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Text File | 1996-07-07 | 3.4 KB | 113 lines | [TEXT/R*ch] |
- @node Designing with X11 Xconq, , , Game Design
-
- @section Designing with X11 Xconq
-
- There are two ways to get into designer's mode; you can either specify
- @samp{-design} on the command line, or else enter the long command
- @samp{design}. When you do either of
- these, several things will happen: the side list will mark your side
- as a designer, the ``see all'' button in the view control panel will
- be enabled, and you will get a popup with designer's tools.
- The popup applies to all maps equally.
-
- The identification in the side list is for the benefit of other players,
- since it is actually possible to enable designing in a multi-player game.
- @c but maybe should disable, or else enable for all players
- @c simultaneously?? Somebody could enable designing, hack a bit,
- @c then switch back before anybody else in the game noticed...
-
- The ``see all'' view control allows you to see everything accurately.
- It is switchable so you can compare what things look like to the player
- vs what they are in reality.
-
- @c need side view painting here too
-
- @subsection X11 Xconq Design Dialog
-
- [should include info about designer's dialog]
-
- @subsection Shortcuts for X11 Xconq Designers
-
- @itemize
-
- @item
- Clicking on the ``sides'' subwindow will select the current side.
-
- @item
- Clicking on the ``unit types'' subwindow will select the current unit
- type.
-
- @item
- Clicking a cell with the right mouse button in terrain-drawing mode
- will select the current terrain.
-
- @item
- Clicking a unit with the right mouse button in unit-adding mode will
- select the current unit type.
-
- @item
- Clicking a unit with the right mouse button in people-drawing mode
- will select the current side.
-
- @item
- Clicking a cell with the right mouse button in feature-drawing mode
- will select the current feature.
-
- @end itemize
-
- In addition, there are keyboard commands that you can use.
-
- @itemize
-
- @item
- `@code{|}' @code{set-unit-type} .
- This command asks for the unit type that you would like to be the
- current type to create.
-
- @item
- `@code{\}' @code{add-unit} .
- This command adds a unit of the current type to the current location.
-
- @item
- `@code{~}' @code{set-terrain-type} .
- This command asks for the terrain type you would like to paint.
- The prefix argument sets the radius of the area to paint.
- The default radius is 0, which just paints a single cell.
-
- @item
- `@code{`}' @code{paint-terrain} .
- This command applies the current terrain type to an area with the
- current radius around the current location.
-
- @end itemize
-
- @subsection Image Families
-
- @i{X11 Xconq} can use images in either its portable image family format,
- or as bitmaps. However, since images in portable format will work with
- other interfaces, you should only use bitmaps while prototyping,
- and translate them into portable form using @samp{x2imf}.
-
- To translate image families into bitmaps, use the tool @samp{imf2x}.
-
- @subsubsection Xshowimf
-
- The program @samp{xshowimf} displays image families.
-
- Install the resource files @samp{XShowimf.ad} and @samp{XShowimf-co.ad} as
- @samp{XShowimf} and @samp{XShowimf-co}
- (or @samp{XShowimf-color}, depending on the value of
- the customization resource) in the proper directory [???],
- or load the relevant file with @samp{xrdb -merge}.
-
- Control the display of three-color images (mono+mask) with the
- resource @samp{maskColor} (see @samp{XShowimf-co.ad}
- or with the command-line argument @samp{-mc}.
-
- To edit the image families, do something like
- @example
- mkdir tmp
- xshowimf [imf/xbm/xpm files...] -o tmpdir &
- (cd tmpdir; xpaint) &
- @end example
-