From 79e1c273e62c7622af7a48056e87de80df1879c3 Mon Sep 17 00:00:00 2001 From: Acumen Date: Fri, 29 Apr 2005 13:26:13 +0000 Subject: [PATCH] Removed older version of ScEd, which as far as I know is too outdated to be useful now. (If I'm wrong, I've kept a backup.) This was SVN commit r2131. --- binaries/system/ScEd_Changes.txt | 185 +++++++++++++++++++++++++++++++ binaries/system/ScEd_readme.txt | 57 ++++++++++ 2 files changed, 242 insertions(+) create mode 100644 binaries/system/ScEd_Changes.txt create mode 100644 binaries/system/ScEd_readme.txt diff --git a/binaries/system/ScEd_Changes.txt b/binaries/system/ScEd_Changes.txt new file mode 100644 index 0000000000..23c07d7df3 --- /dev/null +++ b/binaries/system/ScEd_Changes.txt @@ -0,0 +1,185 @@ +23/09/04 - v0.0.7.8 +- support for actor sub-folders + +30/08/04 - v0.0.7.6 +- unit deletion (via Unit->Delete on main menu, or Delete on keyboard) +- basic, experimental auto-terrain flattening, on per-actor basis +- added "cast shadows" property on per-actor basis +- changed default camera orientation +- half a dozen minor bug fixes + +20/08/04 - v0.0.7.5 +- prop selection defaults to prop directory + +20/08/04 - v0.0.7.4 +- fixed stupid bug with animation speed spin controls + +29/05/04 - v0.0.7.2 + - bugfix: lighting on props should now be correct + - more internal stuff related to animation + - removed test mode + +27/05/04 - v0.0.7.1 + - bunch of internal changes related to editor cleanup + +23/05/04 - v0.0.7.0 + - support for propping added + - simple test mode + +22/05/04 - v0.0.6.4 + - slew of internal changes related to model animation + - placeholder object selection + - object rotation when applied to map through click+hold + - placeholder shadow implementation + - PaintObject tool no longer snaps to tile centre; multiple objects per tile permissable + - more work on conversion to new asset directory structure + - screenshots now dumped to root "screenshots" directory, rather than subdirectory of data + - optional animation speed modifier for actor XML files supported + - ScEd XML save current doesn't support this + - ScEd currently provides no UI for this + - hacked workaround for broken MFC accelerators for undo/redo + +15/05/04 - v0.0.6.3 + - initial work on conversion to new asset directory structure + - another code merge, complete update to VC7 + +12/04/04 - v0.0.6.2 + - code merge with Simon's work to allow better integration with engine, fixed compile issues on VC7 + +11/04/04 - v0.0.6.1 + - bugfix: changing lighting settings now recalculates lighting on existing models in the scene + - added camera zoom via mouse wheel + - removed old style zoom/pan navigation via ALT + mouse button + scrub + - normal skinning working correctly - skinned models should be lit correctly + - support for animation on boned models added + - jazzed up the object editor display a bit; different background color, reference grid of same size as terrain grid + - tinkered with Smooth tool, not happy with it; needs a rethink, probably when Roughen tools implemented + - removed SMD converter + - minimap now colored correctly for DDS textures + - added support for mipmaps on DDS textures on cards supporting GL_SGIS_generate_mipmap (all target hardware, AFAIK) + - upgraded low level lib code to CVS contents as of 27/03/04 + - so DXT1a textures *may* work; requires testing + +27/03/04 - v0.0.6.0 + - bugfix: heightfield tracing - terrain tile selection now works correctly; was previously missing 1/4 of the terrain + - changed to speed-based click-hold for elevation tools, rather than click-click + - preliminary support for boned models + +22/02/04 - v0.0.5.2 + - disabled VBO usage to test for crash on ATI cards + +22/02/04 - v0.0.5.1 + - temporary workaround for the SMD->bones, PMD->nobones problem + +22/02/04 - v0.0.5.0 + - bugfix: moving off edge of minimap whilst dragging no longer requires clicking back into minimap to reactivate it + - enabled blending for DXT3 DDS textures + - lighting settings dialog supports rejectable preview + - undo/redo history added for altering light parameters + - bugfix: lighting parameters are now saved out; maps generated with 0.0.4.0 still load + - bugfix: last directory for models and textures in object editor now correctly remembered + - bugfix: DDS and PNG files no longer appear flipped when applied to models + - TGAs and BMPs no longer supported on models + - still valid for terrains until mipmap support for DDS files added + - blend maps changed from TGA to PNG files + - fairly major speedup of transparent object rendering + - bugfix: faces of transparent objects now correctly sorted back to front (according to centre of face) + - added frustum culling for models + - commandeered info box for rendering stats: F1 or View->Render Stats to toggle it + - added wireframe and edged face modes for models as debug aid + - models now rendered using VBOs + - terrain now rendered using VBOs + - bugfix: minimap no longer reverts to 16 bit on ATI cards where texture quality slider isn't set to highest + +08/02/04 - v0.0.4.1 + - minor change to the model/bone system to allow support for models generated using the (currently boneless) pmdexp MAX exporter + +07/02/04 - v0.0.4.0 + - bugfix: DDS DXT1 and DXT3 files now load; orientation issue remains + - toolbar for switching between tool modes, or to return to the null "do nothing" mode + - converted from 8 to 16 bit heightmaps + - scenario load/save + - removed TextureTools->Add; need to add TextureTools->Rescan at some point + - slight relaxation of restrictions on heightmap loads; arbitrary sizes allowed, texture rescaled to nearest map size + - automatic creation of object types and automatic loading of object descriptions from data + found in data\objects directory tree + - bugfix: list of available objects now scrolls up/down, not left/right + - added grid and shaded wireframe modes for terrain again + - minor cosmetic change: default elevation of light changed to 45 + - added map resizing to the same size maps (Small, Medium, Large, Huge) as dictated by DD + - evil MFC hackery: changed message loop processing to switch to periodic updates instead of + change-driven updates (a prerequisite for animation) + - added info box; only info it shows at the minute is the FPS, though + - removed random heightmap generation + - automatic creation of texture types and automatic loading of textures from data found in + data\terrains\textures directory tree + - changes to data layout; data now read from various subdirectories + - basic functionality for remembering last used directories etc + + +18/01/04 - v0.0.3.2 + - Added (broken) alphamap support as a temporary workaround until proper implementation complete + - Added initial categorisation of terrain texture by type (grass, sand, road) etc; terrain types are fixed (hardcoded) at present + - Automatic update of model/texture on clicking "<<" from object editing back to terrain editing + - Altered SMD conversion to dump to user-chosen file + - Minor cosmetic changes: + - default view closer to terrain + - default ambient color for units changed + + +16/01/04 - v0.0.3.1 + - improved support for transparency + - added DDS support (suspect bug in PNG and DDS code, though - incorrect transparency). + + +15/01/04 - v0.0.3.0 + - initial support for addition of models + - currently with incorrect transparency, incorrect lighting + (Map->Lighting Setting->Unit Ambient Color does affect lighting, though) + - XML loading/saving of basic object definition files + - initial support for elevation tools: raise, lower and smooth terrain + - some support for undo/redo history; not all functions supported at present - Elevation tools, and "Add Unit" work + - built in SMD->0adm converter + - PNG support for terrain and model textures + - all alphamap support disabled until implementation of correct alphamapping + - "fine" grid view temporarily disabled + - changed from generic triangle soup ray acceleration to regular grid based approached; faster terrain load/build times as a result + - fixed bug in terrain lighting due to converting a color as a quantised normal rather than a regular FP color + + +21/11/03 - v0.0.2.1 + - minor changes to alphamapping calculations; still issues with blending in some cases + - minimap now shaded according to terrain + - RTS style scrolling (configurable scroll speed via Tools->Options) + - dragging over minimap whilst painting textures no longer moves camera + - default light position changed to 270 degrees + - TexTools bar turned into draggable, dockable window + - grid size now 8x8 to match size of one repeat of texture + - updated blend textures with those from Render. + - various internal changes (largely related to separation of UI/non-UI code) + + +18/11/03 - v0.0.2.0: + - basic texture mapping support, including + - automatic alpha map calculation between 2 base textures + - brush size adjustment + - basic texture browser + - Map->Texture Select removed, no longer required + - initial minimap navigation + - terrain grid (togglable) + - removed wireframe, shaded and texture modes while base renderer changes being made + - BUGFIX: fixed crash starting in 256 color or 16 bpp mode + - BUGFIX: fixed crash on bad GL implementations + - dialog box, followed by application exit, if no hardware support found + - dialog box, followed by application exit, if insufficient GL extensions found + - BUGFIX: unit ambient color should be remembered now + - quick fix for zooming through terrain; you can still pan off in outer space + + +06/11/03 - v0.0.1.0: + - viewing of terrain in wireframe, textured or shaded mode. + - changing the lighting by specifying different lighting parameters. + - changing the (sole) texture applied to a terrain. + - changing the terrain by specifying a new heightmap texture, or by generation of a random heightmap of dubious quality. + - very primitive navigation around terrain + - screenshot facility \ No newline at end of file diff --git a/binaries/system/ScEd_readme.txt b/binaries/system/ScEd_readme.txt new file mode 100644 index 0000000000..ceb194fa8f --- /dev/null +++ b/binaries/system/ScEd_readme.txt @@ -0,0 +1,57 @@ +0AD Terrain Editor +------------------- + +Notes: +------ +- Load/Save facility is available for scenarios, but there's no guarantee that scenarios generated in the current version will be loadable in subsequent versions +- Texture browser is under Map->Texture Tools + - current texture for painting in top box + - click texture in list to use it for painting +- Heightmap textures (used via "Map -> Load Terrain" must be TGAs; the heightmap is always generated from the red component of the texture +- Other textures must be a power of 2 in both width and height, but don't necessarily need to be square) +- Getting around: + - mouse wheel - zoom in/out + - click and drag on minimap + - RTS style scroll navigation +- Screenshot hotkey on F9, for anyone that wants : these are saved as consecutive numbered TGAs in a "screenshots" subdirectory of the directory containing ScEd.exe + - counter resets to 1 each time the editor is restarted, so copy TGAs somewhere else to preserve them + - probably more use later on when submitting graphics bugs + + +Elevation Tools +----------------- +1. Raise/Lower: use left mouse to raise, and right mouse to lower terrain. "Brush Effect" indicates scale of alteration +2. Smooth: use left mouse to smooth. "Brush Effect" indicates "scale" of smoothing. + + +Unit Tools +----------------- +To create a new object to add to the scenario: +1. Go to Map->Unit Tools +2. Click Add +3. Enter the name of the new unit +4. On the next page, enter the name of the 0adm file, and the name of texture to use on the model. The "..." button will bring up +a file browser to search for valid files +5. Click "Update" to rebuild the model data +6. Click "<<<" to return to the scenario editor + +Notes: + - if you re-export an SMD file, it is possible to update existing models in the scene using that file: + - Go to Tools->SMD Conversion; and convert the file, overwriting the existing filename + - Go to Map->Unit Tools->Add, then click "Update" on the Object Properties Page. Click "<<<" and everything should + be redrawn with the new model. + - bad texture files, or bad model data aren't yet handled correctly - you'll either get a crash, or no model shown + - there's no trackball yet - the view in the Object Editor is fixed at the minute; if the model is offset from the origin, it's possible + you won't see it + +To apply models to the terrain, just highlight the object name in the list, and left click somewhere in the world view. + + +Known Issues +-------------- + - crash on certain video cards using VBOs; eg Radeons in laptops + - minimap not always updating when painting textures/altering elevation + - textures loaded by the engine are locked once opened + - ie it's not possible to resave textures from (eg) Photoshop are reload them + - either have to restart editor, or save to different name; appreciate this isn't much fun, will be fixed for next release, hopefully. + - incorrect normals/colour interpolation along terrain "creases" \ No newline at end of file