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-rw-r--r--MODELS125
-rw-r--r--README44
2 files changed, 148 insertions, 21 deletions
diff --git a/MODELS b/MODELS
new file mode 100644
index 0000000..00d5a31
--- /dev/null
+++ b/MODELS
@@ -0,0 +1,125 @@
+
+The Osirion Project - MODELS
+
+Creating 3D models for The Osirion Project
+
+Introduction
+
+ The engine supports loading of Quake 2 .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.
+
+ First of all, creating commercial grade graphics has never been
+ my goal. Polished high-quality models demand a lot of time,
+ skill and effort.
+
+ 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 availble 3D artists is rather limited.
+
+ GtkRadiant on the other hand has been my personal tool for some time
+ now. For an experienced mapper, creating a LEGO-style model is only
+ a matter of hours and without the usual technical difficulties of
+ creating a map for shoot'em'up.
+
+ Creating game content is usually a chicken-and-egg in a small game
+ project. I hope to solve it by choosing a widely available and
+ easy to master format.
+
+ The rest of this document contains information specific to creating
+ models for the Osirion Project. Even if you can handle GtkRadiant,
+ it is still worth a read.
+
+Creating models with GtkRadiant
+
+ All the models for the game were created with GtkRadiant 1.5.0,
+ 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
+ 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.
+
+ If you are using a linux-based operating system, you can also use
+ the GtkRadiant distribution from http://ingar.soliter.org.
+ Note that it does not include the Osirion support files by default.
+
+ This document will not explain how to use the editor. Consult google
+ for numerous tutorials on this subject. Any basic brush-creating
+ techniques for any Quake-engine based game can be used.
+
+ The main difference with other games is that you are not creating
+ a map for a 3d-shoot'em'up but, obviously, an object that has to be
+ loaded into a space game.
+
+ Because there is no map compile involved, and the engine is fundamentally
+ different, some points should be take under consideration.
+
+Brushes and sizes
+
+ The engine supports brushes only. Patches will be ignored. A large number
+ of complex brushes is supported, but I advise not to go below grid size 1.
+ As with any engine it is still possible to create brushwork that gets
+ messed up.
+
+ When the model is loaded, the bounding box is calculated. The center
+ of the model will be placed at the center of the bounding box.
+
+ The limits of map coordinates are placed on +/-16384 map units. Placing
+ brushes outside these bounds will have unpredictable results. The map
+ will be scaled down to make 1024 map units correspond to 1 game unit.
+
+ The front of a model points along the positive X-axis, the positive
+ Z-axis is up, the positive Y-axis is left.
+
+Caulk
+
+ Any brush face that has the common/caulk texture will be ignored on load.
+
+Clip
+ Any brush face that has the common/clip texture will be ignored on load.
+ Clip is reserved for future use.
+
+Detail brushes
+
+ As with other engines, Osirion supports the use of detail brushes, but
+ witha twist: detail brushes will only be rendered if the model
+ is close enough to the camera. When it is further away, only structural
+ brushes will be rendered.
+
+ This means that any objects that could only been seen from close by
+ should be made from detail brushes.
+
+ This has one improtant implication: if you show the structural brushes
+ only (with the CTRL+D filter in Gtkradiant) there should be no obvious
+ gaps of caulk that were previously hidden behind detail brushes.
+
+Textures
+
+ The engine supports no textures. Any real texturing information
+ is ignored.
+
+ The textures in the directory /textures/colors can be used by
+ the editor. The engine translates these textures into RGB colors
+ when the model is loaded. Unknown textures will be colored hot pink.
+
+ You can also use two special textures from the /textures/common
+ directory: as explained above, faces with the common/caulk texture
+ will be ignored on load. The use of common/clip is reserved for
+ future use. At the moment they will be ignored as well.
+
+ At the time of writing, texture names are hardcoded in src/core/model.cc
+
+Entities
+
+ Add an info_engine entity to add an engine exhaust to a ship model.
+ An engine always points to the rear (negative Z-axis). Engines
+ will only be rendered if the model is close enough.
+
+Lights
+
+ Support for light entities is very basic, the end result is far
+ from pleasing for the eye. They do have their use, since lights
+ are only rendered if the model is close enough. The engine does support
+ coloured lights (with the 'K' menu in GtkRadiant).
+
+ The strobe option (spawnflag 1) will create a flashing light.
diff --git a/README b/README
index 6a88cca..b16d74b 100644
--- a/README
+++ b/README
@@ -97,6 +97,9 @@ Organization of the distribution
C++ source code
/src
+ README this file
+ INSTALL documentation in installation
+ MODELS documentation on creating models
/math mathematical classes
/sys low-level system functions
@@ -117,6 +120,7 @@ Organization of the distribution
/satellites sattelites
/ships spaceships
/stations space stations
+ scripts gtkradiant shader files
/textures textures
/gtkradiant gtkradiant support files
@@ -136,24 +140,9 @@ Editing game data
there will get precedence over the corresponding file in
the game data directory.
-Adding models
-
The models are basic Quake2 style .map files with custom entities
- and can be created with a program like gtkradiant. No map compiler is
- necessary, the engine reads the .map files directly. Refer to the file
- INSTALL on how to install the support files for gtkradiant 1.5.0.
-
- The textures in the textures/colors/ directory are mapped to RGB colors
- when the models are loaded, any real texturing information is ignored.
- Unknown textures will be colored hot pink in-game.
-
- Two special textures are supported: any brush faces textures with
- common/caulk will be ignored by the engine, similar to the caulk
- feature in quake-like engines. Brush faces with the common/entity
- texture will get the current game entity color. This makes it possible
- to use the current player color on ship models.
-
- Add an info_engine entity to add an engine exhaust to a ship model.
+ and can be created with a program like gtkradiant. Refer to the
+ file MODELS for more information on creating 3D models.
Notes
@@ -183,8 +172,7 @@ Acknowledgements
This project could not have been possible without the work of others:
- Id Software, for releasing the quake source code, which obviously
- acted as a example.
+ Id Software, for releasing the quake source code
Id Software and the GtkRadiant project contributers
@@ -200,8 +188,22 @@ Acknowledgements
License
- The program is distributed under the terms and conditions of the
- GNU General Public License version 2.
+ The Osirion Project is distributed under
+ the terms and conditions of
+ the GNU General Public License version 2.
+
+ This includes the source code, project documentation and game data.
Copyright 2007-2008
Ingar=KCT= <ingar@telenet.be>
+
+ Contact me if you want to use (portions of) this project
+ under a non-compatible, but otherwise free, licence.
+
+Trademarks
+
+ QUAKE and ID are registered trademarks of Id Software, Inc.
+ LEGO is a reigstered trademark of the LEGO Group.
+
+ The Osirion Project is an independent not-for-profit project
+ and has no affiliation with these corporations.