README: mention dependencies as well as a screenie
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README.md
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README.md
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# WorldSpawn
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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 QER.
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The editor we use at Vera Visions to create BSP levels.
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The editor we use at Vera Visions to create BSP levels.
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@ -6,19 +6,23 @@ It was forked from NetRaidiant and was a result of necessity originally.
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues the developer would not ever get back to us about, so we had to take matters into our own hands.
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues the developer 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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Use it if you actually want to use the features listed below - note that they require a modified engine as our BSP format is different from standard idTech 3 BSP.
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You will not be able to make levels compatible with other games and engines.
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There's plenty of other editors for the first-party id Tech games.
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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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![Screenshot](docs/screen.jpg)
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## Editor Changes
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- All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files
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- All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files
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- Integration with our material system (goodbye .shader files)
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- Integration with our material system (goodbye .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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- 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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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map which somehow had flown other peoples radar for 20+ years
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- Simplified build system, so less dependencies!
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- Support for VVM/IQM model format in the BSP compiler
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- Support for VVM/IQM model format in the BSP compiler
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- Support for High-Dynamic-Range lightmaps in the BSP compiler
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- Support for 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 Cubemap aware surfaces 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 which somehow had flown other peoples radar for 20+ years
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- Support for our patchDef2WS and patchDef3WS curved surfaces in the compiler
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- Simplified build system, so less dependencies!
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## Compiling
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## Compiling
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To compile on a standard GNU/Linux system:
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To compile on a standard GNU/Linux system:
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@ -31,6 +35,14 @@ Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use
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We don't work on NT. You're on your own with that one.
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We don't work on NT. You're on your own with that one.
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## Dependencies
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* gcc-c++
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* gtk2-devel
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* gtkglext-devel
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* libxml2-devel
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* libjpeg8-devel
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* minizip-devel
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## Support
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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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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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Compatibility is not a priority here.
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