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<p><span><strong>Version:</strong> 2019.6</span><span><strong>Build:</strong> v2019.6-781-gbba28e54f </span></p>
<p><span><strong>Version:</strong> 1000.1</span><span><strong>Build:</strong> v1000.1-qttest1-519-gc3ddafb52-dirty </span></p>
</aside>
<h1 id="introduction">Introduction</h1>
<p>TrenchBroom is a level editing program for brush-based game engines such as Quake, Quake 2, and Hexen 2. TrenchBroom is easy to use and provides many simple and advanced tools to create complex and interesting levels with ease. This document contains the manual for TrenchBroom. Reading this document will teach you how to use TrenchBroom and how to use its advanced features.</p>
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<p>The <code>image</code> format can be used to load a wide array of image formats such as tga, pcx, jpeg, and so on. TrenchBroom uses the [FreeImage Library] to load these images and supports any file type supported by this library.</p>
<p>The <code>image</code> format can be used to load a wide array of image formats such as tga, pcx, jpeg, and so on. TrenchBroom uses the <a href="http://freeimage.sourceforge.net/">FreeImage Library</a> to load these images and supports any file type supported by this library.</p>
<p>Optionally, you can specify a palette. The value of the <code>palette</code> key specifies a path, relative to the file system, where TrenchBroom will look for a palette file that comes with the games assets.</p>
<p>Finally, the <code>attribute</code> key specifies the name of a worldspawn property where TrenchBroom will store the list of selected texture collections in the map file.</p>
<p>The <code>attribute</code> key specifies the name of a worldspawn property where TrenchBroom will store the list of selected texture collections in the map file.</p>
<p>The optional <code>excludes</code> key specifies a list of patterns matched against texture names which will be ignored and not displayed in the <a href="#texture_browser">texture browser</a>. Wildcards <code>*</code> and <code>?</code> are allowed. Use backslashes to escape literal <code>*</code> and <code>?</code> chars.</p>
<pre><code>&quot;textures&quot;: {
&quot;package&quot;: { &quot;type&quot;: &quot;directory&quot;, &quot;root&quot;: &quot;textures&quot; },
&quot;format&quot;: { &quot;extensions&quot;: [ &quot;&quot; ], &quot;format&quot;: &quot;image&quot; },
&quot;attribute&quot;: &quot;_tb_textures&quot;,
&quot;excludes&quot;: [ &quot;*_norm&quot;, &quot;*_gloss&quot; ]
},</code></pre>
<h4 id="entity-configuration">Entity Configuration</h4>
<p>In the entity configuration section, you can specify which entity definition files come with your game configuration, which model formats are supported for rendering the entity models in the editor, and a default color for entities.</p>
<pre><code>&quot;entities&quot;: { // the builtin entity definition files for this game