X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fnetradiant.git;a=blobdiff_plain;f=README.md;h=90059acc4fc6408ee1306152ea3f5f8498ed0ea4;hp=eb6bf9756e4256557e13621653db93363296293b;hb=847d3dea964b3f308fc70d04be6209a0ffad9f0c;hpb=fdd8e69b424e33d144c57b6273670c664921b1ca diff --git a/README.md b/README.md index eb6bf975..90059acc 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,9 @@ NetRadiant ========== -The open source, cross platform level editor for idtech games (Radiant fork) +![NetRadiant logo](setup/data/tools/bitmaps/splash.png) + +The open source, cross platform level editor for idtech games (Radiant fork). # Getting the Sources @@ -11,7 +13,8 @@ https://gitlab.com/xonotic/netradiant.git The git client can be obtained from the Git website: http://git-scm.org -To get a copy of the source using the commandline git client: +To get a copy of the source using the command line git client: + ``` git clone --recursive https://gitlab.com/xonotic/netradiant.git cd netradiant @@ -27,6 +30,7 @@ See also https://gitlab.com/xonotic/netradiant/ for a source browser, issues and * GtkGLExt * LibJpeg * LibPng + * LibWebp * Minizip * ZLib @@ -37,28 +41,29 @@ Under MSYS2, the mingw shell must be used ### 32 bit: ``` -pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglext} +pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglexti,libwebp} ``` ### 64 bit: ``` -pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext} +pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext,libwebp} ``` ## OS X: ``` brew install gtkglext +brew install webp brew install Caskroom/cask/xquartz brew link --force gettext ``` # Submodules - * Crunch + * Crunch (optional, disabled by default, only supported with CMake build) -If you forgot to add `--recursive` option at `git clone` time, fetch it this way: +If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run it whithin NetRadiant repository): ``` @@ -84,12 +89,16 @@ cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --buil ## More Compilation Details options: - * `DOWNLOAD_GAMEPACKS=ON` + + * `DOWNLOAD_GAMEPACKS=ON` Automatically download the gamepack data during the first compilation - * `RADIANT_ABOUTMSG="Custom build"` + * `BUILD_CRUNCH=ON` + Enable crunch support + * `RADIANT_ABOUTMSG="Custom build"` A message shown in the about dialog targets: + * `radiant` Compiles the radiant core binary * `modules` Compiles all modules (each module has its own target as well) * `plugins` Compiles all plugins (each plugin has its own target as well) @@ -100,4 +109,4 @@ targets: ## Note about Crunch -The crnlib used to decode `.crn` files is the one from [Dæmon](http://github.com/DaemonEngine/Daemon) which is just the one by [Unity](https://github.com/Unity-Technologies/crunch/tree/unity) made cross-platform. Since Unity brokes compatibility with [BinomialLLC's legacy tree](https://github.com/BinomialLLC/crunch) it's required to use either crunch from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2. +The crnlib used to decode `.crn` files is the one from [Dæmon](http://github.com/DaemonEngine/Daemon) which is the one by [Unity](https://github.com/Unity-Technologies/crunch/tree/unity) made cross-platform and slightly improved. Since Unity brokes compatibility with [BinomialLLC's legacy tree](https://github.com/BinomialLLC/crunch) it's required to use either the `crunch` tool from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2.