diff options
-rw-r--r-- | doc/TODO | 4 | ||||
-rw-r--r-- | doc/assets.html | 10 | ||||
-rw-r--r-- | doc/index.html | 8 | ||||
-rw-r--r-- | doc/models.html | 33 | ||||
-rw-r--r-- | doc/world.html | 12 |
5 files changed, 49 insertions, 18 deletions
@@ -1,8 +1,7 @@ TODO milestone 1: - fix turning - fix camera rotation + fix turning (needs more testing) fix camera frustum clip fix cl_prediction @@ -78,6 +77,7 @@ client: key binds (ok) better crosshair bitmaps (ok) keyboard repeat (ok) + fix tracking camera (ok) shift/ctrl/alt modifier key binds diff --git a/doc/assets.html b/doc/assets.html index afbded8..6306968 100644 --- a/doc/assets.html +++ b/doc/assets.html @@ -98,10 +98,18 @@ http://freesound.iua.upf.edu/samplesViewSingle.php?id=22456</a> </td> </tr> + <tr> + <td>/base/textures/env</td> + <td>sky.tga</td> + <td> + Thorn + </td> + </tr> </table> <p> Files by <a href="http://freesound.iua.upf.edu/usersViewSingle.php?id=731"><strong>nathanshadow</strong></a> are distributed under the terms of the <a href="http://creativecommons.org/licenses/sampling+/1.0/">Creative Commons Sampling Plus 1.0</a> license. </body> -<html>
\ No newline at end of file +<html> + diff --git a/doc/index.html b/doc/index.html index 4a88375..b15475f 100644 --- a/doc/index.html +++ b/doc/index.html @@ -68,13 +68,17 @@ <td>Project lead, programming, models, graphics</td></tr> <td>[mDc]Thorn</td> - <td>Technical advisor, Sharkan model, Horizon model, alpha testing + <td>Technical advisor, models, sky sphere, alpha testing </td></tr> <td>Supertanker</td> <td>Station 15 model, Supertanker model, Avatar model, Bumblebee model </td></tr> + <td>Odin</td> + <td>Heavy Cruiser model</td> + </tr> + <td>Josky=KCT=</td> <td>Shuttle model, alpha testing </td></tr> @@ -141,4 +145,4 @@ and is not affiliated with these companies. </body> -</html>
\ No newline at end of file +</html> diff --git a/doc/models.html b/doc/models.html index 0567507..a2835aa 100644 --- a/doc/models.html +++ b/doc/models.html @@ -136,20 +136,34 @@ Textures </h2> <p> - The engine does not support model textures. Any real texturing information - is ignored. + The engine does not support textured models. Every brush face is drawn + using a single color and any real texturing information is ignored. <p> - The textures in the directory <i>/textures/colors</i> can be used by + The color textures in the directory <i>/textures/colors</i> 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. + +<p> + The fixed set of colors is rather limited, more colors can be added by + using the <i>common/entity_*</i> family of textures. The actual in-game + color information for these faces will be provided by the engine. +<p> + The special texture <i>common/entity</i> represents an object's primary color. + In-game the faces with this texture will be drawn in the color that the entite has + provided as the object's primary color. For example, for player-controled ships will + have their owner's color as primary color. <p> - You can also use two special textures from the <i>/textures/common</i> - directory: as explained above, faces with the <i>common/caulk</i> texture - will be ignored on load. The <i>common/clip</i> texture is reserved for - future use. At the moment they will be ignored as well. + Similar, the texture <i>common/entity_second</i> represents on object's secondary + color. <i>common/entity_third</i> will be a mix of the primary and secondary color. + Each of these textures also has a <i>_dark</i> variant. <p> + You can also use two other special textures: as explained above, + faces with the <i>common/caulk</i> texture will be ignored on load. +<p> + The <i>common/clip</i> texture is reserved for + future use. At the moment they will be ignored as well.<p> At the time of writing, texture names are hardcoded - in <i>src/model/mapfile.cc</i>. + in <i>src/model/map.cc</i>. <h2 id="surface_flags"> Surface flags @@ -157,8 +171,7 @@ <p> The only supported surface flag is light. This will render the brush face fullbright and can be used to create light-emiting objects - or windows. The light flag does not work in conjunction with - the <i>common/entity</i> shader. + or windows. <h2 id="lights"> Lights diff --git a/doc/world.html b/doc/world.html index ae8ba8a..4ae6bba 100644 --- a/doc/world.html +++ b/doc/world.html @@ -105,7 +105,7 @@ texture=planets/iceworld <table> <tr> <td class="wide"><i>radius =</i></td> - <td class="narrow"><strong>[float]<strong></td> + <td class="narrow"><strong>[float]</strong></td> <td>the radius of the entity in game units</td> </tr> </table> @@ -121,14 +121,20 @@ texture=planets/iceworld </table> <p> - The <i>color</i> key sets the colour of the entity.This colour will be used to draw the entity in case of + The <i>color</i> key sets the primary color of the entity. This color will be used to draw the entity in case of a geometrical shape, or to draw model faces that have the <i>common/entity</i> texture. The default entity colour is white. +<p> + The <i>colorsecond </i> key can be used to set the secondary color of entities with a model. <table> <tr> <td class="wide"><i>color =</i></td> <td><strong>[float] [float] [float]</strong></td> - <td>entity colour with RGB values in the 0.0 - 1.0 or 0 - 255 range</td> + <td>primary entity color RGB values with in the 0.0 - 1.0 or 0 - 255 range</td> </tr> + <tr> + <td class="wide"><i>colorsecond =</i></td> + <td><strong>[float] [float] [float]</strong></td> + <td>secondary entity color</td> </table> <p> The <i>location</i> sets the in-game position: |