forked from 0ad/0ad
Committed latest ScEd, its readme files, and renamed ps instructions file to system/.
This was SVN commit r637.
This commit is contained in:
parent
9b669299f8
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169
binaries/system/ScEd_Changes.txt
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169
binaries/system/ScEd_Changes.txt
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29/05/04 - v0.0.7.2
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- bugfix: lighting on props should now be correct
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- more internal stuff related to animation
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- removed test mode
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27/05/04 - v0.0.7.1
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- bunch of internal changes related to editor cleanup
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23/05/04 - v0.0.7.0
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- support for propping added
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- simple test mode
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22/05/04 - v0.0.6.4
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- slew of internal changes related to model animation
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- placeholder object selection
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- object rotation when applied to map through click+hold
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- placeholder shadow implementation
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- PaintObject tool no longer snaps to tile centre; multiple objects per tile permissable
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- more work on conversion to new asset directory structure
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- screenshots now dumped to root "screenshots" directory, rather than subdirectory of data
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- optional animation speed modifier for actor XML files supported
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- ScEd XML save current doesn't support this
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- ScEd currently provides no UI for this
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- hacked workaround for broken MFC accelerators for undo/redo
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15/05/04 - v0.0.6.3
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- initial work on conversion to new asset directory structure
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- another code merge, complete update to VC7
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12/04/04 - v0.0.6.2
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- code merge with Simon's work to allow better integration with engine, fixed compile issues on VC7
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11/04/04 - v0.0.6.1
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- bugfix: changing lighting settings now recalculates lighting on existing models in the scene
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- added camera zoom via mouse wheel
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- removed old style zoom/pan navigation via ALT + mouse button + scrub
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- normal skinning working correctly - skinned models should be lit correctly
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- support for animation on boned models added
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- jazzed up the object editor display a bit; different background color, reference grid of same size as terrain grid
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- tinkered with Smooth tool, not happy with it; needs a rethink, probably when Roughen tools implemented
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- removed SMD converter
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- minimap now colored correctly for DDS textures
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- added support for mipmaps on DDS textures on cards supporting GL_SGIS_generate_mipmap (all target hardware, AFAIK)
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- upgraded low level lib code to CVS contents as of 27/03/04
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- so DXT1a textures *may* work; requires testing
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27/03/04 - v0.0.6.0
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- bugfix: heightfield tracing - terrain tile selection now works correctly; was previously missing 1/4 of the terrain
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- changed to speed-based click-hold for elevation tools, rather than click-click
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- preliminary support for boned models
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22/02/04 - v0.0.5.2
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- disabled VBO usage to test for crash on ATI cards
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22/02/04 - v0.0.5.1
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- temporary workaround for the SMD->bones, PMD->nobones problem
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22/02/04 - v0.0.5.0
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- bugfix: moving off edge of minimap whilst dragging no longer requires clicking back into minimap to reactivate it
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- enabled blending for DXT3 DDS textures
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- lighting settings dialog supports rejectable preview
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- undo/redo history added for altering light parameters
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- bugfix: lighting parameters are now saved out; maps generated with 0.0.4.0 still load
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- bugfix: last directory for models and textures in object editor now correctly remembered
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- bugfix: DDS and PNG files no longer appear flipped when applied to models
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- TGAs and BMPs no longer supported on models
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- still valid for terrains until mipmap support for DDS files added
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- blend maps changed from TGA to PNG files
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- fairly major speedup of transparent object rendering
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- bugfix: faces of transparent objects now correctly sorted back to front (according to centre of face)
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- added frustum culling for models
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- commandeered info box for rendering stats: F1 or View->Render Stats to toggle it
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- added wireframe and edged face modes for models as debug aid
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- models now rendered using VBOs
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- terrain now rendered using VBOs
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- bugfix: minimap no longer reverts to 16 bit on ATI cards where texture quality slider isn't set to highest
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08/02/04 - v0.0.4.1
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- minor change to the model/bone system to allow support for models generated using the (currently boneless) pmdexp MAX exporter
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07/02/04 - v0.0.4.0
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- bugfix: DDS DXT1 and DXT3 files now load; orientation issue remains
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- toolbar for switching between tool modes, or to return to the null "do nothing" mode
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- converted from 8 to 16 bit heightmaps
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- scenario load/save
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- removed TextureTools->Add; need to add TextureTools->Rescan at some point
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- slight relaxation of restrictions on heightmap loads; arbitrary sizes allowed, texture rescaled to nearest map size
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- automatic creation of object types and automatic loading of object descriptions from data
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found in data\objects directory tree
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- bugfix: list of available objects now scrolls up/down, not left/right
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- added grid and shaded wireframe modes for terrain again
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- minor cosmetic change: default elevation of light changed to 45
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- added map resizing to the same size maps (Small, Medium, Large, Huge) as dictated by DD
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- evil MFC hackery: changed message loop processing to switch to periodic updates instead of
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change-driven updates (a prerequisite for animation)
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- added info box; only info it shows at the minute is the FPS, though
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- removed random heightmap generation
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- automatic creation of texture types and automatic loading of textures from data found in
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data\terrains\textures directory tree
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- changes to data layout; data now read from various subdirectories
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- basic functionality for remembering last used directories etc
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18/01/04 - v0.0.3.2
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- Added (broken) alphamap support as a temporary workaround until proper implementation complete
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- Added initial categorisation of terrain texture by type (grass, sand, road) etc; terrain types are fixed (hardcoded) at present
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- Automatic update of model/texture on clicking "<<" from object editing back to terrain editing
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- Altered SMD conversion to dump to user-chosen file
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- Minor cosmetic changes:
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- default view closer to terrain
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- default ambient color for units changed
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16/01/04 - v0.0.3.1
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- improved support for transparency
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- added DDS support (suspect bug in PNG and DDS code, though - incorrect transparency).
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15/01/04 - v0.0.3.0
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- initial support for addition of models
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- currently with incorrect transparency, incorrect lighting
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(Map->Lighting Setting->Unit Ambient Color does affect lighting, though)
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- XML loading/saving of basic object definition files
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- initial support for elevation tools: raise, lower and smooth terrain
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- some support for undo/redo history; not all functions supported at present - Elevation tools, and "Add Unit" work
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- built in SMD->0adm converter
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- PNG support for terrain and model textures
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- all alphamap support disabled until implementation of correct alphamapping
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- "fine" grid view temporarily disabled
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- changed from generic triangle soup ray acceleration to regular grid based approached; faster terrain load/build times as a result
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- fixed bug in terrain lighting due to converting a color as a quantised normal rather than a regular FP color
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21/11/03 - v0.0.2.1
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- minor changes to alphamapping calculations; still issues with blending in some cases
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- minimap now shaded according to terrain
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- RTS style scrolling (configurable scroll speed via Tools->Options)
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- dragging over minimap whilst painting textures no longer moves camera
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- default light position changed to 270 degrees
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- TexTools bar turned into draggable, dockable window
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- grid size now 8x8 to match size of one repeat of texture
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- updated blend textures with those from Render.
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- various internal changes (largely related to separation of UI/non-UI code)
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18/11/03 - v0.0.2.0:
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- basic texture mapping support, including
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- automatic alpha map calculation between 2 base textures
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- brush size adjustment
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- basic texture browser
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- Map->Texture Select removed, no longer required
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- initial minimap navigation
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- terrain grid (togglable)
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- removed wireframe, shaded and texture modes while base renderer changes being made
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- BUGFIX: fixed crash starting in 256 color or 16 bpp mode
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- BUGFIX: fixed crash on bad GL implementations
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- dialog box, followed by application exit, if no hardware support found
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- dialog box, followed by application exit, if insufficient GL extensions found
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- BUGFIX: unit ambient color should be remembered now
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- quick fix for zooming through terrain; you can still pan off in outer space
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06/11/03 - v0.0.1.0:
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- viewing of terrain in wireframe, textured or shaded mode.
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- changing the lighting by specifying different lighting parameters.
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- changing the (sole) texture applied to a terrain.
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- changing the terrain by specifying a new heightmap texture, or by generation of a random heightmap of dubious quality.
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- very primitive navigation around terrain
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- screenshot facility
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57
binaries/system/ScEd_readme.txt
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57
binaries/system/ScEd_readme.txt
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0AD Terrain Editor
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-------------------
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Notes:
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------
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- 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
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- Texture browser is under Map->Texture Tools
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- current texture for painting in top box
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- click texture in list to use it for painting
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- Heightmap textures (used via "Map -> Load Terrain" must be TGAs; the heightmap is always generated from the red component of the texture
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- Other textures must be a power of 2 in both width and height, but don't necessarily need to be square)
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- Getting around:
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- mouse wheel - zoom in/out
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- click and drag on minimap
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- RTS style scroll navigation
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- 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
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- counter resets to 1 each time the editor is restarted, so copy TGAs somewhere else to preserve them
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- probably more use later on when submitting graphics bugs
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Elevation Tools
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-----------------
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1. Raise/Lower: use left mouse to raise, and right mouse to lower terrain. "Brush Effect" indicates scale of alteration
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2. Smooth: use left mouse to smooth. "Brush Effect" indicates "scale" of smoothing.
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Unit Tools
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-----------------
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To create a new object to add to the scenario:
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1. Go to Map->Unit Tools
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2. Click Add
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3. Enter the name of the new unit
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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
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a file browser to search for valid files
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5. Click "Update" to rebuild the model data
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6. Click "<<<" to return to the scenario editor
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Notes:
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- if you re-export an SMD file, it is possible to update existing models in the scene using that file:
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- Go to Tools->SMD Conversion; and convert the file, overwriting the existing filename
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- Go to Map->Unit Tools->Add, then click "Update" on the Object Properties Page. Click "<<<" and everything should
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be redrawn with the new model.
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- bad texture files, or bad model data aren't yet handled correctly - you'll either get a crash, or no model shown
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- 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
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you won't see it
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To apply models to the terrain, just highlight the object name in the list, and left click somewhere in the world view.
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Known Issues
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--------------
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- crash on certain video cards using VBOs; eg Radeons in laptops
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- minimap not always updating when painting textures/altering elevation
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- textures loaded by the engine are locked once opened
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- ie it's not possible to resave textures from (eg) Photoshop are reload them
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- either have to restart editor, or save to different name; appreciate this isn't much fun, will be fixed for next release, hopefully.
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- incorrect normals/colour interpolation along terrain "creases"
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35
binaries/system/ps_instructions.txt
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35
binaries/system/ps_instructions.txt
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____________
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Command line
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____________
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(note exact spelling of the actual switches, e.g. -nopbuffer, not -NOPBUFFER)
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-m=MAP load the file <MAP> (string) instead of the default test01.pmp
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-g=F set the gamma correction to <F> (floating point; 0.0 < F <= 1.0)
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-e show entity graph
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-v enable VSync, i.e. lock FPS to monitor refresh rate
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-novbo disable Vertex Buffer Objects; may solve graphics-related problems on older/buggy graphics cards
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-nopbuffer disable Pixel Buffers; may solve graphics-related problems on older/buggy graphics cards
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-f enable fixed frame timing; ?
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-s enable shadows
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-xres=N set desired screen X resolution to <N> (integer)
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-yres=N set desired screen Y resolution to <N> (integer)
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-conf=NAME=VAL set config variable <NAME> (string) to <VAL> (string)
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____________
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In-game
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____________
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(LMB, MMB, RMB = left, middle, right mouse buttons)
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(ctrl+MMB) OR (LMB+RMB) rotate view when mouse is moved
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arrow keys, mouse on map edge scroll on the map
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MMB scroll when mouse is moved (as with normal map scrolling)
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mouse wheel, plus, minus zoom in/out
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Escape exit
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W switch terrain to wireframe
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H reset camera
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F1 open/close console
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