worldspawn/README.md

57 lines
2.6 KiB
Markdown
Raw Normal View History

# ![WorldSpawn Logo](icon.png) WorldSpawn
2021-06-02 11:37:42 -07:00
The worlds most opinionated fork of QER.
The editor we use at Vera Visions to create BSP levels.
2021-06-05 13:18:59 -07:00
It was forked from NetRadiant in 2018 and was a result of necessity.
2021-06-02 11:37:42 -07:00
2021-06-05 13:18:59 -07:00
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.
2021-06-02 11:37:42 -07:00
Use it if you actually want to use the features listed below - note that they require a modified engine as our BSP format is different from standard idTech 3 BSP.
You will not be able to make levels compatible with other games and engines.
2021-06-02 11:37:42 -07:00
2020-12-05 03:23:45 -08:00
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
2021-06-06 03:40:37 -07:00
- 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
2021-06-02 11:37:42 -07:00
- 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
- Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler
- More bug-fixes than you could possibly imagine
2020-12-05 03:23:45 -08:00
## Compiling
2021-06-02 05:54:27 -07:00
To compile on a standard GNU/Linux system:
2021-06-06 23:40:06 -07:00
`LDFLAGS=-ldl make -j $(nproc)`
2021-06-02 05:54:27 -07:00
2021-06-06 23:40:06 -07:00
On BSD you should probably use GNU make right now. The Makefiles are simple enough however.
2021-06-06 23:45:47 -07:00
Clang should also be supported, pass `CC=clang and CXX=clang++` if you want to use it.
2021-06-02 05:54:27 -07:00
2021-06-06 10:40:07 -07:00
On NT you'll probably have a build command-line likes this:
2021-06-06 23:40:06 -07:00
`CC=x86_64-w64-mingw32-gcc CXX=x86_64-w64-mingw32-g++ PKG_CONFIG_PATH=/usr/x86_64-w64-mingw32/sys-root/mingw/lib/pkgconfig make -j 4`
2021-06-06 10:40:07 -07:00
Not all works yet, but stay tuned.
2020-12-05 03:23:45 -08:00
2021-06-06 23:45:47 -07:00
It'll compile everything into a subdirectory 'build'. At the end it'll copy files from ./resources into it too.
In the Nuclide SDK, build_engine.sh will call make with the appropriate flags for Linux/BSD automatically and
move it into Nuclide's ./bin directory.
## Dependencies
2021-06-06 23:45:47 -07:00
* GNU make
* gcc-core
* gcc-c++ (or clang++)
* gtk2-devel
* gtkglext-devel
* libxml2-devel
* libjpeg8-devel
* minizip-devel
2020-12-05 03:23:45 -08:00
## Support
2021-06-02 05:54:27 -07:00
If you need help with this, you're better off using an alternative editor.
2021-06-02 11:37:42 -07:00
Compatibility is not a priority here.