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README.md
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README.md
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# ![WorldSpawn Logo](icon.png) WorldSpawn
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The worlds most opinionated fork of QER.
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The worlds most opinionated fork of Radiant.
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The editor we use at Vera Visions to create BSP levels.
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It was forked from NetRadiant in 2018 and was a result of necessity.
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It was forked from NetRadiant in June of 2018 and was a result of necessity.
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We wanted to move away from a proprietary toolchain that had technical issues the developer would not ever get back to us about, so we ended up here.
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@ -14,16 +14,34 @@ There's plenty of other editors for the first-party id Tech games.
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![Screenshot](docs/screen.jpg)
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## Editor Changes
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- Valve 220 format is used top to bottom, imported & exported, with texture coords handled internally the same way
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- Integration with our material system (no more .shader files)
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- Support for vertex-color/alpha editing of patches using our new fixed patch format, allowing technologies such as 4-way texture blending and whatever your designers can imagine
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- Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style Input/Output system for triggers
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- Simplified build system that doesn't suddenly break on its own, also less dependencies
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- Support for VVM/IQM model format in the BSP compiler
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- Support for internal and external High-Dynamic-Range lightmaps in the BSP compiler
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- Support for cubemap aware surfaces in the BSP compiler
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- Valve 220 format is used **top to bottom**, **imported & exported**, with texture coords handled internally the same way, including the compiler
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- Integration with our **own material format** (no more giant .shader files)
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- Support for vertex-color/alpha editing of patches using our new **fixed patch format**, allowing technologies such as **4-way texture blending** and whatever your designers can imagine
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- Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style **Input/Output system** for triggers
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- Support for **VVM** (based on IQM) model format in the BSP compiler as well as the editor
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- Support for **internal** and external **High-Dynamic-Range lightmaps** in the BSP compiler
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- Support for **cubemap aware surfaces** in the BSP compiler
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- Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler
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- More bug-fixes than you could possibly imagine
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- *More bug-fixes than you could possibly imagine*
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## Why
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Back then there was no fork of Radiant supporting the 220 format like said program had exported.
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We had to make that happen on our own, since then we've expanded and kept changing more to meet our own needs.
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On top of that, there's other benefits from working in our own Radiant fork.
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Rapid experimentation and tech development doesn't fit into an editor like GtkRadiant,
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which aims to be stable, reliable and support a specific set of games really, really well.
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We can afford to break compat here in order to achieve our goals. It will break, be unstable
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and all that jazz at the cost of supporting the greatest and latest of we're working on.
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Some code in here (like the IQM support in the compiler) has made it into other Radiant forks
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when we deem it to be mature. However not everything in here is going to be of interest
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to other Radiant forks.
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A lot of the changes are specific to our BSP format & engine too.
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So tech like per-surface picked and generated environment maps will never make it into other games.
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Sorry!
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## Compiling
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To compile on a standard GNU/Linux system:
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@ -52,5 +70,6 @@ move it into Nuclide's ./bin directory.
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* minizip-devel
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## Support
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If you need help with this, you're better off using an alternative editor.
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Compatibility is not a priority here.
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As mentioned before, if you need help with this: you're on your own.
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Please use [GtkRadiant](https://github.com/TTimo/GtkRadiant) if you want to make levels for existing games.
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