FreeWorld Tutorial
By Alan Baylis 21/07/2003
Things to Note:
The textures are loaded automatically by the editor when the program starts,
the program searches for any TGA images it finds in the textures folder, if you
want to change the textures loaded at startup then add them to this folder
before the program starts. The textures folder for the editor and the
loader/viewer need to be identical for the correct images to appear when viewing
the world.
With the splines and static lights you should load and have
present at least one of each or the program may crash, just make them
non-visible if you don't want to see them.
There is a small bug that I haven't
tracked down yet that means that you can't select the build lines or static
lights at the origin until at least one brush has been created, unfortunately
that is my only clue as to what the problem may be, if the brush is deleted then
you can select objects at the origin.
One problem is related
to the removal of exterior polygons when the world is compiled. I have found
that some of the exterior polygons are not being removed so this may upset the
BSP process in the world loader, the workaround to this problem for now is to
make sure the exterior of the world is a box shape before compiling and the
easiest way to do this is to start with a solid box and carve out the rooms of
the world but compiling and carving can take a lot longer due to the complexity
of the brush.
When you come to export the world and you select the menu item it may take a
while to respond, this happens because the program compiles the world before the
save-as dialog appears, the same can also happen when carving a complex brush, it
will appear as if the program has frozen, but it is working in the background.
I'll have to add a progress bar with the next update.
There also appears to be more than one polygon per face left after some
carves which sometimes results in the wrong polygon being rendered in the world
loader.
Lastly, the world loader does not load
worlds with a single room, it expects the world to partition into more than one
area during the BSP process, I will fix these and any other bugs that I find
before the next update.
I hope you find the editor useful, it desperately needs an undo for
transformations and many other standard features, though it should be helpful if
all you need is a simple world. If you have any problems or suggestions then
send me an email or you can post to the message board.
Copyright © 1998 - 2010 Alan Baylis, All Rights Reserved