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z:entityparameter [2008/10/22 22:53]
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
-===== Beispiel =====+
  
 +=== Mesh ===
 +  * //mapping between// renderable parameters and shader parameters
 +  * mesh
 +  * material 
 +  * colour/alpha map
 +  * normal/specular map
 +  * tint map
 +  * additional map 1
 +  * additional map 2 
  
-type Entity +=== Particle Effect ===   
-+  * particle effect 
-  renderable "test object renderable" +  * material  
-  entityName "test object" +  * map 1 
-  maxHealth 30.0 +  * map 2 
-  regenSpeed 4.0 +  * map 3 
-  armorType "test object armor" +  * //mapping between// animation states and effect states
-  buildTime = 90.5 +
-  destructible = true +
-  vulnerable = true +
-  wreckageFadeTime = 15.5 +
-  targetSelectionRange = 600 +
-  targetMovementBuffer = 200 +
-  fixedYaw = false+
  
-  editorPlaceable = true 
-  editorCategory = "Test Objects" 
  
-  moveSpeed 270 +==== State ====
-  turnSpeed 180+
  
-  abilities = ("radar", "repair")+  * //list of// renderable node overrides
  
-  collisionRadius 5.5 +=== Renderable Node Override ===
-  wreckageCollisionRadius 0.0+
  
-  interfaceRenderable = "test object interface renderable"+  * either mesh override or particle effect override
  
-  canProduce ("grunt", "psycho", "rocket"+== Mesh Override ==
-  numTurrets +
-  turretPos ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) +
-  allowedTurrets ("turret rocket", "turret gatling"+
-  spawnPos = (1.0, 0.0, 2.0) +
-  exitPos = (3.0, 0.0, 2.0) +
-  gateOpeningTime = 2.5+
  
-  hasDriver = true +  * //mapping between// animation states and mesh animations 
-  driverVisible = true +  * material  
-  hasHatch = true +  * colour/alpha map 
-  allowedDrivers = ("grunt", "sniper", "laser") +  * normal/specular map 
-  passengersVisible = true +  * tint map 
-  numPassengers = 3 +  * additional map 1 
-  passengerPos = ((1.0, 2.0, 3.0), (2.0, 1.0, 1.0), (2.4, 3.4, 1.3)) +  * additional map 2  
-  allowedPassengers ("grunt", "sniper", "laser"+ 
-  passengersShoot true+== Particle Effect Override ==
  
 +  * material 
 +  * map 1
 +  * map 2
 +  * map 3
 +  * //mapping between// animation states and effect states
  
-  type Cannon+===== Beispiel ===== 
 + 
 +  
 +  Entity testEntity
   {   {
-    isIntegrated = false +    renderable = "test object renderable" (string) 
-    anchorPoint = (1.0, 2.0, 1.0) +    entityName = "test object" (string) 
-    anchorAxis = (0.0, 1.0, 0.0) +    maxHealth = 30.0 (float) 
-    exitPoint = (2.0, 2.0, 1.0) +    regenSpeed = 4.0 (float) 
-    horzTurnSpeed = 80 +    armorType = "test object armor" (string) 
-    horzMaxAngle = 150 +    buildTime = 90.5 (float) 
-    vertTurnSpeed = 50 +    destructible = true (bool) 
-    vertMaxAngle = 40 +    vulnerable = true (bool) 
-    projectileRenderable = "test projectile" +    wreckageFadeTime = 15.5 (float) 
-    projectileSpeed = 1200 +    targetSelectionRange = 600 (float) 
-    hitEffect = "test hit effect" +    targetMovementBuffer = 200 (float) 
-    barrelEffect = "test barrel effect" +    fixedYaw = false (bool) 
-    firingAngle = 45 +    editorPlaceable = true (bool) 
-    steeringProjectile = true +    editorCategory = "Test Objects" (string) 
-    damage = (15+1d3, 10+1d2, 5) +    moveSpeed = 270 (float) 
-    damageRadius = (3, 10, 15) +    turnSpeed = 180 (float) 
-    shootDelay = 2.1 +    abilities = ("radar", "repair") (list of string) 
-    shotDuration = 0.85 +    collisionRadius = 5.5 (float) 
-    missileExitTime = 0.5 +    wreckageCollisionRadius = 0.0 (float) 
-    allowedTargets = ("robot", "tank", "building")+    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"
 +    }
   }   }
  
-  type Cannon+  Renderable test_renderable
   {   {
-    isIntegrated = true +    NodeTree tree 
-    exitPoint = (3.0, 2.0, 1.0) +    
-    projectileSpeed = 0 +      Node root 
-    hitEffect = "test hit effect 2+      { 
-    barrelEffect = "test barrel effect 2+        position = (0.0, 0.0, 0.0) (vector3) 
-    firingAngle 0 +        scale = (1.0, 1.0, 1.0) (vector3
-    damage = (4+        orientation (1.0, 0.0, 0.0, 0.0) (vector3) 
-    damageRadius = (0) +        role = "none(string) 
-    shootDelay 2.1 +        Mesh mesh 
-    shotDuration = 0.55 +        { 
-    missileExitTime = 0.2 +          meshName = "test.mesh(string) 
-    allowedTargets = ("robot")+          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.1224708800.txt.gz · Last modified: 2015/08/23 14:03 (external edit)