+++ /dev/null
-November 25 2003
-bkgrnd2d v 0.25 beta for radiant 1.3.13
-by SCDS_reyalP (email hellsownpuppy@yahoo.com)
-
-WARNING:
-This is an beta release. It is provided with absolutely NO WARRANTY.
-If it turns your data to mush and melts your CPU, don't blame me.
-
-Overview:
-This little plugin allows you to display an image in the the gtkradiant 2d
-windows. This is useful for layout sketches, maps made from
-existing plans, building geometry based on photgraphs, viewing terrain
-alphamaps in relation to your terrain, and so on.
-
-Installation:
-extract the .dll and bitmaps into your gtkradiant/plugins directory, and
-restart radiant. Be sure to use directory names, to ensure the bitmaps go
-in your plugins/bitmaps directory.
-
-Uninstallation:
-Close radiant, delete the bkgrnd2d.dll from the plugins directory, and
-delete the bkgrnd2*.bmp files from the plugins/bitmaps directory.
-
-User Interface:
-- The plugin adds 4 buttons to the radiant plugin toolbar. The first 3
- toggle the display of a background image in the specified view. The fourth
- brings up a configuration dialog. The configuration dialog can also be
- opened from the plugins menu.
-
-- If an image has not been loaded, or it's display size and location have
- not been set, pushing one of the toggle buttons will bring up the dialog
- with the corresponding page selected.
-
-- The configuration dialog is non-modal, meaning that you can leave it open
- while you work in radiant. If it gets lost behind another window, clicking
- on the configuration button will bring it to the forground.
-
-Usage:
-- bring up the configuration dialog.
-
-- Choose the "Browse..." button. This will prompt you for an image file.
- The file *MUST* be inside your basegame directory (baseq3, main, etmain or
- whatever your chosen game uses). The image must be in a format supported by
- the game in use. For q3 based games this is truecolor .jpg, .tga and
- sometimes .png. For q2 this is .wal
-
-- Use one of the following methods to set the size (in game units) that the
- file is displayed.
- 1) select 1 or more brushes or entities and choose "from selection"
- This will use the total dimensions off all selected brushes and entities
- to size the image.
- 2) For the X/Y view only, choose 'Size to min/max keys' This will look in
- the worldspawn entity for the keys mapcoordsmins and mapcoordsmaxs (also
- used for ET tracemap generation and command map sizing) and use those
- dimensions to size the image.
-
-- Use the toggle buttons to show or hide the loaded images. The buttons will
- press or unpress whenever you click them, but an image will only be
- displayed once you have successfully loaded a file and set its size/postion.
-
-- Set the opacity of the image using the slider in the configuration dialog.
-
-- If any of these commands do not produce the expected results, there may be
- an information in the radiant console. Please include this when reporting
- bugs.
-
-
-Notes and limitations:
-- This plugin is compiled for GtkRadiant 1.3.13. It may or may not work with
- later versions. It will *NOT* work with version 1.3.12 and below. If you
- build from source (see below) you can build it for other versions.
-
-- As mentioned above, the image *MUST* be inside your basegame directory, or
- another directory in which radiant looks for game files.
-
-- To prevent the image from being distorted, you should size it to the
- original images aspect ratio. mapcoordsmaxs/mapcoordsmins and command maps
- should always be square.
-
-- If you want a specific pixel to world unit relationship, you must arrange
- that yourself.
-
-- On load, the image is converted to a texture whose dimensions are powers
- of 2. If the original image dimensions are not powers of 2, some detail will
- be lost due to resampling. If it is too large to fit on a single texture,
- resolution is reduced.
-
-- radiants gamma and mipmap options are applied to the image.
-
-- If the image has an alpha channel, it will be included in the blending
- process. 0 is transparent, 255 is opaque. .tga images are recommended if
- you want to have an alpha channel.
-
-- since the plugin will only use true color files, you cannot use a terrain
- indexmap (aka alphamap) or heightmap directly. You can of course, save a
- copy of your indexmap in a 32 bit format.
-
-- There is no unload command.
-
-- You put the plugin in a game specific plugin directory, rather than the
- radiant plugin directory.
-
-- You cannot set the image size with sub-unit precision.
-
-- Only win32 binaries are included. The source is available from:
- http://www.cyberonic.net/~gdevault/rfm/mapstuff/bkgrnd2d-b0.25-src.zip
- If you want to use it on another platform you will need a buildable gtkradiant
- source tree to build it. For any non-windows platform you will also have to
- figure out the compile options. I suggest ripping those off from some other
- plugin.
-
-TODO:
-- make file selection paterns match supported filetypes
-- large images without downsampling
-- bitmap and pcx support for indexmaps
-- automatic size from indexmapped entities
-- render under the grid instead of blending
-- mac/*nix support
-- remember/save/restore settings
-- texture options independant of radiant prefs
-- clean up icky code
-
-Changes from 0.1
-- all 2d views supported
-- new ui
-- file selection patterns, default directory improved
-
-Changes from 0.2
-- tooltips in dialog
-- various code cleanup
-