diff --git a/FuncGodot Manual/images/guide_fgd_apply_props.png b/FuncGodot Manual/images/guide_fgd_apply_props.png index 2c2d23f..1ff4246 100644 Binary files a/FuncGodot Manual/images/guide_fgd_apply_props.png and b/FuncGodot Manual/images/guide_fgd_apply_props.png differ diff --git a/FuncGodot Manual/images/guide_fgd_func_godot_fgd.png b/FuncGodot Manual/images/guide_fgd_func_godot_fgd.png index d2365e0..e1e4cab 100644 Binary files a/FuncGodot Manual/images/guide_fgd_func_godot_fgd.png and b/FuncGodot Manual/images/guide_fgd_func_godot_fgd.png differ diff --git a/FuncGodot Manual/images/guide_fgd_res_loc.png b/FuncGodot Manual/images/guide_fgd_res_loc.png index 3d8129b..f4fe534 100644 Binary files a/FuncGodot Manual/images/guide_fgd_res_loc.png and b/FuncGodot Manual/images/guide_fgd_res_loc.png differ diff --git a/FuncGodot Manual/images/guide_tex_org1.png b/FuncGodot Manual/images/guide_tex_org1.png new file mode 100644 index 0000000..ee179b6 Binary files /dev/null and b/FuncGodot Manual/images/guide_tex_org1.png differ diff --git a/FuncGodot Manual/images/guide_tex_org2.png b/FuncGodot Manual/images/guide_tex_org2.png new file mode 100644 index 0000000..ea4a600 Binary files /dev/null and b/FuncGodot Manual/images/guide_tex_org2.png differ diff --git a/FuncGodot Manual/images/origin.png b/FuncGodot Manual/images/origin.png new file mode 100644 index 0000000..4d1b155 Binary files /dev/null and b/FuncGodot Manual/images/origin.png differ diff --git a/FuncGodot Manual/images/ref_fgd_file.png b/FuncGodot Manual/images/ref_fgd_file.png index aada216..b06dc46 100644 Binary files a/FuncGodot Manual/images/ref_fgd_file.png and b/FuncGodot Manual/images/ref_fgd_file.png differ diff --git a/FuncGodot Manual/images/ref_fgd_solid.png b/FuncGodot Manual/images/ref_fgd_solid.png index 3de17f6..c5d39cb 100644 Binary files a/FuncGodot Manual/images/ref_fgd_solid.png and b/FuncGodot Manual/images/ref_fgd_solid.png differ diff --git a/FuncGodot Manual/images/ref_func_godot_map_settings.png b/FuncGodot Manual/images/ref_func_godot_map_settings.png index 4ba1b8a..5c0d02f 100644 Binary files a/FuncGodot Manual/images/ref_func_godot_map_settings.png and b/FuncGodot Manual/images/ref_func_godot_map_settings.png differ diff --git a/FuncGodot Manual/images/ref_func_godot_map_settings.png~ b/FuncGodot Manual/images/ref_func_godot_map_settings.png~ new file mode 100644 index 0000000..4ba1b8a Binary files /dev/null and b/FuncGodot Manual/images/ref_func_godot_map_settings.png~ differ diff --git a/FuncGodot Manual/images/ref_local_config.png b/FuncGodot Manual/images/ref_local_config.png index 7f8019d..c9203b1 100644 Binary files a/FuncGodot Manual/images/ref_local_config.png and b/FuncGodot Manual/images/ref_local_config.png differ diff --git a/FuncGodot Manual/images/ref_tb_gameconfig.png b/FuncGodot Manual/images/ref_tb_gameconfig.png index 15bc96c..0974b2f 100644 Binary files a/FuncGodot Manual/images/ref_tb_gameconfig.png and b/FuncGodot Manual/images/ref_tb_gameconfig.png differ 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 @@

FGD File Resource

func_godot_fgd.tres location.

This is the default FGD file set in the FuncGodotMapSettings resource. The basic entity definitions included with it are - Worldspawn, func_detail, func_detail_illusionary, func_illusionary, and Phong. We'll go over what each of these entity types are a little farther below. + Worldspawn, func_geo, func_detail, func_detail_illusionary, func_illusionary, and Phong. We'll go over what each of these entity types are a little farther below.

@@ -47,11 +47,13 @@

FGD File Resource

FuncGodot Local Config. Use this whenever you need to update your FGD.

- The next property, Model Key Word Supported, is dependent upon which map editor you use. Point class entities in map editors can have display models assigned to them - according to their FGD definitions. Most map editors seem to use the "studio" key word to define the model path, but TrenchBroom instead optionally allows the "model" key word - while also including additional display options and expressions. When set to false, FuncGodot will omit entity definition meta properties using the "model" key word, in - order to prevent errors in your chosen map editor. When exporting the FGD File through a TrenchBroom Game Config resource - the setting will be overridden to true. See the Valve Developer Wiki for more information. + The next property, Target Map Editor, is intended to help with specific key words that aren't shared across the different map editors. + Point class entities in map editors can have display models assigned to them according to their FGD definitions. + Most map editors seem to use the "studio" key word to define the model path, but TrenchBroom instead optionally allows the "model" key word while also including + additional display options and expressions. When set to false, FuncGodot will omit entity definition meta properties using the "model" key word in order to + prevent errors in your chosen map editor. When exporting the FGD File through a TrenchBroom Game Config + resource the setting will be overridden to true. + See the Valve Developer Wiki for more information.

Fgd Name should be self evident: this will be your exported FGD's filename, minus the file extension. Best practice would be to set this to either your game's name or its acronym. diff --git a/FuncGodot Manual/pages/guide_project_config.html b/FuncGodot Manual/pages/guide_project_config.html index 34de0a0..3e2ab9c 100644 --- a/FuncGodot Manual/pages/guide_project_config.html +++ b/FuncGodot Manual/pages/guide_project_config.html @@ -45,7 +45,7 @@

FuncGodot Local Config

Local Config Properties

- 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.

FuncGodotLocalConfig resource inspector.

@@ -79,7 +79,7 @@

Local Config Properties

for FuncGodotFGDModelPointClass definitions in map editors other than TrenchBroom.

-

Exporting the Project Config

+

Exporting the Local Config

Remember that Export Func Godot Settings property I told you to ignore earlier? Once you have your settings in place, go ahead and click it. It will automatically generate a MyGameFuncGodotConfig.json file in your @@ -94,6 +94,9 @@

Exporting the Project Config

the generated JSON file found in your user data folder, and setting the resource's Export property to true will overwrite that file with the new settings. These settings are not saved to source control, allowing teams to work together more easily and more flexibly.

+

+ 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. +




diff --git a/FuncGodot Manual/pages/guide_textures.html b/FuncGodot Manual/pages/guide_textures.html index 149c7e0..86ac610 100644 --- a/FuncGodot Manual/pages/guide_textures.html +++ b/FuncGodot Manual/pages/guide_textures.html @@ -9,7 +9,7 @@

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

+

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.