diff options
author | Stijn Buys <ingar@osirion.org> | 2009-08-12 15:48:03 +0000 |
---|---|---|
committer | Stijn Buys <ingar@osirion.org> | 2009-08-12 15:48:03 +0000 |
commit | 83b66522dfcad1b2428ce4fd81d83e39a051a4c5 (patch) | |
tree | d3b961b130e87a891ac2f64106e56bb65e9ee548 /doc | |
parent | e8f928ab56d581cb06ec10c2da2cb6706bca6bb3 (diff) |
documentation update
Diffstat (limited to 'doc')
-rw-r--r-- | doc/TODO | 6 | ||||
-rw-r--r-- | doc/models.html | 55 |
2 files changed, 52 insertions, 9 deletions
@@ -30,12 +30,16 @@ version 0.3.0: filesystem: write a filesystem based on streams write handlers for zip + write handlers for gz fs_homedir, to define the writeable directory fs_datadir, readonly package datadir fs_base, fs_mod, fs_game, to be used by modules model: - shaders + read .ase material name + correct .map texture scaling issues + import .ase models into .map files (+submodel instancing) (ok, misc_model) + correct misc_model position issue when importing .map files core: BUG dedicated server does not show chat messages diff --git a/doc/models.html b/doc/models.html index 503408b..68026f4 100644 --- a/doc/models.html +++ b/doc/models.html @@ -10,7 +10,7 @@ The Osirion Project - Creating models </H1> <p> - The engine supports loading of Quake 2 .map files with custom osirion + 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> @@ -139,13 +139,13 @@ <p> <h2 id="materials"> - Materials + Textures and Materials </h2> <p> - While the engine does support several image file formats, it does not - support textured models. Instead the model brushes will be rendered - using plain colors. The engine uses a material system similar to Quake 3 Arena - shader files, to provide an easy way to apply the different colors. + The engine can use tga, jpg and tng images as textures and uses a simple + script based materials system similar to Quake 3 Arena shader files. + Materials make it possible use special textures like player and engine color, + or to apply certain effects to a texture. </p><p> The file <i>materials/shaderlist.txt</i> contains a list of shader files that can be used by the engine. Each shader file can contain several materials. @@ -155,11 +155,13 @@ <pre> common colors +glass </pre> <p> On startup, the engine will read materials from the files <i>materials/common.shader</i> - and <i>materials/colors.shader</i>. If a model contains an unknown material, - a warning will be given and the brushes will be colored hot pink. + and <i>materials/colors.shader</i>. When loading a .map or .ase file the engine + will check if a texture name matches a known material. If a match is found, + the engine will use the settings found in the material script. </p><p> In radiant, the materials can be used as normal textures, like you can with Quake 3 Arena shaders. A number of default materials are already defined @@ -192,6 +194,43 @@ colors <p> TODO: write a section on shader files. </p> +<pre> +// material name +textures/common/clip +{ + // image used by the map editor + qer_editorimage textures/common/clip.tga + // image transparency in the map editor + qer_trans 0.20 + // polygons using this material are ignored + ignore +} +</pre> +<pre> +// material name +textures/common/entity_dark_bright +{ + // image used by the map editor + qer_editorimage textures/common/entity_dark.tga + // use entity color + entity + // material color + color 0.5 0.5 0.5 + // polygons using this material are rendered fullbright + bright +} +</pre> +<pre> +// material name +textures/ship/stripes +{ + // use entity color + entity + // use a texture, texture name and material name don't have to be the same + texture textures/ship/stripes +} +</pre> + <h2 id="lights"> Lights </h2> |