User Tools

Site Tools


z:entityparameter

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
z:entityparameter [2008/10/22 23:17]
jjp
z:entityparameter [2010/01/15 18:21]
jjp
Line 108: Line 108:
   * missile exit time - Zeitpunkt in der Schussanimation an dem das Geschoss austritt.   * missile exit time - Zeitpunkt in der Schussanimation an dem das Geschoss austritt.
   * //list of// allowed target types   * //list of// allowed target types
- 
  
 ===== Renderable ===== ===== Renderable =====
  
-  * //list of trees of// renderable nodes +  * //tree of// renderable nodes 
-  * //mapping between// renderable node trees and renderable states+  * //list of// states
  
 ==== Renderable Node ==== ==== Renderable Node ====
  
-  * internal name - Zur besseren Übersicht ein Name der (nur) im Parameter/Objekt-Editor sichtbar ist. 
   * position   * position
   * orientation   * orientation
   * scale   * scale
 +  * role - Welche logische Komponente wird durch die Node repräsentiert?
 +  * either mesh or particle effect
 +
 +=== Mesh ===
   * //mapping between// animation states and mesh animations   * //mapping between// animation states and mesh animations
   * //mapping between// renderable parameters and shader parameters   * //mapping between// renderable parameters and shader parameters
-  * //mapping between// renderable parameters and effect states +  * mesh 
-  * mesh, material, textures, effect +  * material  
-  * role - Welche logische Komponente wird durch die Node repräsentiert? +  * colour/alpha map 
-  +  * normal/specular map 
 +  * tint map 
 +  * additional map 1 
 +  * additional map 2  
 + 
 +=== Particle Effect ===   
 +  * particle effect 
 +  * material  
 +  * map 1 
 +  * map 2 
 +  * map 3 
 +  * //mapping between// animation states and effect states 
 + 
 + 
 +==== State ==== 
 + 
 +  * //list of// renderable node overrides 
 + 
 +=== Renderable Node Override === 
 + 
 +  * either mesh override or particle effect override 
 + 
 +== Mesh Override == 
 + 
 +  * //mapping between// animation states and mesh animations 
 +  * material  
 +  * colour/alpha map 
 +  * normal/specular map 
 +  * tint map 
 +  * additional map 1 
 +  * additional map 2  
 + 
 +== Particle Effect Override == 
 + 
 +  * material  
 +  * map 1 
 +  * map 2 
 +  * map 3 
 +  * //mapping between// animation states and effect states
  
 ===== Beispiel ===== ===== Beispiel =====
Line 133: Line 173:
   Entity testEntity   Entity testEntity
   {   {
-    renderable = "test object renderable" //(string)// +    renderable = "test object renderable" (string) 
-    entityName = "test object" //(string)// +    entityName = "test object" (string) 
-    maxHealth = 30.0 //(float)// +    maxHealth = 30.0 (float) 
-    regenSpeed = 4.0 //(float)// +    regenSpeed = 4.0 (float) 
-    armorType = "test object armor" //(string)// +    armorType = "test object armor" (string) 
-    buildTime = 90.5 //(float)// +    buildTime = 90.5 (float) 
-    destructible = true //(bool)// +    destructible = true (bool) 
-    vulnerable = true //(bool)// +    vulnerable = true (bool) 
-    wreckageFadeTime = 15.5 //(float)// +    wreckageFadeTime = 15.5 (float) 
-    targetSelectionRange = 600 //(float)// +    targetSelectionRange = 600 (float) 
-    targetMovementBuffer = 200 //(float)// +    targetMovementBuffer = 200 (float) 
-    fixedYaw = false //(bool)// +    fixedYaw = false (bool) 
-    editorPlaceable = true //(bool)// +    editorPlaceable = true (bool) 
-    editorCategory = "Test Objects" //(string)// +    editorCategory = "Test Objects" (string) 
-    moveSpeed = 270 //(float)// +    moveSpeed = 270 (float) 
-    turnSpeed = 180 //(float)// +    turnSpeed = 180 (float) 
-    abilities = ("radar", "repair"//(list of string)// +    abilities = ("radar", "repair") (list of string) 
-    collisionRadius = 5.5 //(float)// +    collisionRadius = 5.5 (float) 
-    wreckageCollisionRadius = 0.0 //(float)// +    wreckageCollisionRadius = 0.0 (float) 
-    interfaceRenderable = "test object interface renderable" //(string)// +    interfaceRenderable = "test object interface renderable" (string) 
-    canProduce = ("grunt", "psycho", "rocket"//(list of string)//+    canProduce = ("grunt", "psycho", "rocket") (list of string)
     numTurrets = 2 (int)     numTurrets = 2 (int)
-    turretPos = ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) //(list of vector3)// +    turretPos = ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) (list of vector3) 
-    allowedTurrets = ("turret rocket", "turret gatling"//(list of string)// +    allowedTurrets = ("turret rocket", "turret gatling") (list of string) 
-    spawnPos = (1.0, 0.0, 2.0) //(vector3)// +    spawnPos = (1.0, 0.0, 2.0) (vector3) 
-    exitPos = (3.0, 0.0, 2.0) //(vector3)// +    exitPos = (3.0, 0.0, 2.0) (vector3) 
-    gateOpeningTime = 2.5 //(float)// +    gateOpeningTime = 2.5 (float) 
-    hasDriver = true //(bool)// +    hasDriver = true (bool) 
-    driverVisible = true //(bool)// +    driverVisible = true (bool) 
-    hasHatch = true //(bool)// +    hasHatch = true (bool) 
-    allowedDrivers = ("grunt", "sniper", "laser"//(list of string)// +    allowedDrivers = ("grunt", "sniper", "laser") (list of string) 
-    passengersVisible = true //(bool)// +    passengersVisible = true (bool) 
-    numPassengers = 3 //(int)// +    numPassengers = 3 (int) 
-    passengerPos = ((1.0, 2.0, 3.0), (2.0, 1.0, 1.0), (2.4, 3.4, 1.3)) //(list of vector3)// +    passengerPos = ((1.0, 2.0, 3.0), (2.0, 1.0, 1.0), (2.4, 3.4, 1.3)) (list of vector3) 
-    allowedPassengers = ("grunt", "sniper", "laser"//(list of string)// +    allowedPassengers = ("grunt", "sniper", "laser") (list of string) 
-    passengersShoot = true //(bool)//+    passengersShoot = true (bool)
     Cannon cannon1      Cannon cannon1 
     {     {
-      isIntegrated = false //(bool)// +      isIntegrated = false (bool) 
-      anchorPoint = (1.0, 2.0, 1.0) //(vector3)// +      anchorPoint = (1.0, 2.0, 1.0) (vector3) 
-      anchorAxis = (0.0, 1.0, 0.0) //(vector3)// +      anchorAxis = (0.0, 1.0, 0.0) (vector3) 
-      exitPoint = (2.0, 2.0, 1.0) //(vector3)// +      exitPoint = (2.0, 2.0, 1.0) (vector3) 
-      horzTurnSpeed = 80 //(float)// +      horzTurnSpeed = 80 (float) 
-      horzMaxAngle = 150 //(float)// +      horzMaxAngle = 150 (float) 
-      vertTurnSpeed = 50 //(float)// +      vertTurnSpeed = 50 (float) 
-      vertMaxAngle = 40 //(float)// +      vertMaxAngle = 40 (float) 
-      projectileRenderable = "test projectile" //(string)// +      projectileRenderable = "test projectile" (string) 
-      projectileSpeed = 1200 //(float)// +      projectileSpeed = 1200 (float) 
-      hitEffect = "test hit effect" //(string)// +      hitEffect = "test hit effect" (string) 
-      barrelEffect = "test barrel effect" //(string)// +      barrelEffect = "test barrel effect" (string) 
-      firingAngle = 45 //(float)// +      firingAngle = 45 (float) 
-      steeringProjectile = true //(bool)// +      steeringProjectile = true (bool) 
-      damage = (15+1d3, 10+1d2, 5) //(list of damage w. dice)// +      damage = (15+1d3, 10+1d2, 5) (list of damage w. dice) 
-      damageRadius = (3, 10, 15) //(list of float)// +      damageRadius = (3, 10, 15) (list of float) 
-      shootDelay = 2.1 //(float)// +      shootDelay = 2.1 (float) 
-      shotDuration = 0.85 //(float)// +      shotDuration = 0.85 (float) 
-      missileExitTime = 0.5 //(float)// +      missileExitTime = 0.5 (float) 
-      allowedTargets = ("robot", "tank", "building"//(list of string)//+      allowedTargets = ("robot", "tank", "building") (list of string)
     }     }
     Cannon cannon2     Cannon cannon2
Line 209: Line 249:
   }   }
  
 +  Renderable test_renderable 
 +  { 
 +    NodeTree tree 
 +    { 
 +      Node root 
 +      { 
 +        position = (0.0, 0.0, 0.0) (vector3) 
 +        scale = (1.0, 1.0, 1.0) (vector3) 
 +        orientation = (1.0, 0.0, 0.0, 0.0) (vector3) 
 +        role = "none" (string) 
 +        Mesh mesh 
 +        { 
 +          meshName = "test.mesh" (string) 
 +          materialName = "object_material" (string) 
 +          colourMapName = "test_colour.dds" (string) 
 +          normalSpecMapName = "test_normal.dds" (string) 
 +          tintMapName = "test_tint.dds" (string) 
 +          envMapName = "test_env.dds" (string) 
 +          boneMapping = (("bone1", "hatch")) (list of string-pairs) 
 +          animMapping = (("move_anim1", "move"), ("move_anim2", "move"), ("idle_anim1", "idle")) (list of string-pairs) 
 +          paramMapping = (("playerColour", "tintColour"), ("chainMovement", "chainMove")) (list of string-pairs)  
 +        } 
 +        Node driver 
 +        { 
 +          position = (0.0, 0.0, 0.0)  
 +          scale = (1.0, 1.0, 1.0)  
 +          orientation = (1.0, 0.0, 0.0, 0.0) 
 +          role = "driverAnchor" 
 +        } 
 +      } 
 +    } 
 +    State normal 
 +    { 
 +    } 
 +    State damaged 
 +    { 
 +      NodeOverwrite root 
 +      { 
 +        position = (0.0, 0.0, 0.0) (vector3) 
 +        scale = (1.0, 1.0, 1.0) (vector3) 
 +        orientation = (1.0, 0.0, 0.0, 0.0) (vector3) 
 +        role = "none" (string) 
 +        MeshOverwrite 
 +        { 
 +          materialName = "object_damaged_material" (string) 
 +          colourMapName = "test_damaged_colour.dds" (string) 
 +          normalSpecMapName = "test_damaged_normal.dds" (string) 
 +          tintMapName = "test_damaged_tint.dds" (string) 
 +          envMapName = "test_damaged_env.dds" (string) 
 +          boneMapping = (("bone1", "hatch")) (list of string-pairs) 
 +          animMapping = (("move_anim1", "move"), ("move_anim2", "move"), ("idle_anim1", "idle")) (list of string-pairs) 
 +          paramMapping = (("playerColour", "tintColour"), ("chainMovement", "chainMove")) (list of string-pairs)  
 +        } 
 +      } 
 +    } 
 +  }
  
  
z/entityparameter.txt · Last modified: 2015/08/23 13:59 (external edit)