The engine supports two kind of models: The first one are
- Quake 3 style .map files with custom entities. The second
- one are .ase models. Textures are supported, but no advanced features
- like normal mapping.
+ Quake 3 style .map files with custom entities, the second
+ one are .ase models. Textures are supported, but no advanced
+ features like normal maps.
The .map format allows for a quick and easy way to create usable
@@ -69,7 +69,7 @@
- All the models for the game were created with GtkRadiant 1.5 and NetRadiant,
+ The .map models for the game were created with NetRadiant,
in theory any editor capable of exporting Quake 3 .map files could
be used. Support for files which can be used with NetRadiant or GtkRadiant 1.5
are included in the data distribution. Refer to the file INSTALL on where
@@ -78,7 +78,7 @@
You can also use the NetRadiant distribution from
http://ingar.satgnu.net/gtkradiant.
- Note that it does not include the Osirion support files by default.
+ Note that it does not include the Project::OSiRiON support files by default.
This document will not explain how to use the editor. Consult google
for numerous tutorials on this subject. All basic brush editing
@@ -224,6 +224,8 @@ glass
For .ase models, the material name inside the .ase file is interpreted as an osirion material.
If you'd use a material called
common/entity, those model faces will rendered using
the object's primary in-game color, regardless of the actual material settings in the .ase file.
+ Note that it is the actual
ase material name that is used, not the name of the diffuse texture
+ used by that material.
@@ -421,6 +423,21 @@ textures/ship/plating_entity