2 bkgrnd2d v 0.25 beta for radiant 1.3.13
3 by SCDS_reyalP (email hellsownpuppy@yahoo.com)
6 This is an beta release. It is provided with absolutely NO WARRANTY.
7 If it turns your data to mush and melts your CPU, don't blame me.
10 This little plugin allows you to display an image in the the gtkradiant 2d
11 windows. This is useful for layout sketches, maps made from
12 existing plans, building geometry based on photgraphs, viewing terrain
13 alphamaps in relation to your terrain, and so on.
16 extract the .dll and bitmaps into your gtkradiant/plugins directory, and
17 restart radiant. Be sure to use directory names, to ensure the bitmaps go
18 in your plugins/bitmaps directory.
21 Close radiant, delete the bkgrnd2d.dll from the plugins directory, and
22 delete the bkgrnd2*.bmp files from the plugins/bitmaps directory.
25 - The plugin adds 4 buttons to the radiant plugin toolbar. The first 3
26 toggle the display of a background image in the specified view. The fourth
27 brings up a configuration dialog. The configuration dialog can also be
28 opened from the plugins menu.
30 - If an image has not been loaded, or it's display size and location have
31 not been set, pushing one of the toggle buttons will bring up the dialog
32 with the corresponding page selected.
34 - The configuration dialog is non-modal, meaning that you can leave it open
35 while you work in radiant. If it gets lost behind another window, clicking
36 on the configuration button will bring it to the forground.
39 - bring up the configuration dialog.
41 - Choose the "Browse..." button. This will prompt you for an image file.
42 The file *MUST* be inside your basegame directory (baseq3, main, etmain or
43 whatever your chosen game uses). The image must be in a format supported by
44 the game in use. For q3 based games this is truecolor .jpg, .tga and
45 sometimes .png. For q2 this is .wal
47 - Use one of the following methods to set the size (in game units) that the
49 1) select 1 or more brushes or entities and choose "from selection"
50 This will use the total dimensions off all selected brushes and entities
52 2) For the X/Y view only, choose 'Size to min/max keys' This will look in
53 the worldspawn entity for the keys mapcoordsmins and mapcoordsmaxs (also
54 used for ET tracemap generation and command map sizing) and use those
55 dimensions to size the image.
57 - Use the toggle buttons to show or hide the loaded images. The buttons will
58 press or unpress whenever you click them, but an image will only be
59 displayed once you have successfully loaded a file and set its size/postion.
61 - Set the opacity of the image using the slider in the configuration dialog.
63 - If any of these commands do not produce the expected results, there may be
64 an information in the radiant console. Please include this when reporting
68 Notes and limitations:
69 - This plugin is compiled for GtkRadiant 1.3.13. It may or may not work with
70 later versions. It will *NOT* work with version 1.3.12 and below. If you
71 build from source (see below) you can build it for other versions.
73 - As mentioned above, the image *MUST* be inside your basegame directory, or
74 another directory in which radiant looks for game files.
76 - To prevent the image from being distorted, you should size it to the
77 original images aspect ratio. mapcoordsmaxs/mapcoordsmins and command maps
78 should always be square.
80 - If you want a specific pixel to world unit relationship, you must arrange
83 - On load, the image is converted to a texture whose dimensions are powers
84 of 2. If the original image dimensions are not powers of 2, some detail will
85 be lost due to resampling. If it is too large to fit on a single texture,
86 resolution is reduced.
88 - radiants gamma and mipmap options are applied to the image.
90 - If the image has an alpha channel, it will be included in the blending
91 process. 0 is transparent, 255 is opaque. .tga images are recommended if
92 you want to have an alpha channel.
94 - since the plugin will only use true color files, you cannot use a terrain
95 indexmap (aka alphamap) or heightmap directly. You can of course, save a
96 copy of your indexmap in a 32 bit format.
98 - There is no unload command.
100 - You put the plugin in a game specific plugin directory, rather than the
101 radiant plugin directory.
103 - You cannot set the image size with sub-unit precision.
105 - Only win32 binaries are included. The source is available from:
106 http://www.cyberonic.net/~gdevault/rfm/mapstuff/bkgrnd2d-b0.25-src.zip
107 If you want to use it on another platform you will need a buildable gtkradiant
108 source tree to build it. For any non-windows platform you will also have to
109 figure out the compile options. I suggest ripping those off from some other
113 - make file selection paterns match supported filetypes
114 - large images without downsampling
115 - bitmap and pcx support for indexmaps
116 - automatic size from indexmapped entities
117 - render under the grid instead of blending
119 - remember/save/restore settings
120 - texture options independant of radiant prefs
124 - all 2d views supported
126 - file selection patterns, default directory improved
130 - various code cleanup