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authorStijn Buys <ingar@osirion.org>2008-12-21 12:12:53 +0000
committerStijn Buys <ingar@osirion.org>2008-12-21 12:12:53 +0000
commitaad0913d91fc3b682deddb5a5f8380d1475174f5 (patch)
tree5b1489a36e7640805058d99db0a0c44447949f4a /doc
parentda4b99de2cf290ccdd22587a8c50aeeadd5ac957 (diff)
improved func_rotate
Diffstat (limited to 'doc')
-rw-r--r--doc/models.html30
1 files changed, 24 insertions, 6 deletions
diff --git a/doc/models.html b/doc/models.html
index d2f6ca7..28ba9c7 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -49,6 +49,7 @@
<li><a href="#lights">Lights</a>
<li><a href="#flares">Flares</a>
<li><a href="#particles">Particles</a>
+ <li><a href="#groups">Function groups</a>
<li><a href="#other_entities">Other entities</a>
</ul>
@@ -56,9 +57,9 @@
Creating models with GtkRadiant
</h2>
<p>
- All the models for the game were created with GtkRadiant 1.5.0,
+ All the models for the game were created with GtkRadiant 1.5,
in theory any editor capable of exporting Quake 2 .map files could
- be used. Support for files for GtkRadiant 1.5.0 are included in the
+ be used. Support for files for GtkRadiant 1.5 are included in the
data distribution. Refer to the file INSTALL on where to find them
and how to install them. No map compiler is necessary, the engine
reads the .map files directly.
@@ -183,17 +184,17 @@
to the level but to add point lights to a model. Adding a light will
render a light flare texture in the corresponding location.
<p>
- The flare value indicates what texture will be used to draw the light.
+ The <i>flare</i> value indicates what texture will be used to draw the light.
The flare value is translated to a texture name, <i>bitmaps/fx/flare??</i>.
The default flare texture is <i>flare00</i>.
<p>
- The light value is used to determine the size of the flare. The engine
+ The <i>light</i> value is used to determine the size of the flare. The engine
default is 100, resulting in rather large flares.
<p>
- The default color is white, but the color can be set through radiant's
+ The default <i>_color</i> is white, but the color can be set through radiant's
color menu (K key). If the <i>entity</i> option (spawnflag 2) is set, the
color value will be ignored and the light will be rendered with the
- color of the entity it is attached to.
+ color of the entity it is attached to.
<p>
The <i>strobe</i> option (spawnflag 1) will create a blinking light. A number
of options can be set to manipulate the flashing behaviour. By default
@@ -241,6 +242,23 @@
</p><p>
Particles will only be rendered if the model is within detail range.
</p>
+<h2 id="groups">
+ Function groups
+</h2>
+<p>
+ Brushes can be grouped together into funcion groups. These groups can be used
+ to create moving parts in a model.
+</p>
+<p>
+ <i>func_door</i> will be used to create animated doors (not implemented)
+</p>
+<p>
+ <i>func_group</i> an editor utility to group brushes together.
+</p>
+<p>
+ <i>func_rotate</i> will create a rotating set of brushes. The center of the rotation
+ is automaticly calculated as the geometrical center of the group.
+</p>
<h2 id="other_entities">
Other entities
</h2>