Oasiz's Map Documentation/SecTemplate: Difference between revisions
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<onlyinclude> <!-- Yeah -- this is a bit of a mess. It stems from the inputs being volatile at best. --> | |||
{{#if:{{{header|}}}| <!-- When there's a header, throw a h3 in. Simple. --> | |||
</table><!-- Bugfix for table overlap --> | |||
<br><h3>{{{header}}}</h3>|}} | |||
{{#if:{{{header|}}}|{{#if:{{{div|}}}|| | |||
<table border="0" cellpadding="0" cellspacing="0" class="oasiztable article-table" style="width: 100%; border-style: solid; border-width: 1px 1px 1px 1px;"> | |||
<tr> | |||
<th style="width:15%" scope="col"><b>MAP NAME .VMF</b> | |||
</th><th style="width:15%" scope="col">What is it | |||
</th><th style="width:15%" scope="col">State or purpose | |||
</th><th style="width:20%" scope="col">What does it have | |||
</th><th style="width:35%" scope="col">Comments | |||
</th></tr> | |||
}}|}} | |||
{{#if: {{{div|}}}| <!-- This starts the table with DIV is set. We want to remove the top border from these otherwise we risk ugly inconsistent double-borders. --> | |||
<table border="0" cellpadding="0" cellspacing="0" class="oasiztable article-table" style="width: 100%; border-style: solid; border-width: 0px 1px 1px 1px;"> | |||
|}}<!-- If this is a HEADER input, and is NOT a DIV input, it will instead become a "top cap". --> | |||
{{#if:{{{1|}}}|{{#if:{{{header|}}}||<!-- Generic midtable, happens if the unspecifieds are set. --> | |||
<tr> | |||
<td style="width:15%"><b>{{#if: {{{nolink|}}} | {{Trim|{{{1|}}}}} | {{Trim|{{{1|}}}}}|{{Trim|{{{1|}}}}}}}</b> | |||
</td><td style="width:15%">{{Trim|{{{5|}}}}}<!-- This is based on typical length --> | |||
</td><td style="width:15%">{{Trim|{{{3|}}}}} | |||
</td><td style="width:20%">{{Trim|{{{4|}}}}} | |||
</td><td style="width:35%">{{Trim|{{{2|}}}}} | |||
</td></tr>}}|}} | |||
<!-- Deprecated | |||
{{#if:{{{ender|}}}|</table>|}} if this is the ender, end the table. --> | |||
</onlyinclude> | |||
<noinclude> | |||
SecTemplate intended to simplify porting over Oasiz's mappack to a more readable form. Why the weird spaces at the top? To keep my source code readable. | |||
==Usage== | |||
<pre> | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
|div=true | |||
|ender=true | |||
|nolink=true | |||
}} | |||
Note: "DIV" should be set at the start of the table. "ENDER" should be set at the end. Otherwise, it will likely not display correctly. | |||
</pre> | |||
==Test 1== | |||
Does it work? | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
|div=true | |||
|ender=true | |||
}} | |||
Without Ender | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
|div=true | |||
}} | |||
Without Div | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
|ender=true | |||
}} | |||
Without Either | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
}} | |||
==Test 2== | |||
Does it continue correctly? | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header=tteesstt | |||
|div=true | |||
}} | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header= | |||
}} | |||
{{:Oasiz's Map Documentation/SecTemplate | |||
|1=1 | |||
|2= 2 | |||
|3=3 | |||
|4= 4 | |||
|5=5 | |||
|header= | |||
|ender=true | |||
}} | |||
===Sample Page=== | |||
{{:Oasiz's Map Documentation/SecTemplate|header=aaron/}} | |||
{{:Oasiz's Map Documentation/SecTemplate|ai_guide1 |div=y| Isolated scripted sequence|prototype|div=y| Borealis start first meeting with Odell|div=y| Small playable sequence}} | |||
{{:Oasiz's Map Documentation/SecTemplate|alyx|div=y| A room with Alyx|development test|div=y| Isolated box|div=y| Test}} | |||
{{:Oasiz's Map Documentation/SecTemplate|alyx_caves03|--- DOES NOT LOAD ---|Line 412 error 7}} | |||
{{:Oasiz's Map Documentation/SecTemplate|antcave|div=y| Antlion caves |concept|div=y| Textured with lightning and grubs|div=y| Small explorable area}} | |||
{{:Oasiz's Map Documentation/SecTemplate|antlion_01|div=y| Wastelands? without antlions|concept, sketch|div=y| Rough textures and brushwork, most likely early development / Small explorable area}} | |||
{{:Oasiz's Map Documentation/SecTemplate|antlion_cave01|div=y| Antlion caves|concept|div=y| Devtextured, lit and a bit longer cave variation|div=y| Small playable section}} | |||
{{:Oasiz's Map Documentation/SecTemplate|apc_canal|div=y| Isolated prototype test|prototype| Small cut canal section with an APC to avoid Small playable sequence|ender=y}} | |||
===Weird Headers=== | |||
---- | |||
{{:Oasiz's Map Documentation/SecTemplate|header=tri/}} | |||
---- | |||
{{:Oasiz's Map Documentation/SecTemplate|combine_room2|div=y| dupe of 'prefabs/combine_room3'|ender=y}} | |||
---- | |||
{{:Oasiz's Map Documentation/SecTemplate|header=wedge/|}} | |||
---- | |||
{{:Oasiz's Map Documentation/SecTemplate|fastzombie_roofs|div=y| Fast zombie AI test, some devtextured buildings to climb and jump in back/forth.|prototype|div=y| Fast zombie AI test|div=y| Test}} | |||
---- | |||
{{:Oasiz's Map Documentation/SecTemplate|fisicks|div=y| Early date, A room filled with various physics objects, seems to be only brushes. Possibly early physics engine tests.|prototype|div=y| Physics/origin tests in a box.|div=y| Test}} | |||
{{:Oasiz's Map Documentation/SecTemplate|physcannon|div=y| A small room with citizens and some physics props. Some objects attached to a wall as well.|prototype|div=y| Physics manipulator gun test.|div=y| Test}} | |||
</noinclude> |
Revision as of 06:24, 19 June 2020
SecTemplate intended to simplify porting over Oasiz's mappack to a more readable form. Why the weird spaces at the top? To keep my source code readable.
Usage
{{:Oasiz's Map Documentation/SecTemplate |1=1 |2= 2 |3=3 |4= 4 |5=5 |header=tteesstt |div=true |ender=true |nolink=true }} Note: "DIV" should be set at the start of the table. "ENDER" should be set at the end. Otherwise, it will likely not display correctly.
Test 1
Does it work?
tteesstt
Without Endertteesstt
Without Divtteesstt
Without EitherMAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
tteesstt
Test 2
Does it continue correctly?
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
tteesstt
Sample Page
1 | 5 | 3 | 4 | 2 |
1 | 5 | 3 | 4 | 2 |
aaron/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
ai_guide1 | Small playable sequence | prototype | Borealis start first meeting with Odell | Isolated scripted sequence |
alyx | Test | development test | Isolated box | A room with Alyx |
alyx_caves03 | Line 412 error 7 | --- DOES NOT LOAD --- |
antcave | Small explorable area | concept | Textured with lightning and grubs | Antlion caves |
antlion_01 | concept, sketch | Rough textures and brushwork, most likely early development / Small explorable area | Wastelands? without antlions |
antlion_cave01 | Small playable section | concept | Devtextured, lit and a bit longer cave variation | Antlion caves |
Weird Headers
apc_canal | prototype | Small cut canal section with an APC to avoid Small playable sequence | Isolated prototype test |
tri/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
combine_room2 | dupe of 'prefabs/combine_room3' |
wedge/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
fastzombie_roofs | Test | prototype | Fast zombie AI test | Fast zombie AI test, some devtextured buildings to climb and jump in back/forth. |
fisicks | Test | prototype | Physics/origin tests in a box. | Early date, A room filled with various physics objects, seems to be only brushes. Possibly early physics engine tests. |
physcannon | Test | prototype | Physics manipulator gun test. | A small room with citizens and some physics props. Some objects attached to a wall as well. |