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-rw-r--r--doc/TODO4
-rw-r--r--doc/assets.html10
-rw-r--r--doc/index.html8
-rw-r--r--doc/models.html33
-rw-r--r--doc/world.html12
5 files changed, 49 insertions, 18 deletions
diff --git a/doc/TODO b/doc/TODO
index 22bd4a4..f8d81c9 100644
--- a/doc/TODO
+++ b/doc/TODO
@@ -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: