* Make some EditWorld documents be valid reStructured Text

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2583 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2007-10-22 00:38:08 +00:00
parent e2b59e8dc1
commit eef217fc4a
3 changed files with 109 additions and 63 deletions

View File

@ -325,34 +325,78 @@ in Deliverance\Data.
Directory structure changed. The directory structure is now much more rational. An example tree
for Warzone would be:
Deliverance\Data\ // The Warzone data directory.
MyScenario.lnd // The project file saved by the editor.
Textures.pcx // Terrain textures , referenced by MyScenario.lnd.
DataSet.txt // File defining the data set, referenced by MyScenerio.lnd.
Stats\ // Directory containing the stats
Structures.txt // Stats text file defining the structures used in the game.
Structs\ // Directory containing all the IMD's and PCX's needed for the structures.
....
Features\ // Directory containing all the IMD's and PCX's needed for the features.
....
MyScenario.gam // Save game file created when you export the scenario from the editor.
MyScenario\ // Save game directory created when you export the scenario from the editor.
Game.map // Save game data...
Deliverance/Data/
The Warzone data directory.
MyScenario.lnd
The project file saved by the editor.
Textures.pcx
Terrain textures , referenced by MyScenario.lnd.
DataSet.txt
File defining the data set, referenced by MyScenerio.lnd.
Stats/
Directory containing the stats
Structures.txt
Stats text file defining the structures used in the game.
Structs/
Directory containing all the IMD's and PCX's needed for the structures.
xxxx
Features/
Directory containing all the IMD's and PCX's needed for the features.
xxxx
MyScenario.gam
Save game file created when you export the scenario from the editor.
MyScenario/
Save game directory created when you export the scenario from the editor.
Game.map
Save game data...
Struct.bjo
Feat.bjo
Droid.bjo
Templ.bjo
An example tree for Necromancy would be:
Necromancy\Data\ // The Necromancy data directory.
MyScenario.lnd // The project file saved by the editor.
Textures.pcx // Terrain textures , referenced by MyScenario.lnd.
DataSet.txt // File defining the data set, referenced by MyScenerio.lnd.
Objects\ // Directory containing all the IMD's and PCX's needed for the structures.
.... // Directory containing the stats
MyScenario.map // Game map file created when you export the scenario from the editor.
MyScenario.nob // Object map file created when you export the scenario from the editor.
Necromancy/Data/
The Necromancy data directory.
MyScenario.lnd
The project file saved by the editor.
Textures.pcx
Terrain textures , referenced by MyScenario.lnd.
DataSet.txt
File defining the data set, referenced by MyScenerio.lnd.
Objects/
Directory containing all the IMD's and PCX's needed for the structures.
xxxx
Directory containing the stats
MyScenario.map
Game map file created when you export the scenario from the editor.
MyScenario.nob
Object map file created when you export the scenario from the editor.
Now checks for transparancy flags in IMD's and does colour keying accordingly.
@ -394,9 +438,11 @@ Save Project now only saves the project file (.LND) use the seperate Export func
scenarios for Warzone or Necromancer.
When exporting Warzone scenarios now creates the following files.
MyScenario.GAM
MyScenario/Game.MAP
MyScenario/Feat.BJO
* MyScenario.GAM
* MyScenario/Game.MAP
* MyScenario/Feat.BJO
These can be copied to the Deliverance/Data directory although for now you will have to
copy the droid.bjo , struct.bjo and templ.bjo files from an existing game directory to
the MyScenario directory as the editor dos'nt export these files.
@ -416,6 +462,7 @@ Much more robust.
Colour keying of object textures. You need to specify an extra flag in the object set text
file ( ie features1.txt ) for each IMD. NOKEY for no colour keying or KEYn where n is the palette
index of the transparent colour ie KEY0.
eg...
mislick.imd OVERLAYED TILESNAP KEY0
mibould1.imd FLANGED TILESNAP NOKEY
@ -436,5 +483,3 @@ Can now place , drag and rotate objects in 3d view as well as 2d view.
W and Q keys increase and decrease the 3d draw distance.
Option added to toggle smooth shading of landscape.

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@ -1,4 +1,5 @@
* Port the following files from using MFC to wxWidgets instead:
* aboutdialog.cpp
* brushprop.cpp
* btedit.cpp
@ -17,6 +18,7 @@
* wfview.cpp
* Port the following dialogs from using MFC to wxWidgets instead:
* IDD_ABOUTBOX (aboutdialog.cpp)
* IDD_EDGEBRUSH (brushprop.cpp)
* IDD_EXPANSIONLIMITS (expandlimitsdlg.cpp)
@ -27,6 +29,7 @@
* IDD_TEXTUREPREFS (textureprefs.cpp)
* Port the following files from using DirectX to OpenGL instead:
* ddimage.cpp
* directx.cpp
* geometry.cpp

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@ -61,5 +61,3 @@ Scene Viewer - Version 1.0. Release Date 15/01/97.
World Editor - Version 1.0. Release Date 15/01/97.
Now allows objects to be placed in landscape.
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