diff options
author | Stijn Buys <ingar@osirion.org> | 2010-11-29 22:00:00 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2010-11-29 22:00:00 +0000 |
commit | 9a80afe0994b9b565b6eb28dac8929bdd3b15ba8 (patch) | |
tree | a30ef2e9401dbac3a44940c600daf6e587c63bf8 /doc | |
parent | 0e54df2a4939809b0e73a78f51ac5930c815c682 (diff) |
Misc. documentation updates.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/models.html | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/doc/models.html b/doc/models.html index 5b51ba2..5a0e270 100644 --- a/doc/models.html +++ b/doc/models.html @@ -16,9 +16,9 @@ <div class="text"> <p> The engine supports two kind of models: The first one are - Quake 3 style .map files with custom entities. The second - one are .ase models. Textures are supported, but no advanced features - like normal mapping. + Quake 3 style .map files with custom entities, the second + one are .ase models. Textures are supported, but no advanced + features like normal maps. </p> <p> The .map format allows for a quick and easy way to create usable @@ -69,7 +69,7 @@ </div> <div class="text"> <p> - All the models for the game were created with GtkRadiant 1.5 and NetRadiant, + The .map models for the game were created with NetRadiant, in theory any editor capable of exporting Quake 3 .map files could be used. Support for files which can be used with NetRadiant or GtkRadiant 1.5 are included in the data distribution. Refer to the file INSTALL on where @@ -78,7 +78,7 @@ <p></p> You can also use the NetRadiant distribution from <a href="http://ingar.satgnu.net/gtkradiant">http://ingar.satgnu.net/gtkradiant</a>. - Note that it does not include the Osirion support files by default. + Note that it does not include the Project::OSiRiON support files by default. <p></p> This document will not explain how to use the editor. Consult google for numerous tutorials on this subject. All basic brush editing @@ -224,6 +224,8 @@ glass 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. + Note that it is the actual <i>ase material name</i> that is used, not the name of the diffuse texture + used by that material. </p> </div> @@ -421,6 +423,21 @@ textures/ship/plating_entity </p> </div> +<!-- =============================================================== --> +<div class="title" id="commands"> + Useful commands +</div> +<div class="text"> +<p> + The client has a built-in model viewer, you can view any model + by executing the <span class="fixed">testmodel<span> command: +</p> +<pre class="code"> +testmodel maps/colonial/alexandria +</pre> + +</div> + </body> </html> |