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