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z:entityparameter [2008/10/22 22:46] jjp |
z:entityparameter [2010/01/15 18:23] jjp |
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* 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 | + | * //list of// states |
==== Renderable Node ==== | ==== Renderable Node ==== | ||
- | * internal name - Zur besseren Übersicht ein Name der (nur) im Parameter/ | ||
* position | * position | ||
* orientation | * orientation | ||
* scale | * scale | ||
- | * //mapping between// animation states and mesh animations | ||
- | * //mapping between// renderable parameters and shader parameters | ||
- | * //mapping between// renderable parameters and effect states | ||
- | * mesh, material, textures, effect | ||
* role - Welche logische Komponente wird durch die Node repräsentiert? | * role - Welche logische Komponente wird durch die Node repräsentiert? | ||
- | | + | |
+ | |||
+ | === Mesh === | ||
+ | * //mapping between// renderable parameters and shader parameters | ||
+ | * mesh | ||
+ | * material | ||
+ | * colour/ | ||
+ | * normal/ | ||
+ | * 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/ | ||
+ | * normal/ | ||
+ | * 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 ===== | ||
+ | |||
+ | |||
+ | Entity testEntity | ||
+ | { | ||
+ | renderable = "test object renderable" | ||
+ | entityName = "test object" | ||
+ | maxHealth = 30.0 (float) | ||
+ | regenSpeed = 4.0 (float) | ||
+ | armorType = "test object armor" (string) | ||
+ | buildTime = 90.5 (float) | ||
+ | destructible = true (bool) | ||
+ | vulnerable = true (bool) | ||
+ | wreckageFadeTime = 15.5 (float) | ||
+ | targetSelectionRange = 600 (float) | ||
+ | targetMovementBuffer = 200 (float) | ||
+ | fixedYaw = false (bool) | ||
+ | editorPlaceable = true (bool) | ||
+ | editorCategory = "Test Objects" | ||
+ | moveSpeed = 270 (float) | ||
+ | turnSpeed = 180 (float) | ||
+ | abilities = (" | ||
+ | collisionRadius = 5.5 (float) | ||
+ | wreckageCollisionRadius = 0.0 (float) | ||
+ | interfaceRenderable = "test object interface renderable" | ||
+ | canProduce = (" | ||
+ | numTurrets = 2 (int) | ||
+ | turretPos = ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) (list of vector3) | ||
+ | allowedTurrets = (" | ||
+ | spawnPos = (1.0, 0.0, 2.0) (vector3) | ||
+ | exitPos = (3.0, 0.0, 2.0) (vector3) | ||
+ | gateOpeningTime = 2.5 (float) | ||
+ | hasDriver = true (bool) | ||
+ | driverVisible = true (bool) | ||
+ | hasHatch = true (bool) | ||
+ | allowedDrivers = (" | ||
+ | passengersVisible = true (bool) | ||
+ | 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) | ||
+ | allowedPassengers = (" | ||
+ | passengersShoot = true (bool) | ||
+ | Cannon cannon1 | ||
+ | { | ||
+ | isIntegrated = false (bool) | ||
+ | anchorPoint = (1.0, 2.0, 1.0) (vector3) | ||
+ | anchorAxis = (0.0, 1.0, 0.0) (vector3) | ||
+ | exitPoint = (2.0, 2.0, 1.0) (vector3) | ||
+ | horzTurnSpeed = 80 (float) | ||
+ | horzMaxAngle = 150 (float) | ||
+ | vertTurnSpeed = 50 (float) | ||
+ | vertMaxAngle = 40 (float) | ||
+ | projectileRenderable = "test projectile" | ||
+ | projectileSpeed = 1200 (float) | ||
+ | hitEffect = "test hit effect" | ||
+ | barrelEffect = "test barrel effect" | ||
+ | firingAngle = 45 (float) | ||
+ | steeringProjectile = true (bool) | ||
+ | damage = (15+1d3, 10+1d2, 5) (list of damage w. dice) | ||
+ | damageRadius = (3, 10, 15) (list of float) | ||
+ | shootDelay = 2.1 (float) | ||
+ | shotDuration = 0.85 (float) | ||
+ | missileExitTime = 0.5 (float) | ||
+ | allowedTargets = (" | ||
+ | } | ||
+ | Cannon cannon2 | ||
+ | { | ||
+ | isIntegrated = true | ||
+ | exitPoint = (3.0, 2.0, 1.0) | ||
+ | projectileSpeed = 0 | ||
+ | hitEffect = "test hit effect 2" | ||
+ | barrelEffect = "test barrel effect 2" | ||
+ | firingAngle = 0 | ||
+ | damage = (4) | ||
+ | damageRadius = (0) | ||
+ | shootDelay = 2.1 | ||
+ | shotDuration = 0.55 | ||
+ | missileExitTime = 0.2 | ||
+ | allowedTargets = (" | ||
+ | } | ||
+ | } | ||
+ | |||
+ | 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 = " | ||
+ | Mesh mesh | ||
+ | { | ||
+ | meshName = " | ||
+ | materialName = " | ||
+ | colourMapName = " | ||
+ | normalSpecMapName = " | ||
+ | tintMapName = " | ||
+ | envMapName = " | ||
+ | boneMapping = ((" | ||
+ | animMapping = ((" | ||
+ | paramMapping = ((" | ||
+ | } | ||
+ | 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 = " | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | 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 = " | ||
+ | MeshOverwrite | ||
+ | { | ||
+ | materialName = " | ||
+ | colourMapName = " | ||
+ | normalSpecMapName = " | ||
+ | tintMapName = " | ||
+ | envMapName = " | ||
+ | boneMapping = ((" | ||
+ | animMapping = ((" | ||
+ | paramMapping = ((" | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ |