* Make some EditWorld documents be valid reStructured Text
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2583 4a71c877-e1ca-e34f-864e-861f7616d084master
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@ -325,34 +325,78 @@ in Deliverance\Data.
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Directory structure changed. The directory structure is now much more rational. An example tree
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for Warzone would be:
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Deliverance\Data\ // The Warzone data directory.
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MyScenario.lnd // The project file saved by the editor.
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Textures.pcx // Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt // File defining the data set, referenced by MyScenerio.lnd.
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Stats\ // Directory containing the stats
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Structures.txt // Stats text file defining the structures used in the game.
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Structs\ // Directory containing all the IMD's and PCX's needed for the structures.
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....
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Features\ // Directory containing all the IMD's and PCX's needed for the features.
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....
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MyScenario.gam // Save game file created when you export the scenario from the editor.
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MyScenario\ // Save game directory created when you export the scenario from the editor.
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Game.map // Save game data...
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Deliverance/Data/
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The Warzone data directory.
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MyScenario.lnd
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The project file saved by the editor.
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Textures.pcx
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Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt
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File defining the data set, referenced by MyScenerio.lnd.
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Stats/
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Directory containing the stats
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Structures.txt
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Stats text file defining the structures used in the game.
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Structs/
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Directory containing all the IMD's and PCX's needed for the structures.
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xxxx
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Features/
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Directory containing all the IMD's and PCX's needed for the features.
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xxxx
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MyScenario.gam
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Save game file created when you export the scenario from the editor.
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MyScenario/
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Save game directory created when you export the scenario from the editor.
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Game.map
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Save game data...
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Struct.bjo
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Feat.bjo
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Droid.bjo
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Templ.bjo
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An example tree for Necromancy would be:
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Necromancy\Data\ // The Necromancy data directory.
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MyScenario.lnd // The project file saved by the editor.
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Textures.pcx // Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt // File defining the data set, referenced by MyScenerio.lnd.
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Objects\ // Directory containing all the IMD's and PCX's needed for the structures.
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.... // Directory containing the stats
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MyScenario.map // Game map file created when you export the scenario from the editor.
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MyScenario.nob // Object map file created when you export the scenario from the editor.
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Necromancy/Data/
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The Necromancy data directory.
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MyScenario.lnd
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The project file saved by the editor.
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Textures.pcx
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Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt
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File defining the data set, referenced by MyScenerio.lnd.
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Objects/
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Directory containing all the IMD's and PCX's needed for the structures.
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xxxx
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Directory containing the stats
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MyScenario.map
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Game map file created when you export the scenario from the editor.
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MyScenario.nob
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Object map file created when you export the scenario from the editor.
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Now checks for transparancy flags in IMD's and does colour keying accordingly.
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@ -394,9 +438,11 @@ Save Project now only saves the project file (.LND) use the seperate Export func
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scenarios for Warzone or Necromancer.
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When exporting Warzone scenarios now creates the following files.
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MyScenario.GAM
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MyScenario/Game.MAP
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MyScenario/Feat.BJO
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* MyScenario.GAM
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* MyScenario/Game.MAP
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* MyScenario/Feat.BJO
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These can be copied to the Deliverance/Data directory although for now you will have to
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copy the droid.bjo , struct.bjo and templ.bjo files from an existing game directory to
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the MyScenario directory as the editor dos'nt export these files.
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@ -416,6 +462,7 @@ Much more robust.
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Colour keying of object textures. You need to specify an extra flag in the object set text
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file ( ie features1.txt ) for each IMD. NOKEY for no colour keying or KEYn where n is the palette
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index of the transparent colour ie KEY0.
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eg...
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mislick.imd OVERLAYED TILESNAP KEY0
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mibould1.imd FLANGED TILESNAP NOKEY
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@ -436,5 +483,3 @@ Can now place , drag and rotate objects in 3d view as well as 2d view.
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W and Q keys increase and decrease the 3d draw distance.
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Option added to toggle smooth shading of landscape.
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@ -1,4 +1,5 @@
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* Port the following files from using MFC to wxWidgets instead:
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* aboutdialog.cpp
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* brushprop.cpp
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* btedit.cpp
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@ -17,6 +18,7 @@
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* wfview.cpp
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* Port the following dialogs from using MFC to wxWidgets instead:
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* IDD_ABOUTBOX (aboutdialog.cpp)
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* IDD_EDGEBRUSH (brushprop.cpp)
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* IDD_EXPANSIONLIMITS (expandlimitsdlg.cpp)
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@ -27,6 +29,7 @@
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* IDD_TEXTUREPREFS (textureprefs.cpp)
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* Port the following files from using DirectX to OpenGL instead:
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* ddimage.cpp
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* directx.cpp
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* geometry.cpp
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@ -61,5 +61,3 @@ Scene Viewer - Version 1.0. Release Date 15/01/97.
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World Editor - Version 1.0. Release Date 15/01/97.
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Now allows objects to be placed in landscape.
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----------------------------------------------------------------------------
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