OSP - Server-enabled Map Decals =============================== 14 Dec 01 rhea@OrangeSmoothie.org http://www.OrangeSmoothie.org OSP Tourney DM/CA/CTF allows server operators to set up custom graphics for display to spectators within the map, on a per-map basis. Much like the server-side graphics options, the motivation here is to allow clans, communities and/or tournament organizations to implement additional graphics in the game for demo/screenshot enhancements. In no way will these additional graphics interfere with normal gameplay, as they are displayed only: - To all players during warmup and intermission periods. - To all spectators during the match. The format for customization is similar to the custom server graphics options, except that OSP has an in-game editor for easy placement of decals through-out the map. The highlights of the decals: - Up to 32 decals can be displayed on a per-map basis - Up to 16 custom graphics can be used for these decals (Technically, there are 17. The extra is a "freebie" OSP blender as seen throughout the rest of the mod). - Decals can be enlarged/shrunken/rotated on most any surface on the map. - OSP client editor for easy (and quick) placement of decals on a map. - Every map will have its own specifications for decals, If a map doesnt have a decal definition file, no decals will be displayed on the map (save for the built-in ones included with OSP). How to create a custom decal set for a map: ------------------------------------------- 1. First, you will need to set up the custom graphics you wish to use for decals. Follow steps 1-4 as found in the Docs/osp-q3-Server-gfx.txt document. 2. Make a config to bind all of the decal commands (listed below) to a set of keys for easier editing. 3. Next, start up a listen server, i.e. : quake3 +set fs_game osp +exec team.cfg). 4. Switch to the desired map for decal editing. 5. Exec the decal config you made in step 2. 6. AS A SPECTATOR, type: \decaledit 6a. You are now in the decal editor. You should see 32 slots on the left-side of the screen, with all but the first one grayed out with the word "DISABLED" (unless this map has already been defined with more decals). Above this column, you should see 18x18 views of all of your custom-defined graphics. 6b. You will begin by editing decal "0". 7. The current active decal will always remain in the center of the view. You can fly around the level, positioning the decal simply by "looking" at the spot where you want to place the decal. 8. Once you have selected a position to place the decal, utilize the graphics selection, sizing, and rotation commands to place the decal perfectly. 9. To add another decal, use the \decaladd command. The decal will be created with an initial state of "disabled". Use the \decalenable command to enable it and set it placement. 10. Repeat this process for every decal you want to place on the map. 11. Once you have placed all of the decals you wish to have for the map, use the \decaledit to stop editing. 12. Fly around the map to ensure your decals are how you expect them to appear to players/spectators. 13. After everything has been verified, issue the \decaldump command to save the decal positioning. 13a. The \decaldump command will ONLY save information on ACTIVE and ENABLED decals. 14. Repeat this entire process for all of the maps you wish to place your custom decals. 15. All of the decal positioning information is located in the main osp/ directory, in the decals/ sub-directory. Copy of these files (along with the custom graphics .pk3 you made back in step 1) to the server you will use for decal display. 16. That's it! Players, upon connection, will download your custom graphics .pk3 and the server will inform them all necessary infor- mation to view your custom decals. Misc. Info: ----------- - By default, OSP looks in the decals/ directory for map decal definitions. This can be changed by setting the decal_directory variable (on the server) to any other directory under the main osp/ directory. - The decals assume a graphic that is NxN in size. If you have a non-square graphic that you want to use (i.e. its dimensions are NxM), then you will have to add clear filler on the sides or top/bottom (depending on your graphics aspect ratio). If you dont do this, your graphic will be streched to the longest length to create a NxN graphic, with results usually looking quite nasty :) Commands: --------- decaladd - Adds a new decal. It will be created in DISABLED mode. Enable it to begin editing its placement and graphic. decaldec - Decreases the size of the current decal. decaldisable - Disables the current decal. decaldump - Dumps the current set of ENABLED decals to .txt decaledit - Enables/disables decal editting mode. decalenable - Enables the current decal. decalgfxnext - Rotates the current decal's graphic to the next defined custom graphic. decalgfxprev - Rotates the current decal's graphic to the previous defined custom graphic. decalinc - Increases the size of the current decal. decalnext - Moves to the next active decal. decalprev - Moves to the previous active decal. decalrotclock - Rotates current decal clockwise. decalrotcounter - Rotates current decal counter-clockwise.