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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
131 lines
5.4 KiB
Text
131 lines
5.4 KiB
Text
November 25 2003
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bkgrnd2d v 0.25 beta for radiant 1.3.13
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by SCDS_reyalP (email hellsownpuppy@yahoo.com)
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WARNING:
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This is an beta release. It is provided with absolutely NO WARRANTY.
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If it turns your data to mush and melts your CPU, don't blame me.
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Overview:
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This little plugin allows you to display an image in the the gtkradiant 2d
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windows. This is useful for layout sketches, maps made from
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existing plans, building geometry based on photgraphs, viewing terrain
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alphamaps in relation to your terrain, and so on.
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Installation:
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extract the .dll and bitmaps into your gtkradiant/plugins directory, and
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restart radiant. Be sure to use directory names, to ensure the bitmaps go
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in your plugins/bitmaps directory.
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Uninstallation:
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Close radiant, delete the bkgrnd2d.dll from the plugins directory, and
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delete the bkgrnd2*.bmp files from the plugins/bitmaps directory.
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User Interface:
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- The plugin adds 4 buttons to the radiant plugin toolbar. The first 3
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toggle the display of a background image in the specified view. The fourth
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brings up a configuration dialog. The configuration dialog can also be
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opened from the plugins menu.
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- If an image has not been loaded, or it's display size and location have
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not been set, pushing one of the toggle buttons will bring up the dialog
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with the corresponding page selected.
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- The configuration dialog is non-modal, meaning that you can leave it open
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while you work in radiant. If it gets lost behind another window, clicking
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on the configuration button will bring it to the forground.
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Usage:
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- bring up the configuration dialog.
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- Choose the "Browse..." button. This will prompt you for an image file.
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The file *MUST* be inside your basegame directory (baseq3, main, etmain or
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whatever your chosen game uses). The image must be in a format supported by
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the game in use. For q3 based games this is truecolor .jpg, .tga and
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sometimes .png. For q2 this is .wal
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- Use one of the following methods to set the size (in game units) that the
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file is displayed.
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1) select 1 or more brushes or entities and choose "from selection"
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This will use the total dimensions off all selected brushes and entities
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to size the image.
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2) For the X/Y view only, choose 'Size to min/max keys' This will look in
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the worldspawn entity for the keys mapcoordsmins and mapcoordsmaxs (also
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used for ET tracemap generation and command map sizing) and use those
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dimensions to size the image.
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- Use the toggle buttons to show or hide the loaded images. The buttons will
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press or unpress whenever you click them, but an image will only be
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displayed once you have successfully loaded a file and set its size/postion.
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- Set the opacity of the image using the slider in the configuration dialog.
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- If any of these commands do not produce the expected results, there may be
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an information in the radiant console. Please include this when reporting
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bugs.
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Notes and limitations:
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- This plugin is compiled for GtkRadiant 1.3.13. It may or may not work with
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later versions. It will *NOT* work with version 1.3.12 and below. If you
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build from source (see below) you can build it for other versions.
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- As mentioned above, the image *MUST* be inside your basegame directory, or
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another directory in which radiant looks for game files.
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- To prevent the image from being distorted, you should size it to the
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original images aspect ratio. mapcoordsmaxs/mapcoordsmins and command maps
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should always be square.
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- If you want a specific pixel to world unit relationship, you must arrange
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that yourself.
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- On load, the image is converted to a texture whose dimensions are powers
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of 2. If the original image dimensions are not powers of 2, some detail will
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be lost due to resampling. If it is too large to fit on a single texture,
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resolution is reduced.
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- radiants gamma and mipmap options are applied to the image.
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- If the image has an alpha channel, it will be included in the blending
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process. 0 is transparent, 255 is opaque. .tga images are recommended if
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you want to have an alpha channel.
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- since the plugin will only use true color files, you cannot use a terrain
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indexmap (aka alphamap) or heightmap directly. You can of course, save a
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copy of your indexmap in a 32 bit format.
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- There is no unload command.
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- You put the plugin in a game specific plugin directory, rather than the
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radiant plugin directory.
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- You cannot set the image size with sub-unit precision.
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- Only win32 binaries are included. The source is available from:
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http://www.cyberonic.net/~gdevault/rfm/mapstuff/bkgrnd2d-b0.25-src.zip
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If you want to use it on another platform you will need a buildable gtkradiant
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source tree to build it. For any non-windows platform you will also have to
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figure out the compile options. I suggest ripping those off from some other
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plugin.
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TODO:
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- make file selection paterns match supported filetypes
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- large images without downsampling
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- bitmap and pcx support for indexmaps
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- automatic size from indexmapped entities
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- render under the grid instead of blending
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- mac/*nix support
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- remember/save/restore settings
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- texture options independant of radiant prefs
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- clean up icky code
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Changes from 0.1
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- all 2d views supported
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- new ui
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- file selection patterns, default directory improved
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Changes from 0.2
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- tooltips in dialog
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- various code cleanup
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