Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
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media/2ddemo.png
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After Width: | Height: | Size: 43 KiB |
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media/Faerie5.BMP
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After Width: | Height: | Size: 42 KiB |
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media/IrrlichtTheme.ogg
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media/Particle.tga
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media/axe.jpg
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media/ball.wav
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media/bigfont.png
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media/burninglogo.png
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29
media/config.xml
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|
||||
<?xml version="1.0"?>
|
||||
<config>
|
||||
<!--This is a config file for the Irrlicht Engine Mesh Viewer.-->
|
||||
<startUpModel file="dwarf.x" />
|
||||
<messageText caption="Irrlicht Engine Mesh Viewer">Welcome to the Mesh Viewer of the "Irrlicht Engine"!.
|
||||
This program is able to load and display all 3D geometry and models the Irrlicht Engine can.
|
||||
Controls: Left mouse to rotate, right mouse to move, both buttons to zoom. Escape to Stop FPS Camera
|
||||
|
||||
Supported formats are:
|
||||
- Irrlicht scene and mesh formats (.irr, .irrmesh, .xml)
|
||||
- 3D Studio (.3ds)
|
||||
- Blitz3D (.b3d)
|
||||
- COLLADA 1.2/1.3 (.dae, .xml)
|
||||
- Cartography shop 4 (.csm)
|
||||
- DirectX (.x)
|
||||
- DeleD (.dmf)
|
||||
- Maya (.obj)
|
||||
- Milkshape (.ms3d)
|
||||
- My3D (.my3D)
|
||||
- OCT (.oct)
|
||||
- Ogre3d (.mesh)
|
||||
- Pulsar LMTools (.lmts)
|
||||
- Quake 3 levels (.bsp)
|
||||
- Quake 2 models (.md2)
|
||||
- Stanford Triangle (.ply)
|
||||
- Stereolithography format (.stl)
|
||||
|
||||
</messageText>
|
||||
</config>
|
12
media/cubeMapReflection.frag
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|
||||
uniform samplerCube cubeTex;
|
||||
uniform float Roughness;
|
||||
|
||||
void main( void )
|
||||
{
|
||||
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec3 uvw = vec3(gl_TexCoord[0]);
|
||||
//gl_FragColor = textureCube( cubeTex, uvw );
|
||||
gl_FragColor = textureLod( cubeTex, uvw, Roughness );
|
||||
//gl_FragColor = textureCube( cubeTex, uvw, Roughness );
|
||||
}
|
||||
|
27
media/cubeMapReflection.vert
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|
||||
uniform int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
|
||||
uniform vec3 CameraPos;
|
||||
uniform mat4 World;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = ftransform(); // same as gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
// compute the reflection vector, and assign it to texcoord 0
|
||||
if ( StyleUVW == 0 )
|
||||
{
|
||||
vec4 worldPos = World*gl_Vertex;
|
||||
vec3 viewNormal = normalize(worldPos.xyz - CameraPos); // view vector
|
||||
|
||||
gl_TexCoord[0] = vec4( reflect( viewNormal, normalize(gl_Normal) ), 1.0 );
|
||||
}
|
||||
else if ( StyleUVW == 1 )
|
||||
{
|
||||
// just use the normal for the reflection vector
|
||||
gl_TexCoord[0] = vec4(normalize(gl_Normal), 1.0);
|
||||
}
|
||||
else if ( StyleUVW == 2 )
|
||||
{
|
||||
// use vertex-coordinates for texture coordinates
|
||||
gl_TexCoord[0] = normalize(gl_Vertex);
|
||||
}
|
||||
}
|
10
media/cubeMapReflectionPS.hlsl
Normal file
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|
||||
sampler cubeTex: register(s0);
|
||||
float Roughness;
|
||||
|
||||
float4 PS( float4 uvwTex : TEXCOORD0 ) : COLOR
|
||||
{
|
||||
uvwTex.w = Roughness;
|
||||
//return texCUBEbias( cubeTex, uvwTex);
|
||||
return texCUBElod( cubeTex, uvwTex);
|
||||
//return texCUBE( cubeTex, uvwTex);
|
||||
}
|
38
media/cubeMapReflectionVS.hlsl
Normal file
@ -0,0 +1,38 @@
|
||||
int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
|
||||
float4x4 WorldViewProj;
|
||||
float4x4 World;
|
||||
float3 CameraPos;
|
||||
|
||||
// Vertex Shader
|
||||
void VS(
|
||||
in float4 VPos : POSITION,
|
||||
in float3 VNorm : NORMAL,
|
||||
in float3 VTex : TEXCOORD0,
|
||||
out float4 outPos : POSITION,
|
||||
out float4 outTex : TEXCOORD0 )
|
||||
{
|
||||
// vertex position from model-space to view-space
|
||||
outPos = mul( VPos, WorldViewProj );
|
||||
|
||||
if ( StyleUVW == 0 )
|
||||
{
|
||||
// create ray from camera position to the vertex, in world space
|
||||
float4 worldPos = mul(float4(VPos.x, VPos.y, VPos.z, 1.0), World);
|
||||
float3 view = CameraPos - worldPos.xyz;
|
||||
|
||||
float4 normWorld = normalize(mul(float4(VNorm.x, VNorm.y, VNorm.z, 0.0), World)); // TODO: when objects are scaled non-uniform we need to multiply by WorldInverseTranspose instead
|
||||
|
||||
// compute the reflection vector, and assign it to texcoord 0
|
||||
outTex.xyz = reflect( -normalize(view), normWorld.xyz );
|
||||
}
|
||||
else if ( StyleUVW == 1 )
|
||||
{
|
||||
// just use the normal for the reflection vector
|
||||
outTex.xyz = normalize(VNorm);
|
||||
}
|
||||
else if ( StyleUVW == 2 )
|
||||
{
|
||||
// use vertex-coordinates for texture coordinates
|
||||
outTex.xyz = VPos.xyz;
|
||||
}
|
||||
}
|
18
media/cubemap_license.txt
Normal file
@ -0,0 +1,18 @@
|
||||
License for the cubemap_*.jpg files in this folder.
|
||||
|
||||
Author
|
||||
======
|
||||
|
||||
This is the work of Emil Persson, aka Humus.
|
||||
http://www.humus.name
|
||||
|
||||
License
|
||||
=======
|
||||
|
||||
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
|
||||
Changes
|
||||
=======
|
||||
For the Irrlicht engine we downscaled the images to 512x512. Get the full 2048x2048 resolution at http://www.humus.name
|
BIN
media/cubemap_negx.jpg
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After Width: | Height: | Size: 130 KiB |
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media/cubemap_negy.jpg
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media/cubemap_negz.jpg
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media/cubemap_posx.jpg
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media/cubemap_posy.jpg
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media/cubemap_posz.jpg
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84
media/d3d9.hlsl
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@ -0,0 +1,84 @@
|
||||
// Part of the Irrlicht Engine Shader example.
|
||||
// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
|
||||
// example. Please note that these example shaders don't do anything really useful.
|
||||
// They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
float4x4 mWorldViewProj; // World * View * Projection transformation
|
||||
float4x4 mInvWorld; // Inverted world matrix
|
||||
float4x4 mTransWorld; // Transposed world matrix
|
||||
float3 mLightPos; // Light position (actually just camera-pos in this case)
|
||||
float4 mLightColor; // Light color
|
||||
|
||||
|
||||
// Vertex shader output structure
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : POSITION; // vertex position
|
||||
float4 Diffuse : COLOR0; // vertex diffuse color
|
||||
float2 TexCoord : TEXCOORD0; // tex coords
|
||||
};
|
||||
|
||||
|
||||
VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
|
||||
in float3 vNormal : NORMAL,
|
||||
float2 texCoord : TEXCOORD0 )
|
||||
{
|
||||
VS_OUTPUT Output;
|
||||
|
||||
// transform position to clip space
|
||||
Output.Position = mul(vPosition, mWorldViewProj);
|
||||
|
||||
// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
|
||||
float3 normal = mul(float4(vNormal,0.0), mInvWorld);
|
||||
|
||||
// renormalize normal
|
||||
normal = normalize(normal);
|
||||
|
||||
// position in world coordinates (NOTE: not sure why transposed world is used instead of world?)
|
||||
float3 worldpos = mul(mTransWorld, vPosition);
|
||||
|
||||
// calculate light vector, vtxpos - lightpos
|
||||
float3 lightVector = worldpos - mLightPos;
|
||||
|
||||
// normalize light vector
|
||||
lightVector = normalize(lightVector);
|
||||
|
||||
// calculate light color
|
||||
float3 tmp = dot(-lightVector, normal);
|
||||
tmp = lit(tmp.x, tmp.y, 1.0);
|
||||
|
||||
tmp = mLightColor * tmp.y;
|
||||
Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
|
||||
Output.TexCoord = texCoord;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
|
||||
// Pixel shader output structure
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 RGBColor : COLOR0; // Pixel color
|
||||
};
|
||||
|
||||
|
||||
sampler2D myTexture;
|
||||
|
||||
PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
|
||||
float4 Position : POSITION,
|
||||
float4 Diffuse : COLOR0 )
|
||||
{
|
||||
PS_OUTPUT Output;
|
||||
|
||||
float4 col = tex2D( myTexture, TexCoord ); // sample color map
|
||||
|
||||
// multiply with diffuse and do other senseless operations
|
||||
Output.RGBColor = Diffuse * col;
|
||||
Output.RGBColor *= 4.0;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
11
media/d3d9.psh
Normal file
@ -0,0 +1,11 @@
|
||||
; part of the Irrlicht Engine Shader example.
|
||||
; This simple Direct3D9 pixel shader will be loaded by the engine.
|
||||
; Please note that these example shaders don't do anything really useful.
|
||||
; They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
ps.1.1
|
||||
|
||||
tex t0 ; sample color map
|
||||
add r0, v0, v0 ; mulitply with color
|
||||
mul t0, t0, r0 ; mulitply with color
|
||||
add r0, t0, t0 ; make it brighter and store result
|
42
media/d3d9.vsh
Normal file
@ -0,0 +1,42 @@
|
||||
; part of the Irrlicht Engine Shader example.
|
||||
; This Direct3D9 vertex shader will be loaded by the engine.
|
||||
; Please note that these example shaders don't do anything really useful.
|
||||
; They only demonstrate that shaders can be used in Irrlicht.
|
||||
|
||||
vs.1.1
|
||||
|
||||
dcl_position v0; ; declare position
|
||||
dcl_normal v1; ; declare normal
|
||||
dcl_color v2; ; declare color
|
||||
dcl_texcoord0 v3; ; declare texture coordinate
|
||||
|
||||
; transpose and transform position to clip space
|
||||
mul r0, v0.x, c4
|
||||
mad r0, v0.y, c5, r0
|
||||
mad r0, v0.z, c6, r0
|
||||
add oPos, c7, r0
|
||||
|
||||
; transform normal
|
||||
dp3 r1.x, v1, c0
|
||||
dp3 r1.y, v1, c1
|
||||
dp3 r1.z, v1, c2
|
||||
|
||||
; renormalize normal
|
||||
dp3 r1.w, r1, r1
|
||||
rsq r1.w, r1.w
|
||||
mul r1, r1, r1.w
|
||||
|
||||
; calculate light vector
|
||||
m4x4 r6, v0, c10 ; vertex into world position
|
||||
add r2, c8, -r6 ; vtxpos - lightpos
|
||||
|
||||
; normalize light vector
|
||||
dp3 r2.w, r2, r2
|
||||
rsq r2.w, r2.w
|
||||
mul r2, r2, r2.w
|
||||
|
||||
; calculate light color
|
||||
dp3 r3, r1, r2 ; dp3 with negative light vector
|
||||
lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
|
||||
mul oD0, r5.y, c9 ; ouput diffuse color
|
||||
mov oT0, v3 ; store texture coordinates
|
BIN
media/demoback.jpg
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After Width: | Height: | Size: 95 KiB |
BIN
media/detailmap3.jpg
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After Width: | Height: | Size: 90 KiB |
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media/directxlogo.png
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After Width: | Height: | Size: 9.7 KiB |
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media/dotnetback.jpg
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After Width: | Height: | Size: 48 KiB |
51
media/dwarf-Read-Me.txt
Normal file
@ -0,0 +1,51 @@
|
||||
Dwarf lowpoly model Pack
|
||||
Copyright 2004, Psionic Design
|
||||
e-mail: psionic@blueyonder.co.uk
|
||||
|
||||
|
||||
|
||||
INSTALLATION INSTRUCTIONS:
|
||||
|
||||
To install, simply unzip to your hard drive with the "Use Folder Names" option turned on. And that's it you're ready to go!
|
||||
|
||||
|
||||
|
||||
USAGE INFORMATION:
|
||||
|
||||
Each zip contains the models, textures and animation info for that particular format!
|
||||
|
||||
Please Read the "animationinfo.txt" file included in each zip for the exact frames of animation to use
|
||||
|
||||
Credits to me "Psionic" are really appreciated but are not essential ;-)
|
||||
|
||||
Any questions, screenshots of him in use etc drop by my site or email me at:-
|
||||
|
||||
website: http://www.psionic3d.co.uk
|
||||
email: psionic@blueyonder.co.uk
|
||||
|
||||
|
||||
|
||||
|
||||
WHAT'S INCLUDED IN THE ZIP:
|
||||
|
||||
ReadMe.txt - This file
|
||||
b3d.zip - Blitz 3D Format models and textures
|
||||
ms3d.zip - Milkshape 3D Format models and textures
|
||||
x.zip - DarkBasic Direct X 8 Format models and textures
|
||||
|
||||
|
||||
|
||||
RESTRICTIONS:
|
||||
|
||||
This model pack is available for use in freeware, shareware, commercial games/software with the following restrictions:-
|
||||
|
||||
**You may not sell/re-sell this model pack or claim it as your own.
|
||||
***You may not redistribute this pack in some other model pack through a website or on a compilation CD of any kind, without my written consent.
|
||||
|
||||
|
||||
Psi
|
||||
http://www.psionic3d.co.uk
|
||||
|
||||
|
||||
|
||||
|
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media/dwarf.jpg
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18468
media/dwarf.x
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media/earth.jpg
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After Width: | Height: | Size: 24 KiB |
20711
media/earth.x
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media/earthbump.jpg
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media/enano.jpg
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media/example.irr
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media/example_screenshots/001shot.jpg
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media/example_screenshots/002shot.jpg
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media/example_screenshots/003shot.jpg
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media/example_screenshots/004shot.jpg
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media/example_screenshots/005shot.jpg
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media/example_screenshots/006shot.jpg
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media/example_screenshots/007shot.jpg
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media/example_screenshots/008shot.jpg
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media/example_screenshots/009shot.jpg
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media/example_screenshots/010shot.jpg
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After Width: | Height: | Size: 18 KiB |
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media/example_screenshots/011shot.jpg
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After Width: | Height: | Size: 19 KiB |
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media/example_screenshots/012shot.jpg
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After Width: | Height: | Size: 20 KiB |
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media/example_screenshots/013shot.jpg
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media/example_screenshots/014shot.jpg
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After Width: | Height: | Size: 20 KiB |
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media/example_screenshots/015shot.jpg
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After Width: | Height: | Size: 21 KiB |
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media/example_screenshots/016shot.jpg
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After Width: | Height: | Size: 12 KiB |
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media/example_screenshots/017shot.jpg
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After Width: | Height: | Size: 8.8 KiB |
BIN
media/example_screenshots/018shot.jpg
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After Width: | Height: | Size: 26 KiB |
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media/example_screenshots/019shot.jpg
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After Width: | Height: | Size: 4.4 KiB |
BIN
media/example_screenshots/020shot.jpg
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After Width: | Height: | Size: 11 KiB |
BIN
media/example_screenshots/021shot.jpg
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After Width: | Height: | Size: 24 KiB |
BIN
media/example_screenshots/022shot.jpg
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After Width: | Height: | Size: 15 KiB |
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media/example_screenshots/023shot.jpg
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After Width: | Height: | Size: 12 KiB |
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media/example_screenshots/024shot.jpg
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After Width: | Height: | Size: 16 KiB |
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media/example_screenshots/025shot.jpg
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After Width: | Height: | Size: 9.1 KiB |
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media/example_screenshots/026shot.jpg
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After Width: | Height: | Size: 11 KiB |
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media/example_screenshots/027shot.jpg
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After Width: | Height: | Size: 18 KiB |
BIN
media/example_screenshots/028shot.jpg
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After Width: | Height: | Size: 25 KiB |
BIN
media/faerie.md2
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BIN
media/faerie2.bmp
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media/fire.bmp
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media/fireball.bmp
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media/fontcourier.bmp
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media/fonthaettenschweiler.bmp
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BIN
media/fontlucida.png
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After Width: | Height: | Size: 19 KiB |
BIN
media/gun.jpg
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After Width: | Height: | Size: 25 KiB |
BIN
media/gun.md2
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media/help.png
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After Width: | Height: | Size: 881 B |
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media/icon_crosshairs16x16bw1.png
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media/icon_crosshairs16x16bw2.png
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media/icon_crosshairs16x16bw3.png
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media/icon_crosshairs16x16col.png
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media/iconlist.png
Normal file
After Width: | Height: | Size: 30 KiB |
BIN
media/impact.wav
Normal file
30
media/info_osx.plist
Normal file
@ -0,0 +1,30 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>$(EXECUTABLE_NAME)</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>$(PRODUCT_NAME)</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
|
||||
<key>NSPrincipalClass</key>
|
||||
<string>NSApplication</string>
|
||||
</dict>
|
||||
</plist>
|
BIN
media/irr.ico
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
media/irrlicht.dat
Normal file
BIN
media/irrlicht2_bk.jpg
Normal file
After Width: | Height: | Size: 37 KiB |
BIN
media/irrlicht2_dn.jpg
Normal file
After Width: | Height: | Size: 61 KiB |
BIN
media/irrlicht2_ft.jpg
Normal file
After Width: | Height: | Size: 38 KiB |
BIN
media/irrlicht2_lf.jpg
Normal file
After Width: | Height: | Size: 45 KiB |
BIN
media/irrlicht2_rt.jpg
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
media/irrlicht2_up.jpg
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
media/irrlichtlogo.BMP
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
media/irrlichtlogo.jpg
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
media/irrlichtlogo2.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
media/irrlichtlogo3.png
Normal file
After Width: | Height: | Size: 8.0 KiB |
BIN
media/irrlichtlogoaligned.jpg
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
media/irrlichtlogoalpha.tga
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
media/irrlichtlogoalpha2.tga
Normal file
BIN
media/lightFalloff.png
Normal file
After Width: | Height: | Size: 42 KiB |
BIN
media/lucida.xml
Normal file
BIN
media/lucida0.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
media/map-20kdm2.pk3
Normal file
50
media/map-20kdm2.txt
Normal file
@ -0,0 +1,50 @@
|
||||
|
||||
-=( Map Information )=- -----------------------------------------------
|
||||
|
||||
<Title> : Return to Castle: Quake
|
||||
<Date> : 02/02/02 - ren 11/17/2002
|
||||
<Filename> : map-20kdm2.pk3
|
||||
<Author> : Michael "<|3FG20K>" Cook
|
||||
<Email Address> : bfg20k@nycap.rr.com / bfg20k@planetquake.com
|
||||
<Website> : http://www.planetquake.com/bfg20k
|
||||
<Description> : This is an Evil7 Castle! It has three tiers,
|
||||
tight spaces, and plenty of room for various
|
||||
battles.
|
||||
|
||||
<Additional Credits> : [HFX]Evil, for making great textures.
|
||||
|
||||
-=( Construction )=- --------------------------------------------------
|
||||
|
||||
<Base> : None.
|
||||
<Editor(s) Used> : Q3Radiant - Build 202 & Q3Build
|
||||
<Known Bugs> : This isn't really a bug, but an added feature;
|
||||
you can walk on top of the battlements.
|
||||
<Construction Time> : 3 weeks.
|
||||
<Compile Machine> : 866mhz PIII, 512mb RAM
|
||||
|
||||
-=( Play Information )=- ----------------------------------------------
|
||||
|
||||
<Mod> : A good one.
|
||||
<Players> : 2-8 Players
|
||||
<Bots> : Duh! wait, I THINK they're smarter than Forrest
|
||||
Gump... You'll have to clarify that for me =).
|
||||
|
||||
-={ Installation }=- --------------------------------------------------
|
||||
|
||||
<Installation> : Unzip the the zip file map-20kdm2.zip into
|
||||
your "Quake III Arena\baseq3" directory
|
||||
Run Quake III Arena, and under console type
|
||||
"/map 20kdm2" or select under Skirmish in
|
||||
SIngle Player mode.
|
||||
|
||||
-=( Copyright / Permissions )=- ---------------------------------------
|
||||
|
||||
<Copyright> : You not include or distribute this map in any
|
||||
sort of commercial product without permission
|
||||
from the author. You may not mass distribute
|
||||
this level via any non-electronic means
|
||||
including but not limited to compact disks,
|
||||
and floppy disks without permission from the
|
||||
author.
|
||||
|
||||
-=( This is the End )=- -----------------------------------------------
|