r4155 - trunk/Docs
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Sat Aug 23 08:10:56 EDT 2008
Author: div0
Date: 2008-08-23 08:10:55 -0400 (Sat, 23 Aug 2008)
New Revision: 4155
Modified:
trunk/Docs/mapping.txt
Log:
fix docs for the new features
Modified: trunk/Docs/mapping.txt
===================================================================
--- trunk/Docs/mapping.txt 2008-08-23 11:55:42 UTC (rev 4154)
+++ trunk/Docs/mapping.txt 2008-08-23 12:10:55 UTC (rev 4155)
@@ -30,22 +30,20 @@
Appendix B - Helpful extras
i. Team Colors
ii. Text Colors
-
+
Appendix C - Advanced Darkplaces shaders
========================
=I. Map Lists & Scripts=
========================
-There are actually 2 script/cfg options available to you, each serving a
-different purpose and being executed at a different time during the map's life
-cycle:
+There now is just a single script/cfg file available to you, containing all map
+specific settings:
-1. mapname.mapinfo
-2. mapname.cfg
+mapname.mapinfo
-Of these, the mapinfo is the only one that's truely required - and the game is
-even so nice that it automatically generates a draft of it for you.
+The mapinfo is actually required - however, the game is so nice that it
+automatically generates a draft of it for you.
------------------
-The mapinfo file-
@@ -73,6 +71,7 @@
_diameter 1966.839355
_spawnpoints 5
has weapons
+ cdtrack 5
type dm 30 20
type dom 200 20
type rune 200 20
@@ -113,24 +112,6 @@
limit (if g_ctf_win_mode is 0 or 1).
--------------
--mapname.cfg-
--------------
-
-Unlike the mapinfo, which is processed by the server, the mapname.cfg file is
-processed by the client, and therefore is used for client settings like fog or
-the music to play.
-
-To make the mapname.cfg, make a file with the same name as your map's .bsp
-file, except with a .cfg extension instead of .bsp. For example, my
-"wazat1.bsp" map would use "wazat1.cfg". It uses the same name as your map,
-thus the term mapname.cfg. It will typically only contain a single line:
-
- cd loop 6
-
-where 6 is the number or name of a track in sound/cdtracks/
-
-
===============
=II. Map Image=
===============
@@ -271,9 +252,9 @@
file - or simply edit it to add the "type dom" line.
-==========
-=III. CTF=
-==========
+=========
+=IV. CTF=
+=========
Capture the flag needs at least 1 CTF flag per team, and can also make use of
team spawnpoints.
@@ -301,9 +282,9 @@
such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
add the "type ctf" line.
-================
-=III. Runematch=
-================
+==============
+=V. Runematch=
+==============
Runematch needs only one type of entity to work: rune spawn points. You will
need at least one for each rune (5 minimum at the time of this writing), though
@@ -319,7 +300,59 @@
such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
add the "type rune" line.
+==========
+=VI. Race=
+==========
+Making a race map is not hard: you need some special spawnpoints, and some checkpoints.
+
+Spawnpoints
+-----------
+classname info_player_race
+target targetname of the controlpoint
+race_place for finish line control points, the place of the point
+
+Checkpoints
+-----------
+classname trigger_race_checkpoint
+targetname some name to target the checkpoint with
+cnt number of the checkpoint (or 0 for finish line)
+
+Note that checkpoints are brush entities, and they should be somewhat thick and
+cover the full volume the player could use to get past them.
+
+Example of entity placement:
+
+ ###
+ ---------------------###---
+ / >>>> 7 5 3 1 ### \
+ / >>>> 8 6 4 2 ### \
+ | ------------------### |
+%%%%%%%% ###| |
+%%%%%%%% $$$| |
+ | ^ ^ ------------------$$$ |
+ \ $$$ < /
+ \ $$$ < /
+ ----------------------$$$---
+ $$$
+
+###: classname = trigger_race_checkpoint, cnt = 0, targetname = finish
+$$$: classname = trigger_race_checkpoint, cnt = 1, targetname = cp1
+%%%: classname = trigger_race_checkpoint, cnt = 2, targetname = cp2
+>: classname = info_player_race, target = finish, angle = 0
+1: classname = info_player_race, target = finish, angle = 0, race_place = 1
+2: classname = info_player_race, target = finish, angle = 0, race_place = 2
+....
+8: classname = info_player_race, target = finish, angle = 0, race_place = 8
+<: classname = info_player_race, target = cp1, angle = 180
+^: classname = info_player_race, target = cp2, angle = 90
+
+If your map contains the required entities for Race, the menu will automatically
+detect it for supporting Race. To force the map to get re-detected after you add
+such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
+add the "type race" line.
+
+
===============================
=Appendix A - Advanced mapinfo=
===============================
@@ -348,7 +381,11 @@
another is loaded. As you can see, it is possible to make per-mode temporary
settings, and global ones.
+Similar settings are also possible for the client:
+ clientsettemp_for_type all r_shadow_glossexponent 96
+
+
=============================
=Appendix B - Helpful Extras=
=============================
@@ -394,30 +431,30 @@
8 Grey (transparent)
9 Grey (solid)
0 Black
-
+
==========================================
=Appendix C - Advanced Darkplaces shaders=
-==========================================
-
-Shader parameters for DP's own features:
-- dp_reflect <distort> <r> <g> <b> <a>
- Makes surfaces of this shader reflective with r_water. The reflection is
- alpha blended on the texture with the given alpha, and modulated by the given
- color. distort is used in conjunction with the normalmap to simulate a
- nonplanar water surface.
-- dp_refract <distort> <r> <g> <b>
- Makes surfaces of this shader refractive with r_water. The refraction
- replaces the transparency of the texture. distort is used in conjunction with
- the normalmap to simulate a nonplanar water surface.
-- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
- This combines the effects of dp_reflect and dp_refract to simulate a water
- surface. However, the refraction and the reflection are mixed using a Fresnel
- equation that makes the amount of reflection slide from reflectmin when
- looking parallel to the water to reflectmax when looking directly into the
- water. The result of this reflection/refraction mix is then layered BELOW the
- texture of the shader, so basically, it "fills up" the alpha values of the
- water. The alpha value is a multiplicator for the alpha value on the texture
- - set this to a small value like 0.1 to emphasize the reflection and make
- the water transparent; but if r_water is 0, alpha isn't used, so the water can
- be very visible then too.
-
+==========================================
+
+Shader parameters for DP's own features:
+- dp_reflect <distort> <r> <g> <b> <a>
+ Makes surfaces of this shader reflective with r_water. The reflection is
+ alpha blended on the texture with the given alpha, and modulated by the given
+ color. distort is used in conjunction with the normalmap to simulate a
+ nonplanar water surface.
+- dp_refract <distort> <r> <g> <b>
+ Makes surfaces of this shader refractive with r_water. The refraction
+ replaces the transparency of the texture. distort is used in conjunction with
+ the normalmap to simulate a nonplanar water surface.
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
+ This combines the effects of dp_reflect and dp_refract to simulate a water
+ surface. However, the refraction and the reflection are mixed using a Fresnel
+ equation that makes the amount of reflection slide from reflectmin when
+ looking parallel to the water to reflectmax when looking directly into the
+ water. The result of this reflection/refraction mix is then layered BELOW the
+ texture of the shader, so basically, it "fills up" the alpha values of the
+ water. The alpha value is a multiplicator for the alpha value on the texture
+ - set this to a small value like 0.1 to emphasize the reflection and make
+ the water transparent; but if r_water is 0, alpha isn't used, so the water can
+ be very visible then too.
+
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