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diff --git a/FuncGodot Manual/images/ref_local_config.png b/FuncGodot Manual/images/ref_local_config.png
index 7f8019d..c9203b1 100644
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diff --git a/FuncGodot Manual/images/ref_tb_gameconfig.png b/FuncGodot Manual/images/ref_tb_gameconfig.png
index 15bc96c..0974b2f 100644
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diff --git a/FuncGodot Manual/pages/guide_fgd.html b/FuncGodot Manual/pages/guide_fgd.html
index 5066661..92c8594 100644
--- a/FuncGodot Manual/pages/guide_fgd.html
+++ b/FuncGodot Manual/pages/guide_fgd.html
@@ -29,7 +29,7 @@
- Viewing this resource's properties in the inspector, you'll be greeted with some options. We'll ignore the Export Func Godot Settings property for now.
+ Viewing this resource's properties in the inspector, you'll be greeted with some options. We'll ignore the Export Func Godot Settings and Reload Func Godot Settings property for now.
+ If you make a change you didn't mean to commit and you haven't yet exported, you can use the Reload option to revert your unwanted changes.
+
Textures
-
How Textures Work In FuncGodot
+
How Textures Work In FuncGodot
If you take a look at a .map file, you'll see that it's just a text file describing the makeup of your map and doesn't actually store any other data,
including texture images. Let's look at this example of a Solid Entity in a map file:
@@ -136,6 +136,24 @@
Skip It
... and if you want them to pass through, use Skip (with Concave collision).
+
The Origin Texture
+
+
+ In Half-Life mapping, some entities like rotating doors require an origin brush to determine where the hinge should be. FuncGodot provides a means to emulate
+ this behavior using a special origin texture. Just like Clip and Skip, the Origin texture is assigned by the FuncGodotMapSettings resource.
+
+
+ To use it, first you must set your Solid Entity class resource origin type to BRUSH. Then in your map editor, create your brush entity as you normally would.
+ Once you've done that, add an additional brush to your entity, move it to where you want the entity's pivot point to be, and texture it with the Origin texture.
+
+
+ Once you build the map in Godot, your entity should now have its pivot point set to the center of where the Origin brush was in the map file, and the Origin brush is removed.
+
+
+
+ One last note: if you don't create an Origin brush on a Solid Entity with the BRUSH origin type, it will fall back to using the BOUNDS_CENTER origin type.
+
+
WAD Files
FuncGodot provides the option to use Texture WAD files for your map materials.
diff --git a/FuncGodot Manual/pages/ref_fgd_resources.html b/FuncGodot Manual/pages/ref_fgd_resources.html
index d04c9f2..4d0ccb0 100644
--- a/FuncGodot Manual/pages/ref_fgd_resources.html
+++ b/FuncGodot Manual/pages/ref_fgd_resources.html
@@ -177,7 +177,7 @@
FuncGodotFGDSolidClass
Spawn Type |
SpawnType |
- Determines how FuncGodot generates both the mesh and the collision in regards to vertice positioning and combining.
+ Controls whether this Solid Class is the worldspawn, is combined with the worldspawn, or is spawned as its own free-standing entity.
-
WORLDSPAWN : Builds the geometry of this entity without regard to its center position. Upon build completion all geometry will be
@@ -199,16 +199,29 @@
FuncGodotFGDSolidClass
Origin Type |
OriginType |
- Determines how this Solid Class utilizes the "origin" key value pair to find its position. Only valid if Spawn Type is set to ENTITY.
+ Controls how this Solid Class determines its center position. Only valid if Spawn Type is set to ENTITY.
-
- IGNORE : Ignore origin property and only use averaged brush vertices for positioning.
+ AVERAGED : Use averaged brush vertices for center position. This is the old Qodot behavior.
-
- ABSOLUTE : Use origin property for position center, ignoring brush vertice positions.
+ ABSOLUTE : Use
origin class property in global coordinates as the center position.
-
- RELATIVE : Calculate position center using origin as an offset to averaged brush vertice positions.
+ RELATIVE : Calculate center position using
origin class property as an offset to the entity's bounding box center.
+
+ -
+ BRUSH : Calculate center position based on the bounding box center of all brushes using the origin texture specified in the
+ FuncGodotMapSettings.
+
+ -
+ BOUNDS_CENTER : Use the center of the entity's bounding box for center position. This is the default option and recommended for most entities.
+
+ -
+ BOUNDS_MINS : Use the lowest bounding box coordinates for center position. This is standard Quake and Half-Life brush entity behavior.
+
+ -
+ BOUNDS_MAXS : Use the highest bounding box coordinates for center position.
|
diff --git a/FuncGodot Manual/pages/ref_func_godot_map.html b/FuncGodot Manual/pages/ref_func_godot_map.html
index f717d25..de8cec9 100644
--- a/FuncGodot Manual/pages/ref_func_godot_map.html
+++ b/FuncGodot Manual/pages/ref_func_godot_map.html
@@ -171,6 +171,14 @@ FuncGodotMapSettings
is set to concave then it will also remove collision from those faces in the generated CollisionShape3D.
|
+
+ Origin Texture |
+ String |
+
+ Optional path for the origin texture, relative to Base Texture Dir. Brush faces textured with the origin texture will have those faces
+ removed from the generated MeshInstance3D. The bounds of these faces will be used to calculate the origin point of the entity.
+ |
+
Texture Wads |
Array[Resource] |
@@ -181,17 +189,12 @@ FuncGodotMapSettings
-
Materials | | |
+
Material File Extension |
String |
File extension to search for Material definitions. |
-
- Unshaded |
- Bool |
- If true, all materials will be unshaded, ignoring light. Also known as "fullbright". |
-
Default Material |
Material |
@@ -246,7 +249,7 @@ FuncGodotMapSettings
-
UV Unwrap | | |
+
Uv Unwrap Texel Size |
Float |
@@ -263,9 +266,8 @@ FuncGodotMapSettings
Bool |
If true, will organize Scene Tree using Trenchbroom Layers and Groups. Layers and Groups will be generated as Node3Ds.
- All structural brushes will be moved out of the Layers and Groups and merged into the Worldspawn entity. Additionally,
- any Layers toggled to be omitted from export in TrenchBroom will be freed on map build before the Layers' children can apply
- func_godot_properties or call _func_godot_apply_properties() and _func_godot_build_complete() .
+ All structural brushes will be moved out of the Layers and Groups and merged into the Worldspawn entity.
+ Any Layers toggled to be omitted from export in TrenchBroom will not be built.
|
diff --git a/FuncGodot Manual/pages/ref_local_config.html b/FuncGodot Manual/pages/ref_local_config.html
index 82338c8..1a459dc 100644
--- a/FuncGodot Manual/pages/ref_local_config.html
+++ b/FuncGodot Manual/pages/ref_local_config.html
@@ -38,6 +38,15 @@
DO NOT CREATE A NEW RESOURCE!
Bool |
Button to save the local machine project configuration settings in your game's user:// folder. |
+
+ Reload Func Godot Settings |
+ Bool |
+
+ Button to reload the local machine project configuration settings in your game's user:// folder.
+ This can be used in case you need to revert changes to the Local Config resource, so long as you have not
+ export your changes already.
+ |
+
Fgd Output Folder |
String, Global Directory |
diff --git a/FuncGodot Manual/pages/ref_trenchbroom_resources.html b/FuncGodot Manual/pages/ref_trenchbroom_resources.html
index ffd0d85..67db131 100644
--- a/FuncGodot Manual/pages/ref_trenchbroom_resources.html
+++ b/FuncGodot Manual/pages/ref_trenchbroom_resources.html
@@ -62,6 +62,14 @@
Useful for hiding PBR maps and animation frames.
+
+ Palette Path |
+ String |
+
+ Palette path relative to your Game Path. Only needed for Quake WAD2 files.
+ Half-Life WAD3 files contain the palettes within the texture information.
+ |
+
diff --git a/FuncGodot Manual/pages/sidenav.html b/FuncGodot Manual/pages/sidenav.html
index 08349f1..79af59d 100644
--- a/FuncGodot Manual/pages/sidenav.html
+++ b/FuncGodot Manual/pages/sidenav.html
@@ -27,7 +27,10 @@ Getting Started
Textures
+ How Textures Work In FuncGodot
+ Automatic PBR Generation
Clip and Skip
+ The Origin Texture
WAD Files
Why Are My Textures Blurry!?
diff --git a/FuncGodot Manual/pages/start.html b/FuncGodot Manual/pages/start.html
index 5c0e1b6..b4e7726 100644
--- a/FuncGodot Manual/pages/start.html
+++ b/FuncGodot Manual/pages/start.html
@@ -37,8 +37,8 @@ FuncGodot is, at its core, an interpreter.
Understanding this concept will hopefully put you on the right path forward to being able to use this wonderfully flexible tool to make some incredible games.
- This manual assumes some familiarity with the Godot Engine and your map editor of choice. This manual will only cover them insofar as how they relate to
- the FuncGodot work flow.
+ This manual assumes an intermediate to advanced level of experience with the Godot Engine and your map editor of choice. This manual will only cover them insofar
+ as how they relate to the FuncGodot work flow.
diff --git a/FuncGodot Manual/styles.css b/FuncGodot Manual/styles.css
index d2ec033..43d7715 100644
--- a/FuncGodot Manual/styles.css
+++ b/FuncGodot Manual/styles.css
@@ -83,6 +83,10 @@ b.faq {
font-style: italic;
}
+li {
+ padding: 10px;
+}
+
/* Base Styles End */
/* Header Start */