This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
z:entityparameter [2008/10/22 23:17] 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 | + | * //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 ===== | ===== Beispiel ===== | ||
Line 133: | Line 172: | ||
Entity testEntity | Entity testEntity | ||
{ | { | ||
- | renderable = "test object renderable" | + | renderable = "test object renderable" |
- | entityName = "test object" | + | entityName = "test object" |
- | maxHealth = 30.0 //(float)// | + | maxHealth = 30.0 (float) |
- | regenSpeed = 4.0 //(float)// | + | regenSpeed = 4.0 (float) |
- | armorType = "test object armor" | + | 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" | + | editorCategory = "Test Objects" |
- | moveSpeed = 270 //(float)// | + | moveSpeed = 270 (float) |
- | turnSpeed = 180 //(float)// | + | turnSpeed = 180 (float) |
- | abilities = (" | + | abilities = (" |
- | collisionRadius = 5.5 //(float)// | + | collisionRadius = 5.5 (float) |
- | wreckageCollisionRadius = 0.0 //(float)// | + | wreckageCollisionRadius = 0.0 (float) |
- | interfaceRenderable = "test object interface renderable" | + | interfaceRenderable = "test object interface renderable" |
- | canProduce = (" | + | canProduce = (" |
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 = (" | + | allowedTurrets = (" |
- | 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 = (" | + | allowedDrivers = (" |
- | 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 = (" | + | allowedPassengers = (" |
- | 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" | + | projectileRenderable = "test projectile" |
- | projectileSpeed = 1200 //(float)// | + | projectileSpeed = 1200 (float) |
- | hitEffect = "test hit effect" | + | hitEffect = "test hit effect" |
- | barrelEffect = "test barrel effect" | + | barrelEffect = "test barrel effect" |
- | 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 = (" | + | allowedTargets = (" |
} | } | ||
Cannon cannon2 | Cannon cannon2 | ||
Line 209: | Line 248: | ||
} | } | ||
+ | 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 = ((" | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||