From cacbd84fb77197385b744b666909feee09bef7d5 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Mon, 24 Nov 2008 20:25:26 +0000 Subject: updated model documentation --- doc/models.html | 56 ++++++++++++++++++++++++++++++-------------------------- 1 file 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 @@
  • Surface flags
  • Lights
  • Flares -
  • Engines +
  • Particles
  • Other entities @@ -209,53 +209,57 @@

    Lights will only be rendered if the model is within detail range.

    - I also came across this usefull information:
    - http://en.wikipedia.org/wiki/Starboard -

    - 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: http://en.wikipedia.org/wiki/Starboard
    + + In short, the green light should be on the right side, the red light on the left side.

    Flares

    The default light entity creates omnidirectional lights. To create - a directional flare, use the target_flare entity. Values for a - target_flare are the same as those for a default light, with one + a directional flare, use the fx_flare entity. Values for a + fx_flare 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.

    - target_flare entities can only be rotated in the XY-plane. + Use the engine option (spawnflag 4) To create a flare that + lights up depending on engine power. +

    + fx_flare entities can only be rotated in the XY-plane. -

    - Engines +

    + Particles

    - Add a target_engine entity to add an engine exhaust to a ship model. - An engine exhaust always points to the rear (negative X-axis). -

    - 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. -

    - A target_engine entity will only be rendered if the model is within detail range. - + Add a fx_particles 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 particles.ini before it can be used. +

    + The script value must be set to the label of the particles script. +

    + Particles will only be rendered if the model is within detail range. +

    Other entities

    - target_cockpit, target_turret and target_cannon are reserved but have not yet been implemented. -

    - target_cockpit will be used to indicate where the cockpit of a vessel is located + location_cockpit, location_dock, location_turret and location_cannon are reserved but have not yet been implemented. +

    + location_cockpit will be used to indicate where the cockpit of a vessel is located and will be used to place the camera in cockpit mode. -

    - target_cannon will create an attachment point for a cannon. Cannons are forward +

    + location_dock will be used to indicate the location of docking ports. +

    + location_cannon will create an attachment point for a cannon. Cannons are forward shooting guns. -

    - target_turret will create an attachment point for turrets. Turrets point upwards or downwards. +

    + location_turret will create an attachment point for turrets. Turrets point upwards or downwards.

    + -- cgit v1.2.3