148 lines
5.5 KiB
Plaintext
148 lines
5.5 KiB
Plaintext
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OSP - Server-enabled Map Decals
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===============================
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14 Dec 01
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rhea@OrangeSmoothie.org
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http://www.OrangeSmoothie.org
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OSP Tourney DM/CA/CTF allows server operators to set up custom
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graphics for display to spectators within the map, on a per-map
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basis. Much like the server-side graphics options, the
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motivation here is to allow clans, communities and/or tournament
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organizations to implement additional graphics in the game for
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demo/screenshot enhancements.
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In no way will these additional graphics interfere with normal
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gameplay, as they are displayed only:
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- To all players during warmup and intermission periods.
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- To all spectators during the match.
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The format for customization is similar to the custom server graphics
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options, except that OSP has an in-game editor for easy placement of
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decals through-out the map.
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The highlights of the decals:
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- Up to 32 decals can be displayed on a per-map basis
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- Up to 16 custom graphics can be used for these decals
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(Technically, there are 17. The extra is a "freebie"
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OSP blender as seen throughout the rest of the mod).
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- Decals can be enlarged/shrunken/rotated on most any
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surface on the map.
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- OSP client editor for easy (and quick) placement of
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decals on a map.
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- Every map will have its own specifications for decals,
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If a map doesnt have a decal definition file, no decals
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will be displayed on the map (save for the built-in
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ones included with OSP).
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How to create a custom decal set for a map:
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-------------------------------------------
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1. First, you will need to set up the custom graphics you wish to
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use for decals. Follow steps 1-4 as found in the
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Docs/osp-q3-Server-gfx.txt document.
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2. Make a config to bind all of the decal commands (listed below)
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to a set of keys for easier editing.
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3. Next, start up a listen server, i.e. :
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quake3 +set fs_game osp +exec team.cfg).
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4. Switch to the desired map for decal editing.
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5. Exec the decal config you made in step 2.
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6. AS A SPECTATOR, type: \decaledit
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6a. You are now in the decal editor. You should see 32 slots on
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the left-side of the screen, with all but the first one grayed
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out with the word "DISABLED" (unless this map has already been
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defined with more decals). Above this column, you should see
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18x18 views of all of your custom-defined graphics.
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6b. You will begin by editing decal "0".
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7. The current active decal will always remain in the center of the
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view. You can fly around the level, positioning the decal
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simply by "looking" at the spot where you want to place the decal.
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8. Once you have selected a position to place the decal, utilize the
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graphics selection, sizing, and rotation commands to place the decal
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perfectly.
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9. To add another decal, use the \decaladd command. The decal will
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be created with an initial state of "disabled". Use the \decalenable
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command to enable it and set it placement.
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10. Repeat this process for every decal you want to place on the map.
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11. Once you have placed all of the decals you wish to have for the
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map, use the \decaledit to stop editing.
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12. Fly around the map to ensure your decals are how you expect them
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to appear to players/spectators.
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13. After everything has been verified, issue the \decaldump command
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to save the decal positioning.
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13a. The \decaldump command will ONLY save information on ACTIVE and
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ENABLED decals.
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14. Repeat this entire process for all of the maps you wish to place
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your custom decals.
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15. All of the decal positioning information is located in the main
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osp/ directory, in the decals/ sub-directory. Copy of these
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files (along with the custom graphics .pk3 you made back in step 1)
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to the server you will use for decal display.
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16. That's it! Players, upon connection, will download your custom
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graphics .pk3 and the server will inform them all necessary infor-
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mation to view your custom decals.
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Misc. Info:
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-----------
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- By default, OSP looks in the decals/ directory for map decal definitions.
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This can be changed by setting the decal_directory variable (on the
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server) to any other directory under the main osp/ directory.
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- The decals assume a graphic that is NxN in size. If you have a non-square
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graphic that you want to use (i.e. its dimensions are NxM), then you will
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have to add clear filler on the sides or top/bottom (depending on your
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graphics aspect ratio). If you dont do this, your graphic will be streched
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to the longest length to create a NxN graphic, with results usually looking
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quite nasty :)
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Commands:
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---------
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decaladd - Adds a new decal. It will be created in DISABLED
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mode. Enable it to begin editing its placement
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and graphic.
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decaldec - Decreases the size of the current decal.
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decaldisable - Disables the current decal.
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decaldump - Dumps the current set of ENABLED decals to
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<Quake3_root/osp/decals/decal-<mapname>.txt
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decaledit - Enables/disables decal editting mode.
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decalenable - Enables the current decal.
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decalgfxnext - Rotates the current decal's graphic to the next
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defined custom graphic.
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decalgfxprev - Rotates the current decal's graphic to the
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previous defined custom graphic.
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decalinc - Increases the size of the current decal.
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decalnext - Moves to the next active decal.
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decalprev - Moves to the previous active decal.
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decalrotclock - Rotates current decal clockwise.
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decalrotcounter - Rotates current decal counter-clockwise.
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