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| -rw-r--r-- | doc/models.html | 56 | 
1 files changed, 30 insertions, 26 deletions
diff --git a/doc/models.html b/doc/models.html index 8499650..d2f6ca7 100644 --- a/doc/models.html +++ b/doc/models.html @@ -48,7 +48,7 @@  	<li><a href="#surface_flags">Surface flags</a>  	<li><a href="#lights">Lights</a>  	<li><a href="#flares">Flares</a> -	<li><a href="#engines">Engines</a> +	<li><a href="#particles">Particles</a>  	<li><a href="#other_entities">Other entities</a>  </ul> @@ -209,53 +209,57 @@  <p>  	Lights will only be rendered if the model is within detail range.  <p> -	I also came across this usefull information:<br> -	<a href="http://en.wikipedia.org/wiki/Starboard">http://en.wikipedia.org/wiki/Starboard</a> -<p> -	In short, the green light should be on the right side, the red light -	on the left side. +	I also came across this usefull information: <a href="http://en.wikipedia.org/wiki/Starboard">http://en.wikipedia.org/wiki/Starboard</a><br> + +	In short, the green light should be on the right side, the red light on the left side.  <h2 id="flares">  	Flares  </h2>  <p>  	The default light entity creates omnidirectional lights. To create -	a directional flare, use the <i>target_flare</i> entity. Values for a  -	<i>target_flare</i> are the same as those for a default light, with one +	a directional flare, use the <i>fx_flare</i> entity. Values for a  +	<i>fx_flare</i> are the same as those for a default light, with one  	small diference: the size of the flare is set through the radius  	value. The default flare radius is 100. Rotate the entity or set the  	angle value to point the flare in a different direction.  <p> -	<i>target_flare</i> entities can only be rotated in the XY-plane. +	Use the <i>engine</i> option (spawnflag 4) To create a flare that +	lights up depending on engine power. +<p> +	<i>fx_flare</i> entities can only be rotated in the XY-plane. -<h2 id="engines"> -	Engines +<h2 id="particles"> +	Particles  </h2>  <p> -	Add a <i>target_engine</i> entity to add an engine exhaust to a ship model. -	An engine exhaust always points to the rear (negative X-axis). -<p> -	An engine is rendered as a pulsating light flare. The size of the flare -	can be set through the radius value. The default engine radius is 100. -<p> -	A <i>target_engine</i> entity will only be rendered if the model is within detail range. - +	Add a <i>fx_particles</i> entity to attach a particle system to the model. +	They can be used to add effects like trails and smoke. A particle system +	must be defined in <i>particles.ini</i> before it can be used. +</p><p> +	The <i>script</i> value must be set to the label of the particles script. +</p><p> +	Particles will only be rendered if the model is within detail range. +</p>  <h2 id="other_entities">  	Other entities  </h2>  <p> -	<i>target_cockpit</i>, <i>target_turret</i> and <i>target_cannon</i> are reserved but have not yet been implemented. -<p> -	<i>target_cockpit</i> will be used to indicate where the cockpit of a vessel is located +	<i>location_cockpit</i>, <i>location_dock</i>, <i>location_turret</i> and <i>location_cannon</i> are reserved but have not yet been implemented. +</p><p> +	<i>location_cockpit</i> will be used to indicate where the cockpit of a vessel is located  	and will be used to place the camera in cockpit mode. -<p> -	<i>target_cannon</i> will create an attachment point for a cannon. Cannons are forward +</p><p> +	<i>location_dock</i> will be used to indicate the location of docking ports. +</p><p> +	<i>location_cannon</i> will create an attachment point for a cannon. Cannons are forward  	shooting guns. -<p> -	<i>target_turret</i> will create an attachment point for turrets. Turrets point upwards or downwards. +</p><p> +	<i>location_turret</i> will create an attachment point for turrets. Turrets point upwards or downwards.  </p>  <h2 class="navigate">  		<a href="index.html">back</a>  </h2>  </body>  </html> +  | 
