README: mention dependencies as well as a screenie

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Marco Cawthorne 2021-06-05 22:16:22 +02:00
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# WorldSpawn # ![WorldSpawn Logo](icon.png) WorldSpawn
The worlds most opinionated fork of QER. The worlds most opinionated fork of QER.
The editor we use at Vera Visions to create BSP levels. The editor we use at Vera Visions to create BSP levels.
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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. 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.
Use it if you actually want to use the features listed below - note that they require a modified engine. 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.
You will not be able to make levels compatible with other games and engines.
There's plenty of other editors for the first-party id Tech games. There's plenty of other editors for the first-party id Tech games.
## Key changes ![Screenshot](docs/screen.jpg)
## Editor Changes
- All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files - All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files
- Integration with our material system (goodbye .shader files) - Integration with our material system (goodbye .shader files)
- 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. - 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.
- 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
- Simplified build system, so less dependencies!
- Support for VVM/IQM model format in the BSP compiler - Support for VVM/IQM model format in the BSP compiler
- Support for High-Dynamic-Range lightmaps in the BSP compiler - Support for High-Dynamic-Range lightmaps in the BSP compiler
- Support for Cubemap aware surfaces in the BSP compiler - Support for Cubemap aware surfaces in the BSP compiler
- 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 - Support for our patchDef2WS and patchDef3WS curved surfaces in the compiler
- Simplified build system, so less dependencies!
## Compiling ## Compiling
To compile on a standard GNU/Linux system: To compile on a standard GNU/Linux system:
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We don't work on NT. You're on your own with that one. We don't work on NT. You're on your own with that one.
## Dependencies
* gcc-c++
* gtk2-devel
* gtkglext-devel
* libxml2-devel
* libjpeg8-devel
* minizip-devel
## Support ## Support
If you need help with this, you're better off using an alternative editor. If you need help with this, you're better off using an alternative editor.
Compatibility is not a priority here. Compatibility is not a priority here.

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