From 19d9e67c253e16d7d348647170747074082c863f Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Wed, 4 Aug 2021 16:55:07 +0200 Subject: [PATCH] Update readme --- README.md | 45 ++++++++++++++++++++++++++++++++------------- 1 file changed, 32 insertions(+), 13 deletions(-) diff --git a/README.md b/README.md index ffb6449..7aac393 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,8 @@ # ![WorldSpawn Logo](icon.png) WorldSpawn -The worlds most opinionated fork of QER. +The worlds most opinionated fork of Radiant. The editor we use at Vera Visions to create BSP levels. -It was forked from NetRadiant in 2018 and was a result of necessity. +It was forked from NetRadiant in June of 2018 and was a result of necessity. 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. @@ -14,16 +14,34 @@ There's plenty of other editors for the first-party id Tech games. ![Screenshot](docs/screen.jpg) ## Editor Changes -- Valve 220 format is used top to bottom, imported & exported, with texture coords handled internally the same way -- Integration with our material system (no more .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 -- Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style Input/Output system for triggers -- Simplified build system that doesn't suddenly break on its own, also less dependencies -- Support for VVM/IQM model format in the BSP compiler -- Support for internal and external High-Dynamic-Range lightmaps in the BSP compiler -- Support for cubemap aware surfaces in the BSP compiler +- Valve 220 format is used **top to bottom**, **imported & exported**, with texture coords handled internally the same way, including the compiler +- Integration with our **own material format** (no more giant .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 +- Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style **Input/Output system** for triggers +- Support for **VVM** (based on IQM) model format in the BSP compiler as well as the editor +- Support for **internal** and external **High-Dynamic-Range lightmaps** in the BSP compiler +- Support for **cubemap aware surfaces** in the BSP compiler - Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler -- More bug-fixes than you could possibly imagine +- *More bug-fixes than you could possibly imagine* + +## Why +Back then there was no fork of Radiant supporting the 220 format like said program had exported. +We had to make that happen on our own, since then we've expanded and kept changing more to meet our own needs. +On top of that, there's other benefits from working in our own Radiant fork. + +Rapid experimentation and tech development doesn't fit into an editor like GtkRadiant, +which aims to be stable, reliable and support a specific set of games really, really well. + +We can afford to break compat here in order to achieve our goals. It will break, be unstable +and all that jazz at the cost of supporting the greatest and latest of we're working on. + +Some code in here (like the IQM support in the compiler) has made it into other Radiant forks +when we deem it to be mature. However not everything in here is going to be of interest +to other Radiant forks. + +A lot of the changes are specific to our BSP format & engine too. +So tech like per-surface picked and generated environment maps will never make it into other games. +Sorry! ## Compiling To compile on a standard GNU/Linux system: @@ -52,5 +70,6 @@ move it into Nuclide's ./bin directory. * minizip-devel ## Support -If you need help with this, you're better off using an alternative editor. -Compatibility is not a priority here. +As mentioned before, if you need help with this: you're on your own. + +Please use [GtkRadiant](https://github.com/TTimo/GtkRadiant) if you want to make levels for existing games.