Uploaded some placeholder icons, recompilation, removed redundant version of ScEd.

This was SVN commit r1471.
This commit is contained in:
Acumen 2004-12-07 18:35:11 +00:00
parent 9b0ce13f8f
commit 9302d3c668
16 changed files with 42 additions and 242 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,185 +0,0 @@
23/09/04 - v0.0.7.8
- support for actor sub-folders
30/08/04 - v0.0.7.6
- unit deletion (via Unit->Delete on main menu, or Delete on keyboard)
- basic, experimental auto-terrain flattening, on per-actor basis
- added "cast shadows" property on per-actor basis
- changed default camera orientation
- half a dozen minor bug fixes
20/08/04 - v0.0.7.5
- prop selection defaults to prop directory
20/08/04 - v0.0.7.4
- fixed stupid bug with animation speed spin controls
29/05/04 - v0.0.7.2
- bugfix: lighting on props should now be correct
- more internal stuff related to animation
- removed test mode
27/05/04 - v0.0.7.1
- bunch of internal changes related to editor cleanup
23/05/04 - v0.0.7.0
- support for propping added
- simple test mode
22/05/04 - v0.0.6.4
- slew of internal changes related to model animation
- placeholder object selection
- object rotation when applied to map through click+hold
- placeholder shadow implementation
- PaintObject tool no longer snaps to tile centre; multiple objects per tile permissable
- more work on conversion to new asset directory structure
- screenshots now dumped to root "screenshots" directory, rather than subdirectory of data
- optional animation speed modifier for actor XML files supported
- ScEd XML save current doesn't support this
- ScEd currently provides no UI for this
- hacked workaround for broken MFC accelerators for undo/redo
15/05/04 - v0.0.6.3
- initial work on conversion to new asset directory structure
- another code merge, complete update to VC7
12/04/04 - v0.0.6.2
- code merge with Simon's work to allow better integration with engine, fixed compile issues on VC7
11/04/04 - v0.0.6.1
- bugfix: changing lighting settings now recalculates lighting on existing models in the scene
- added camera zoom via mouse wheel
- removed old style zoom/pan navigation via ALT + mouse button + scrub
- normal skinning working correctly - skinned models should be lit correctly
- support for animation on boned models added
- jazzed up the object editor display a bit; different background color, reference grid of same size as terrain grid
- tinkered with Smooth tool, not happy with it; needs a rethink, probably when Roughen tools implemented
- removed SMD converter
- minimap now colored correctly for DDS textures
- added support for mipmaps on DDS textures on cards supporting GL_SGIS_generate_mipmap (all target hardware, AFAIK)
- upgraded low level lib code to CVS contents as of 27/03/04
- so DXT1a textures *may* work; requires testing
27/03/04 - v0.0.6.0
- bugfix: heightfield tracing - terrain tile selection now works correctly; was previously missing 1/4 of the terrain
- changed to speed-based click-hold for elevation tools, rather than click-click
- preliminary support for boned models
22/02/04 - v0.0.5.2
- disabled VBO usage to test for crash on ATI cards
22/02/04 - v0.0.5.1
- temporary workaround for the SMD->bones, PMD->nobones problem
22/02/04 - v0.0.5.0
- bugfix: moving off edge of minimap whilst dragging no longer requires clicking back into minimap to reactivate it
- enabled blending for DXT3 DDS textures
- lighting settings dialog supports rejectable preview
- undo/redo history added for altering light parameters
- bugfix: lighting parameters are now saved out; maps generated with 0.0.4.0 still load
- bugfix: last directory for models and textures in object editor now correctly remembered
- bugfix: DDS and PNG files no longer appear flipped when applied to models
- TGAs and BMPs no longer supported on models
- still valid for terrains until mipmap support for DDS files added
- blend maps changed from TGA to PNG files
- fairly major speedup of transparent object rendering
- bugfix: faces of transparent objects now correctly sorted back to front (according to centre of face)
- added frustum culling for models
- commandeered info box for rendering stats: F1 or View->Render Stats to toggle it
- added wireframe and edged face modes for models as debug aid
- models now rendered using VBOs
- terrain now rendered using VBOs
- bugfix: minimap no longer reverts to 16 bit on ATI cards where texture quality slider isn't set to highest
08/02/04 - v0.0.4.1
- minor change to the model/bone system to allow support for models generated using the (currently boneless) pmdexp MAX exporter
07/02/04 - v0.0.4.0
- bugfix: DDS DXT1 and DXT3 files now load; orientation issue remains
- toolbar for switching between tool modes, or to return to the null "do nothing" mode
- converted from 8 to 16 bit heightmaps
- scenario load/save
- removed TextureTools->Add; need to add TextureTools->Rescan at some point
- slight relaxation of restrictions on heightmap loads; arbitrary sizes allowed, texture rescaled to nearest map size
- automatic creation of object types and automatic loading of object descriptions from data
found in data\objects directory tree
- bugfix: list of available objects now scrolls up/down, not left/right
- added grid and shaded wireframe modes for terrain again
- minor cosmetic change: default elevation of light changed to 45
- added map resizing to the same size maps (Small, Medium, Large, Huge) as dictated by DD
- evil MFC hackery: changed message loop processing to switch to periodic updates instead of
change-driven updates (a prerequisite for animation)
- added info box; only info it shows at the minute is the FPS, though
- removed random heightmap generation
- automatic creation of texture types and automatic loading of textures from data found in
data\terrains\textures directory tree
- changes to data layout; data now read from various subdirectories
- basic functionality for remembering last used directories etc
18/01/04 - v0.0.3.2
- Added (broken) alphamap support as a temporary workaround until proper implementation complete
- Added initial categorisation of terrain texture by type (grass, sand, road) etc; terrain types are fixed (hardcoded) at present
- Automatic update of model/texture on clicking "<<" from object editing back to terrain editing
- Altered SMD conversion to dump to user-chosen file
- Minor cosmetic changes:
- default view closer to terrain
- default ambient color for units changed
16/01/04 - v0.0.3.1
- improved support for transparency
- added DDS support (suspect bug in PNG and DDS code, though - incorrect transparency).
15/01/04 - v0.0.3.0
- initial support for addition of models
- currently with incorrect transparency, incorrect lighting
(Map->Lighting Setting->Unit Ambient Color does affect lighting, though)
- XML loading/saving of basic object definition files
- initial support for elevation tools: raise, lower and smooth terrain
- some support for undo/redo history; not all functions supported at present - Elevation tools, and "Add Unit" work
- built in SMD->0adm converter
- PNG support for terrain and model textures
- all alphamap support disabled until implementation of correct alphamapping
- "fine" grid view temporarily disabled
- changed from generic triangle soup ray acceleration to regular grid based approached; faster terrain load/build times as a result
- fixed bug in terrain lighting due to converting a color as a quantised normal rather than a regular FP color
21/11/03 - v0.0.2.1
- minor changes to alphamapping calculations; still issues with blending in some cases
- minimap now shaded according to terrain
- RTS style scrolling (configurable scroll speed via Tools->Options)
- dragging over minimap whilst painting textures no longer moves camera
- default light position changed to 270 degrees
- TexTools bar turned into draggable, dockable window
- grid size now 8x8 to match size of one repeat of texture
- updated blend textures with those from Render.
- various internal changes (largely related to separation of UI/non-UI code)
18/11/03 - v0.0.2.0:
- basic texture mapping support, including
- automatic alpha map calculation between 2 base textures
- brush size adjustment
- basic texture browser
- Map->Texture Select removed, no longer required
- initial minimap navigation
- terrain grid (togglable)
- removed wireframe, shaded and texture modes while base renderer changes being made
- BUGFIX: fixed crash starting in 256 color or 16 bpp mode
- BUGFIX: fixed crash on bad GL implementations
- dialog box, followed by application exit, if no hardware support found
- dialog box, followed by application exit, if insufficient GL extensions found
- BUGFIX: unit ambient color should be remembered now
- quick fix for zooming through terrain; you can still pan off in outer space
06/11/03 - v0.0.1.0:
- viewing of terrain in wireframe, textured or shaded mode.
- changing the lighting by specifying different lighting parameters.
- changing the (sole) texture applied to a terrain.
- changing the terrain by specifying a new heightmap texture, or by generation of a random heightmap of dubious quality.
- very primitive navigation around terrain
- screenshot facility

View File

@ -1,57 +0,0 @@
0AD Terrain Editor
-------------------
Notes:
------
- Load/Save facility is available for scenarios, but there's no guarantee that scenarios generated in the current version will be loadable in subsequent versions
- Texture browser is under Map->Texture Tools
- current texture for painting in top box
- click texture in list to use it for painting
- Heightmap textures (used via "Map -> Load Terrain" must be TGAs; the heightmap is always generated from the red component of the texture
- Other textures must be a power of 2 in both width and height, but don't necessarily need to be square)
- Getting around:
- mouse wheel - zoom in/out
- click and drag on minimap
- RTS style scroll navigation
- Screenshot hotkey on F9, for anyone that wants : these are saved as consecutive numbered TGAs in a "screenshots" subdirectory of the directory containing ScEd.exe
- counter resets to 1 each time the editor is restarted, so copy TGAs somewhere else to preserve them
- probably more use later on when submitting graphics bugs
Elevation Tools
-----------------
1. Raise/Lower: use left mouse to raise, and right mouse to lower terrain. "Brush Effect" indicates scale of alteration
2. Smooth: use left mouse to smooth. "Brush Effect" indicates "scale" of smoothing.
Unit Tools
-----------------
To create a new object to add to the scenario:
1. Go to Map->Unit Tools
2. Click Add
3. Enter the name of the new unit
4. On the next page, enter the name of the 0adm file, and the name of texture to use on the model. The "..." button will bring up
a file browser to search for valid files
5. Click "Update" to rebuild the model data
6. Click "<<<" to return to the scenario editor
Notes:
- if you re-export an SMD file, it is possible to update existing models in the scene using that file:
- Go to Tools->SMD Conversion; and convert the file, overwriting the existing filename
- Go to Map->Unit Tools->Add, then click "Update" on the Object Properties Page. Click "<<<" and everything should
be redrawn with the new model.
- bad texture files, or bad model data aren't yet handled correctly - you'll either get a crash, or no model shown
- there's no trackball yet - the view in the Object Editor is fixed at the minute; if the model is offset from the origin, it's possible
you won't see it
To apply models to the terrain, just highlight the object name in the list, and left click somewhere in the world view.
Known Issues
--------------
- crash on certain video cards using VBOs; eg Radeons in laptops
- minimap not always updating when painting textures/altering elevation
- textures loaded by the engine are locked once opened
- ie it's not possible to resave textures from (eg) Photoshop are reload them
- either have to restart editor, or save to different name; appreciate this isn't much fun, will be fixed for next release, hopefully.
- incorrect normals/colour interpolation along terrain "creases"