diff options
Diffstat (limited to 'doc/models.html')
-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> + |