINE
+++ b/doc/STORYLINE
@@ -23,7 +23,7 @@
- House Lindblade
- House Illia
- - Lance Protectorate
+ - Council Protectorate
Tsu-Khan Empire
@@ -45,9 +45,9 @@
- Dover system
- COUNCIL PROTECTORATE (protected by the Ordinators)
+ CENTRAL PROTECTORATE (protected by the Ordinators)
- - Council Protectorate
+ - Central Protectorate
planet Corona
INDEPENDENT COLONIES (protected by the Colonial Militia)
@@ -109,9 +109,8 @@
Since the war, the term 'Borderworlds' is used to indicate
systems destroyed during the war, while the term 'colonies'
is generally used as abreviation for the 'Independent Colonies'.
- The Great Houses are referred to as the 'Lance Protectorate' or,
- more informal, as 'the central planets'.
-
+ The Central Protectorate and the systems controlled by The Great Houses
+ are called to 'The Protectorate' or, more informal, 'the central planets'.
------------------------------------------------------------------
TIMELINE
diff --git a/doc/installation.html b/doc/installation.html
index a1fa0b9..c10011c 100644
--- a/doc/installation.html
+++ b/doc/installation.html
@@ -56,7 +56,8 @@
<div class="text">
<p>
Download the windows package:<br>
- <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win32-latest.zip</a><br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win32-latest.zip</a> (32 bit)<br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win64-latest.zip</a> (64 bit)<br>
This package contains the win32 version of the server and the client.
<p>
Dowload the game data package:<br>
@@ -78,14 +79,14 @@
<p>
Download the linux packages:<br>
- <a href="http://ingar.satgnu.net/osirion/files/osirion-linux-latest.zip">osirion-linux-latest.zip</a><br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-linux-latest.zip">osirion-linux-latest.zip</a>(32 and 64 bit)<br>
This package contains the linux 32 and 64 bit versions of the client and the server.
<p>
Extract the package, a new subdirectory will be created. The actual directory name will depend on
the version number. Enter the new subdirectory.
<div class="code">
tar jxvf osirion-latest.tar.bz2<br>
-cd osirion-linux-669
+cd osirion-linux-740
</div>
<p>
Dowload the game data package:<br>
@@ -105,7 +106,6 @@ unzip ../osirion-data-latest.zip
<div class="code">
./osirion.x86_64
</div>
-
</div>
<div id="building_from_source" class="title">
@@ -173,8 +173,9 @@ svn co svn://intranifty.no-ip.org/osirion osirion
<a href="http://ingar.satgnu.net/osirion/files/osirion-src-latest.tar.bz2">osirion-src-latest.tar.bz2</a>
</p>
</div>
+<!--
<div class="subtitle">
- Bullet physics support
+ Bullet physics support (depricated)
</div>
<div class="text">
<p>
@@ -201,6 +202,7 @@ sudo install --mode=644 src/BulletDynamics/Dynamics/btActionInterface.h /usr/loc
configure script using the <i>--with-bullet=/opt/bullet</i> option.
</p>
</div>
+-->
<div class="subtitle">
Compiling the source code
</div>
@@ -265,7 +267,7 @@ svn checkout svn://intranifty.no-ip.org/osirion-data data
<p>
The client and the dedicated server will look for game data in the <i>data</i> subdirectory
of the current working directory. Since the binaries are build in the <i>src</i> you will
- have to copy them with the <i>src/</i> prefix.
+ have start them with the <i>src/</i> prefix.
</p>
<p>
To start the client:
@@ -274,6 +276,10 @@ svn checkout svn://intranifty.no-ip.org/osirion-data data
src/osirion
</div>
<p>
+ If the client opens a new window and immediatly close it again, it probably could not find
+ the game data and exited. Check your installation.
+</p>
+<p>
To start the dedicated server:
</p>
<div class="code">
@@ -317,17 +323,17 @@ make
</div>
<div id="gtkradiant" class="title">
- GtkRadiant 1.5.0 support files (optional)
+ NetRadiant/GtkRadiant 1.5.0 support files (optional)
</div>
<div class="text">
<p>
- You can skip this section if you do not intent to create to create models with gtkradiant 1.5.
- Note that these files probably won't work with other versions. You can find precompiled
- gtkradiant 1.5.0 binaries for linux on my gtkradiant page:<br>
+ You can skip this section if you do not intent to create to create models with netradiant or
+ gtkradiant 1.5. Note that these files probably won't work with other versions. You can find precompiled
+ netradiant packages here:<br>
<a href="http://ingar.satgnu.net/gtkradiant">http://ingar.satgnu.net/gtkradiant</a>
<p>
These instructions assume gtkradiant is installed in the directory
- <i>/usr/local/games/gtkradiant-1.5.0</i>. If it is installed in a different
+ <i>/usr/local/games/netradiant</i>. If it is installed in a different
directory on your system, edit these instructions accordingly.
<p>
Copy the support files to the gtkradiant folder:
@@ -335,10 +341,10 @@ make
<div class="code">
cd data<br>
cd gtkradiant<br>
-cp -vr * /usr/local/games/gtkradiant-1.5.0
+cp -vr * /usr/local/games/netradiant
</div>
<p>
- Open the file <i>/usr/local/games/gtkradiant-1.5.0/games/osirion.game</i> in
+ Open the file <i>/usr/local/games/netradiant/games/osirion.game</i> in
your favourite editor. Look for a line that begins with:
</p>
<div class="code">
@@ -401,18 +407,19 @@ Organization of the distribution
/math mathematical classes and functions
/sys low-level system functions
/render render library
- /ui user interface widget library
+ /ui user interface library
/data Data files
/base game data files
/bitmaps essential bitmaps
/ini game world description files
- /maps game world models
- /scripts gtkradiant shader files
+ /maps 3D models (.map format)
+ /models 3D models (ase and other formats)
+ /scripts radiant compatible shader files
/textures game world textures
- /gtkradiant gtkradiant support files
+ /gtkradiant radiant support files
</pre>
</div>
diff --git a/doc/models.html b/doc/models.html
index 68026f4..bd0565a 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -10,30 +10,29 @@
The Osirion Project - Creating models
</H1>
<p>
- The engine supports loading of Quake 3 style .map files with custom osirion
- entities. While it might look like a weird choice for a file format
- it has been a well-considered pragmatic choice.
-<p>
- First of all, creating commercial grade graphics has never been
- my goal. Polished high-quality models demand a lot of time,
- skill and effort.
-<p>
- The same goes for 3D modelling packages like Blender or 3D Studio Max.
- They are capable of producing awesome results, but the learning curve
- is quite steep and the number of available 3D artists is rather limited.
+ The engine supports two kind of models: The first one are
+ Quake 3 style .map files with custom osirion entities. The second
+ one are .ase models. Textures are supported, but no advanced features
+ like normal mapping.
+</p>
<p>
- GtkRadiant on the other hand has been my personal tool for some time
- now. An experienced mapper can create a LEGO-style model in a matter
- of hours and without having the usual technical difficulties of creating
- a map for a shoot'em'up.
+ The .map format allows for a quick and easy way to create usable
+ 3D models, while the .ase format allows importing more complex
+ models made with modelling packages. The .map format is also used
+ as a container format to place tags on models, like lights,
+ smoke trails and weapon locations.
+</p>
<p>
- Creating game content is usually a chicken-and-egg in a small game
- project. I hope to solve this by choosing a widely available and
- easy to master format.
+ .ase models can be loaded as sub-models into a .map file,
+ making modular spaceship design possible. Ship parts like engines
+ can be placed into seperate files and reused in other models.
+</p>
<p>
- The rest of this document contains information specific to creating
+ The rest of the document describes how to create models using
+ GtkRadiant and contains mostly information specific to creating
models for The Osirion Project. Even if you can handle GtkRadiant,
it is still worth a read.
+</p>
<h2>
Content
</h2>
@@ -50,6 +49,7 @@
<li><a href="#flares">Flares</a>
<li><a href="#particles">Particles</a>
<li><a href="#groups">Function groups</a>
+ <li><a href="#submodels">Submodels</a>
<li><a href="#other_entities">Other entities</a>
</ul>
@@ -110,14 +110,14 @@
</h2>
<p>
Any brush face that has the <i>common/caulk</i> texture will be ignored on load.
-
+</p>
<h2 id="clip">
Clip
</h2>
<p>
Any brush face that has the <i>common/clip</i> texture will be ignored on load.
Clip is reserved for future use.
-
+</p>
<h2 id="detail_brushes">
Detail brushes
</h2>
@@ -187,7 +187,12 @@ glass
on hidden faces. The <i>common/clip</i> material is reserved for future use
brush faces using this texture will be ignored as well.
</p>
-
+<p>
+ 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.
+</p>
+
<h2 id="shader_files">
Shader files
</h2>
@@ -333,6 +338,12 @@ textures/ship/stripes
is automaticly calculated as the geometrical center of the group.
The rotation axis can be set with the <i>direction</i>, <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for <i>direction</i>.
</p>
+<h2 id="submodels">
+ Submodels
+</h2>
+<p>
+ <i>misc_model</i> can be used to add a submodel.
+</p>
<h2 id="other_entities">
Other entities
</h2>