mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Fixed exportFGD docs
This commit is contained in:
parent
1e919ec626
commit
7c79b41a11
1 changed files with 4 additions and 5 deletions
|
@ -83,7 +83,7 @@ RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be
|
|||
* invertGreen( normalmap.png ) material keyword to allow flipping the Y-Axis for tangent space normal maps
|
||||
* PNG image support
|
||||
* Collada .DAE model support in addition to .ase and .lwo for static map models
|
||||
* Wavefront OBJ model support
|
||||
* Wavefront OBJ model support to make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom
|
||||
* Added back dmap and aas compilers (mapping tools, thanks to Pat Raynor) and improved them to work with TrenchBroom
|
||||
* Added in-engine Flash debugging tools and new console variables.
|
||||
These tools help to analyse the id Tech view of Flash and what SWF tags are supported and how they are interpreted
|
||||
|
@ -112,9 +112,8 @@ You can fork RBDOOM-3-BFG and create a new renamed binary that includes all requ
|
|||
***The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.***
|
||||
|
||||
* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
|
||||
* Added exportFGD [models] console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
|
||||
Using the models argument will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
|
||||
* To make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom and the engine Wavefront OBJ model support has been ported from IcedTech
|
||||
* Added exportFGD `[nomodels]` console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
|
||||
If the nomodels argument is not given then it will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
|
||||
* Support ***angles*** keyword again for TrenchBroom like in Quake 3
|
||||
|
||||
---
|
||||
|
@ -634,7 +633,7 @@ dmap `[glfile]` mapfile | DMap option that exports the BSP areas
|
|||
bakeEnvironmentProbes | Command after loading a map. Captures all env_probe entities and stores them to disc
|
||||
bakeLightGrids [`<switches>`...] | `<Switches>` limit[num] : max probes per BSP area (default 16384) bounce[num] : number of bounces or number of light reuse (default 1) grid( xdim ydim zdim ) : light grid size steps into each direction (default 64 64 128)
|
||||
exportScriptEvents | Command: Generates a new script/doom_events.script that reflects all registered class events in the idClass C++ system. The gamecode still needs to be extended to add the original comments of the events
|
||||
exportFGD `[models]` | Command: Exports all entity defs to exported/_tb/*.fgd for usage in TrenchBroom
|
||||
exportFGD `[nomodels]` | Command: Exports all entity defs to exported/_tb/*.fgd for usage in TrenchBroom
|
||||
exportEntityDefsToBlender | Command: Exports all entity and model defs to exported/entities.json for usage in Blender
|
||||
postLoadExportModels | Cvar: Export models after loading to OBJ model format. Set it to 1 before loading a map.
|
||||
exportMapToOBJ | Command: Convert .map file to .obj/.mtl
|
||||
|
|
Loading…
Reference in a new issue