Mapdev:mapinfo.lua: Difference between revisions
From Spring
Jump to navigationJump to search
m →mapinfo.lua Reference: removed some fluff |
m →water: minor formatting |
||
| Line 545: | Line 545: | ||
; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelMin</span> <span style="color:#00ff88">?</span> [?] | ; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelMin</span> <span style="color:#00ff88">?</span> [?] | ||
: <span style="color:#999999;">Default: 0.2</span>, ? | |||
; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelMax</span> <span style="color:#00ff88">?</span> [?] | ; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelMax</span> <span style="color:#00ff88">?</span> [?] | ||
: <span style="color:#999999;">Default: 0.3</span>, ? | |||
; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelPower</span> <span style="color:#00ff88">?</span> [?] | ; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">fresnelPower</span> <span style="color:#00ff88">?</span> [?] | ||
: <span style="color:#999999;">Default: 4.0</span>, ? | |||
; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">reflectionDistortion</span> <span style="color:#00ff88">?</span> [?] | ; <span style="color:#cccccc;text-shadow: #111 2px 2px 2px;">reflectionDistortion</span> <span style="color:#00ff88">?</span> [?] | ||
Revision as of 04:39, 28 May 2012
mapinfo.lua Reference
Download the map blueprint
variables are organised as such:
- VariableName type [valid range] Required
- Default: value, Description
If you notice something is incorrect, fix it please!
General Formatting
check Lua Documentation.
Data Types
- int : An integer number. eg. 5
- float : A number with decimals. eg 1.023
- bool : A value which can be true or false. eg true
- string : Text, or more precisely a string of alphanumeric characters. eg "string of characters"
- rgb : Three float components, representing red, green and blue components, ranged from 0.0 to 1.0. eg {0.0, 0.0, 0.0}
- float3 : Three float components, eg {0.0, 0.0, 0.0}
- float4 : Four float components, eg {0.0, 0.0, 0.0, 0.0}
Sections
mapinfo
local mapinfo = {
name = "MyMap",
shortname = "",
description = "",
author = "",
version = "",
--mutator = "deployment";
--mapfile = "", --// location of smf/sm3 file (optional)
modtype = 3, --// 1=primary, 0=hidden, 3=map
depend = {"Map Helper v1"},
replace = {},
--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
maphardness = 100,
notDeformable = false,
gravity = 130,
tidalStrength = 0,
maxMetal = 0.02,
extractorRadius = 500.0,
voidWater = false,
autoShowMetal = true,
smf = {
...
},
sound = {
...
},
resources = {
...
},
splats = {
...
},
atmosphere = {
...
},
grass = {
...
},
lighting = {
...
},
water = {
...
},
teams = {
...
},
terrainTypes = {
...
},
custom = {
...
},
}
- name string Required
- Name of the map
- shortname string
- description string
- The description of the map that shows in the multiplayer battleroom.
- author string
- Author of the map
- version string
- version, appended to name.
- mutator string
- ?
- mapfile string
- location of smf/sm3 file (optional)
- modtype int [013] Required
- 1=primary, 0=hidden, 3=map
- depend ? Required
- ?
- replace ?
- ?
- maphardness ? [?]
- Default: 100, Defines how much a map will deform from impacts. Higher values mean less deformation, negative values will result in negative deformation (really funny looking)
- notDeformable bool
- Default: false,Setting it to 1 means that no explosions can deform the map.
- gravity ? [?]
- Default: 130, The force of gravity in units/sec^2
- tidalStrength ? [?]
- Default: 0,The amount of energy which will be given by tidal generators.
- maxMetal float [?]
- Default: 0.02, How much metal a map square with the maximum metal value gives.
- extractorRadius ? [?]
- Default: 500, The radius of effect that a single extractor will extract from. If two radii intersect, both extractors will suffer from reduced output.
- voidWater bool
- Default: false, Voidwater means there will be no water plane, and all parts of the map under water will be completely transparent, to show the skybox through the map. For example, check Apophis_v2
- autoShowMetal bool
- Default: true, Defines wether the metal map (F4 mode) is shown automatically when a mex is queued for placement.
smf
local mapinfo = {
...
smf = {
minheight = 1000,
maxheight = -300,
smtFileName0 = "",
smtFileName1 = "",
smtFileName.. = "",
smtFileNameN = "",
},
...
}
- minheight int [?]
- Overrides the minimum map height specified while compiling. Compile time height used if undefined
- maxheight int [?]
- Overrides the maximum map height specified while compiling. Compile time height used if undefined
- smtFileName[N] string [?]
- Default: ?, ?
sound
local mapinfo = {
...
sound = {
preset = "default",
passfilter = {
...
},
reverb = {
...
},
},
...
}
- preset string
- Default: "default", Sets the _reverb_ preset (= echo parameters), passfilter (the direct sound) is unchanged. To get a list of all possible presets check: EFXPresets.cpp
Hint: You can change the preset at runtime via:
- /tset UseEFX [1|0]
- /tset snd_eaxpreset preset_name (may change to a real cmd in the future)
- /tset snd_filter %gainlf %gainhf (may " " " " " " " " )
passfilter
Note, you likely want to set these tags due to the fact that they are _not_ set by `preset`! So if you want to create a muffled sound you need to use them.
local mapinfo = {
...
sound = {
...
passfilter = {
gainlf = 1.0,
gainhf = 1.0,
},
...
},
...
}
- gainlf float [?]
- Default: ?, ?
- gainhf float [?]
- Default: ?, ?
reverb
Normally you just want use the `preset` tag but you can use handtweak a preset if wanted with the following tags. To know their function & ranges check the official OpenAL1.1 SDK document.
local mapinfo = {
...
sound = {
...
reverb = {
--density
--diffusion
--gain
--gainhf
--gainlf
--decaytime
--decayhflimit
--decayhfratio
--decaylfratio
--reflectionsgain
--reflectionsdelay
--reflectionspan
--latereverbgain
--latereverbdelay
--latereverbpan
--echotime
--echodepth
--modtime
--moddepth
--airabsorptiongainhf
--hfreference
--lfreference
--roomrollofffactor
},
},
...
}
resources
local mapinfo = {
...
resources = {
grassBladeTex = "",
grassShadingTex = "",
detailTex = "",
specularTex = "",
splatDetailTex = "",
splatDistrTex = "",
skyReflectModTex = "",
detailNormalTex = "",
lightEmissionTex = "",
},
...
}
- grassBladeTex string
- Specifies the texture to be used on the grass blades themselves. Green-yellow gradients make for some interesting effects. Defaults to the internally generated blade texture.
- grassShadingTex string
- Specifies the color variation of the grass across the map. This defaults to the minimap, so the grass color can match the map color.
- detailTex string
- Specifies the detail texture for the map, for examples and a library, see this sticky thread
- specularTex string
- ?
- splatDetailTex string
- ?
- splatDistrTex string
- ?
- skyReflectModTex string
- ?
- detailNormalTex string
- ?
- lightEmissionTex string
- ?
splats
local mapinfo = {
...
splats = {
texScales = {0.02, 0.02, 0.02, 0.02},
texMults = {1.0, 1.0, 1.0, 1.0},
},
...
}
- texScales float[4]
- Default: ?, Scale value for the splat texture in the RGBA channels respectively.
- texMults float[4]
- Default: ?, Value for the splat texture in the RGBA channels respectively.
atmosphere
local mapinfo = {
...
atmosphere = {
minWind = 5.0,
maxWind = 25.0,
fogStart = 0.1,
fogEnd = 1.0,
fogColor = {0.7, 0.7, 0.8},
sunColor = {1.0, 1.0, 1.0},
skyColor = {0.1, 0.15, 0.7},
skyDir = {0.0, 0.0, -1.0},
skyBox = "",
cloudDensity = 0.5,
cloudColor = {1.0, 1.0, 1.0},
},
...
}
- minWind float [?]
- Default: 5.0, The minimum amount of energy the wind on the map will give.
- maxWind ? [?]
- Default: 25, The maximum amount of energy the wind on the map will give.
- fogStart float [?]
- Default: 0.1, The distance from the camera at which the fog will start.
- fogEnd float [?]
- Default: ?, ?
- fogColor rgb
- Default: {0.7, 0.7, 0.8}, The color of the fog and the infinite plane below the world. The values are in the order Red, Green, Blue. However, giving values higher than 1.0 will give brighter fog and less than 0.0 will give darker.
- sunColor rgb
- Default: {1.0, 1.0, 1.0}, The color of the sun in the sky. The values are in the order Red, Green, Blue. This will also effect the size of the star. As the values increase (including over 1.0), the disc will get bigger; the inverse is also true.
- skyColor rgb
- Default: {0.1, 0.15, 0.7}, The color of the sky itself. The values are in the order Red, Green, Blue.
- skyDir float[3]
- Default: {?, ?, ?}, ?
- skyBox string
- Specify a .dds skybox (also called skycube) for examples and resources see this thread
- cloudDensity float [0.0-1.0]
- Default: 0.5, The percentage of clouds in the sky. 1=100% 0.5=50% etc.
- cloudColor rgb
- Default: {1.0, 1.0, 1.0}, The color of the clouds.
grass
local mapinfo = {
...
grass = {
bladeWaveScale = 1.0,
bladeWidth = 0.32,
bladeHeight = 4.0,
bladeAngle = 1.57,
bladeColor = {0.59, 0.81, 0.57},
},
...
}
- bladeWaveScale float [?]
- Default: 1, Specifies how much the wind should effect grass blade movement, as well as the amplitude of the grass motion. Setting it to 0 will stop grass animation.
- bladeWidth float [?]
- Default: 0.32, Specifies the width of each blade of grass.
- bladeHeight float [?]
- Default: 4.0, Specifies the length of each blade of grass
- bladeAngle float [0-?]
- Default: 1.57, Specifies the curvature of each blade of grass. Unit is radians. 0 means completely straight blades of grass.
- bladeColor rgb
- Default: {?, ?, ? }, does nothing when `grassBladeTex` is set
lighting
local mapinfo = {
...
lighting = {
--// dynsun
sunStartAngle = 0.0,
sunOrbitTime = 1440.0,
sunDir = {0.0, 1.0, 2.0, 1e9},
--// unit & ground lighting
groundAmbientColor = {0.5, 0.5, 0.5},
groundDiffuseColor = {0.5, 0.5, 0.5},
groundSpecularColor = {0.1, 0.1, 0.1},
groundShadowDensity = 0.8,
unitAmbientColor = {0.4, 0.4, 0.4},
unitDiffuseColor = {0.7, 0.7, 0.7},
unitSpecularColor = {0.7, 0.7, 0.7},
unitShadowDensity = 0.8,
specularExponent = 100.0,
},
...
}
- sunStartAngle ? [?]
- Default: ?, ?
- sunOrbitTime ? [?]
- Default: ?, ?
- sunDir float[3]
- Default: {0.0, 1.0,2.0} , The direction of the sun, which is normalized by Spring. The Y-axis is up.
- groundAmbientColor rgb
- Default: {0.5,0.5,0.5}, The ambient (non-sun-lit) color of ground, grass, trees and other features. The values are in the order Red, Green, Blue.
- groundDiffuseColor rgb
- Default: ?, The color of ground where it is fully sun lit (added to GroundAmbientColor). The values are in the order Red, Green, Blue.
- groundSpecularColor rgb
- Default: {0.1,0.1,0.1}, ? and its effect when a specular map is present?
- groundShadowDensity float [?]
- Default: 0.8, How far from the non shadowed to the ambient color stuff in shadow will go.
- unitAmbientColor float
- Default: {0.4,0.4,0.4}, The ambient (non-sun-lit) color of units and corpses.
- unitDiffuseColor rgb
- Default: ?, The color of units where they is fully sun lit (added to UnitAmbientColor). The color of units where they is fully sun lit (added to UnitAmbientColor).
- unitSpecularColor rgb
- Default: {0.7,0.7,0.7}, ?
- unitShadowDensity float [?]
- Default: 0.8, How far from the non shadowed to the ambient color stuff in shadow will go.
- specularExponent type [?]
- Default: ?, ?
water
local mapinfo = {
...
water = {
damage = 0.0,
repeatX = 0.0,
repeatY = 0.0,
absorb = {0.0, 0.0, 0.0},
baseColor = {0.0, 0.0, 0.0},
minColor = {0.0, 0.0, 0.0},
ambientFactor = 1.0,
diffuseFactor = 1.0,
specularFactor = 1.0,
specularPower = 20.0,
planeColor = {0.0, 0.4, 0.0},
surfaceColor = {0.75, 0.8, 0.85},
surfaceAlpha = 0.55,
diffuseColor = {1.0, 1.0, 1.0},
specularColor = {0.5, 0.5, 0.5},
fresnelMin = 0.2,
fresnelMax = 0.8,
fresnelPower = 4.0,
reflectionDistortion = 1.0,
blurBase = 2.0,
blurExponent = 1.5,
perlinStartFreq = 8.0,
perlinLacunarity = 3.0,
perlinAmplitude = 0.9,
windSpeed = 1.0, --// does nothing yet
shoreWaves = true,
forceRendering = false,
--// undefined == load them from resources.lua!
--texture = "",
--foamTexture = "",
--normalTexture = "",
--caustics = {
-- "",
-- "",
--},
},
...
}
- damage int [?]
- Default: 0, Number of hit points per game frame (30 frames per second) a unit will be damaged if it is in the water. i wonder if this can be made to give life...?
- repeatX ? [?]
- Default: ?, effects the filing frequency of the watertexture
- repeatY ? [?]
- Default: ?, effects the filing frequency of the watertexture
- absorb rgb
- Default: {0.0, 0.0, 0.0}, How fast different colors (RGB in order) are absorbed by the water. Can be used to make the water look murky at deeper sections and so on. How this works: the waterabsorb value for the color channel gets multiplied by the depth of the water at a point, and this product gets subtracted from WaterBaseColor, until WaterMinColor is reached. Example: WaterAbsorb is 0.01, for the red channel, and we want to know how much red will be left in the water at a Spring elevation of -100, since 0.01*100= 1 , at this depth, there will be no more red component in the water, unless WaterMinColor is higher than 0 on the red channel.
- baseColor rgb
- Default: {0.0, 0.0, 0.0}, The color of the water just beneath the surface plane. This is the starting color from which deeper waters will absorb more color. The values are in the order Red, Green, Blue.
- minColor rgb
- Default: {0.0, 0.0, 0.0}, The smallest values the water will go down to due to WaterAbsorb.
- ambientFactor ? [?]
- Default: ?, ?
- diffuseFactor ? [?]
- Default: ?, ?
- specularFactor ? [?]
- Default: 20, ?
- specularPower ? [?]
- Default: ?, ?
- planeColor rgb
- Default: {0.0, 0.4, 0.0}, This sets the color of the groundplane under the water outside the map boundaries
- surfaceColor rgb
- Default: {0.75, 0.8, 0.85}, The color of the water surface. Mostly affects the colors of the reflections off the top of the water. Has no effect on bump mapped water!
- surfaceAlpha float [0.0-1.0]
- Default: 0.55, Transparency of the water surface. 0 meaning almost fully transparent water plane(low amount of reflections visible), and 1 being nearly opaque (massive amount of reflections).
- diffuseColor rgb
- Default: value, This specifies the diffuse color of the water body. WARNING: use of this tag disables the effect of WaterAbsorb , in fact, this tag does nothing but disable WaterAbsorb. Avoid.
- specularColor rgb
- Default: {0.5, 0.5, 0.5}, ?
- fresnelMin ? [?]
- Default: 0.2, ?
- fresnelMax ? [?]
- Default: 0.3, ?
- fresnelPower ? [?]
- Default: 4.0, ?
- reflectionDistortion ? [?]
- Default: ?, How much the surface should distort reflections that are cause by waves not being level: ergo it adds more choppyness to your reflections sensible from 0 to 20
- blurBase ? [?]
- Default: ?, Something to do with blur, but it just seems to cause banding with values under 2 and corruption with values above 10
- blurExponent float [?]
- Default: ?, How much reflections on water surface should be blurred together with the water surface, lower values meaning clearer reflections, (0.2-5) Warning: above 5 seems to cause water corruption
- perlinStartFreq ? [?]
- Default: 8, Wave sizes, smaller = big waves, sensible: [1,20] (influence the wave sizes)
- perlinLacunarity ? [?]
- Default: 3, Defines the size of the perlin waves, small values being big waves ([0.2,5] is sensible)
- perlinAmplitude float [?]
- Default: 0.9, Base stillness of water surface, 0 is dead still, 1 is 'windy' .This doesnt affect the bump texture depth, besides the fact that this disables the bump texture when set to 0
- windSpeed ? [?]
- Default: ?, does nothing yet
- shoreWaves bool
- Default: ?, ?
- forceRendering bool
- Default: ?, ?
will have to ask about those undefined tags
teams
local mapinfo = {
...
teams = {
[0] = {startPos = {x = 2033, z = 852}},
[1] = {startPos = {x = 10134, z = 852}},
[2] = {startPos = {x = 0, z = 0}},
[3] = {startPos = {x = 0, z = 0}},
...
},
...
}
Holds an array of start positions
terrainTypes
local mapinfo = {
...
terrainTypes = {
[0] = {
name = "Default",
hardness = 1.0,
receiveTracks = true,
moveSpeeds = {
tank = 1.0,
kbot = 1.0,
hover = 1.0,
ship = 1.0,
},
},
[1] = {
...
},
...
},
...
}
Holds an array of start types where each element contains:
- name string
- A label for the terrain type.
- hardness float [0.0-1.0]
- Default: 1, Used as a multiplier against the mapinfo.mapHardness value. Can be used to make a particular terrain type softer or harder. A value of '1' will make it as hard as MapHardness, and 0.5 will make it half as hard.
- receiveTracks bool
- Default: true, Effects whether track decals will be placed on the ground from moving vehicles.
- moveSpeeds.tank float float [0.0-2.0]
- Default: 1.0, Speed multiplier for tanks when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type.
- moveSpeeds.kbot float [0.0-2.0]
- Default: 1.0, Speed multiplier for kbots when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type.
- moveSpeeds.hover float [0.0-2.0]
- Default: 1.0, Speed multiplier for hovercraft when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type.
- moveSpeeds.ship float [0.0-2.0]
- Default: 1, Speed multiplier for ships when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type.
custom
local mapinfo = {
...
custom = {
fog = {
color = {0.26, 0.30, 0.41},
height = "80%", --// allows either absolue sizes or in percent of map's MaxHeight
fogatten = 0.003,
},
precipitation = {
density = 30000,
size = 1.5,
speed = 50,
windscale = 1.2,
texture = 'LuaGaia/effects/snowflake.png',
},
},
...
}
- variable type [range]
- Default: value, text