From 9302d3c668006a701af060698a2a90a3a063e617 Mon Sep 17 00:00:00 2001 From: Acumen Date: Tue, 7 Dec 2004 18:35:11 +0000 Subject: [PATCH] Uploaded some placeholder icons, recompilation, removed redundant version of ScEd. This was SVN commit r1471. --- .../ui/ui_portrait_formation_box_64-grey.png | 3 + .../ui/ui_portrait_formation_box_64-lit.png | 3 + .../ui/ui_portrait_formation_box_64.png | 3 + .../ui/ui_portrait_formation_column_c_64.png | 3 + .../ui/ui_portrait_formation_column_o_64.png | 3 + .../ui/ui_portrait_formation_line_c_64.png | 3 + .../ui/ui_portrait_formation_line_o_64.png | 3 + .../ui/ui_portrait_formation_phalanx_64.png | 3 + .../ui/ui_portrait_formation_skirmish_64.png | 3 + .../ui/ui_portrait_formation_testudo_64.png | 3 + .../ui/ui_portrait_formation_wedge_64.png | 3 + .../textures/ui/ui_portrait_halt_64-grey.png | 3 + .../textures/ui/ui_portrait_halt_64-lit.png | 3 + .../art/textures/ui/ui_portrait_halt_64.png | 3 + binaries/system/ScEd_Changes.txt | 185 ------------------ binaries/system/ScEd_readme.txt | 57 ------ 16 files changed, 42 insertions(+), 242 deletions(-) create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_box_64-grey.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_box_64-lit.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_box_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_column_c_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_column_o_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_line_c_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_line_o_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_phalanx_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_skirmish_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_testudo_64.png create mode 100644 binaries/data/mods/official/art/textures/ui/ui_portrait_formation_wedge_64.png create mode 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0000000000..9ee0aed695 --- /dev/null +++ b/binaries/data/mods/official/art/textures/ui/ui_portrait_halt_64.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:43c491f7eb4de223f1322e56f6b81624ee9c921913214da600d69e9dd90e8b63 +size 4258 diff --git a/binaries/system/ScEd_Changes.txt b/binaries/system/ScEd_Changes.txt deleted file mode 100644 index 23c07d7df3..0000000000 --- a/binaries/system/ScEd_Changes.txt +++ /dev/null @@ -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 \ No newline at end of file diff --git a/binaries/system/ScEd_readme.txt b/binaries/system/ScEd_readme.txt deleted file mode 100644 index ceb194fa8f..0000000000 --- a/binaries/system/ScEd_readme.txt +++ /dev/null @@ -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" \ No newline at end of file