diff options
author | Stijn Buys <ingar@osirion.org> | 2010-09-27 20:03:50 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2010-09-27 20:03:50 +0000 |
commit | 178f0e4a83918df416ac8274b0e845b390772d76 (patch) | |
tree | ee3d4bf0a29cfcd32530e2c38353668a42ce509d /doc | |
parent | a80e501a0a8006034a7dc0cda1fc047f6c37fbd9 (diff) |
documentation updates, initial chat window playerlist, trade menu ESC key
Diffstat (limited to 'doc')
-rw-r--r-- | doc/STORYLINE | 11 | ||||
-rw-r--r-- | doc/installation.html | 41 | ||||
-rw-r--r-- | doc/models.html | 55 |
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> |