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z:entityparameter [2008/10/22 23:17]
jjp
z:entityparameter [2015/08/23 13:59] (current)
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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 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 ===== ===== Beispiel =====
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   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
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   }   }
  
 +  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.1224710250.txt.gz · Last modified: 2015/08/23 14:03 (external edit)