diff --git a/README.md b/README.md new file mode 100644 index 0000000..de68ef8 --- /dev/null +++ b/README.md @@ -0,0 +1,29 @@ +# WorldSpawn +The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity. +We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had itechnical issues +the author 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. +There's plenty of other editors for the first-party id Tech games. + +## Key changes +- All texture coordinates use the Valve 220 format for compatibility with J.A.C.K. exported .map files +- Integration with our material system instead of long .shader files +- Support for vertex-color/alpha editing of patches using our new fixed patch format +- Support for VVM in the BSP compiler +- Support for HDR lightmaps in the BSP compiler +- Support for automatic cubemap surface-picking in the BSP compiler +- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map + +## Compiling +You can compile the editor directly from within the Nuclide src tree using the build_editor.sh script. +It'll also integrate it properly into the filesystem you're working with. +Other than that, it can be built in either debug or release form with the scripts provided in this tree. + +The codebase also compiles the editor under MSYS2, but the compiler will currently segfault on NT. + +## Support +The whole thing is held together with duct-tape. +The codebase it is based on is not very portable and while effort had been made to rectify that, +it's just such a time consuming affair. +If you've got any issues, feel free to let us know, but we can't promise any support right away. +Here be dragons, etc.