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z:entityparameter [2008/10/22 22:46]
jjp
z:entityparameter [2015/08/23 13:59] (current)
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
-  * //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?
-  +  * either mesh or particle effect 
 + 
 +=== Mesh === 
 +  * //mapping between// renderable parameters and shader parameters 
 +  * mesh 
 +  * material  
 +  * 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 ===== 
 + 
 +  
 +  Entity testEntity 
 +  { 
 +    renderable = "test object renderable" (string) 
 +    entityName = "test object" (string) 
 +    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" (string) 
 +    moveSpeed = 270 (float) 
 +    turnSpeed = 180 (float) 
 +    abilities = ("radar", "repair") (list of string) 
 +    collisionRadius = 5.5 (float) 
 +    wreckageCollisionRadius = 0.0 (float) 
 +    interfaceRenderable = "test object interface renderable" (string) 
 +    canProduce = ("grunt", "psycho", "rocket") (list of string) 
 +    numTurrets = 2 (int) 
 +    turretPos = ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) (list of vector3) 
 +    allowedTurrets = ("turret rocket", "turret gatling") (list of string) 
 +    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 = ("grunt", "sniper", "laser") (list of string) 
 +    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 = ("grunt", "sniper", "laser") (list of string) 
 +    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" (string) 
 +      projectileSpeed = 1200 (float) 
 +      hitEffect = "test hit effect" (string) 
 +      barrelEffect = "test barrel effect" (string) 
 +      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 = ("robot", "tank", "building") (list of string) 
 +    } 
 +    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 = ("robot"
 +    } 
 +  } 
 + 
 +  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.1224708373.txt.gz · Last modified: 2015/08/23 14:03 (external edit)