2020-12-05 11:23:45 +00:00
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# WorldSpawn
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The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
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2021-06-02 12:54:27 +00:00
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues
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2020-12-05 11:23:45 +00:00
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the author would not ever get back to us about, so we had to take matters into our own hands.
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Use it if you actually want to use the features listed below - note that they require a modified engine.
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There's plenty of other editors for the first-party id Tech games.
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## Key changes
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- All texture coordinates use the Valve 220 format for compatibility with J.A.C.K. exported .map files
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- Integration with our material system instead of long .shader files
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- Support for vertex-color/alpha editing of patches using our new fixed patch format
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- Support for VVM in the BSP compiler
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- Support for HDR lightmaps in the BSP compiler
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- Support for automatic cubemap surface-picking in the BSP compiler
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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
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2021-06-02 12:54:27 +00:00
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- Simplified build system, so less dependencies
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2020-12-05 11:23:45 +00:00
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## Compiling
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2021-06-02 12:54:27 +00:00
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To compile on a standard GNU/Linux system:
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`LDFLAGS=-ldl gmake -j $(nproc)`
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2020-12-05 11:23:45 +00:00
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2021-06-02 12:54:27 +00:00
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For BSD systems you'll have to point CFLAGS to whereever your package headers are installed.
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gtkgtlext-1.0 is notorious for using both include and lib/gtkgtlext-1.0/include for headers. Yes.
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Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use it.
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We don't work on NT. You're on your own with that one.
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2020-12-05 11:23:45 +00:00
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## Support
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2021-06-02 12:54:27 +00:00
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If you need help with this, you're better off using an alternative editor.
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