User:Enetheru/Map Features

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Revision as of 23:40, 9 March 2013 by Enetheru (talk | contribs) (Enetheru moved page Enetheru:Map Features to User:Enetheru/Map Features: renamed as per flozi's instruction)
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seriously dammit I cant seem to categorise/organise the various models/animations etc inmy mind so that I can start on docs for them..

afaik, and this is arbitrary, there are CEG's, Features, Units, Buildings, but they are all basically the same thing, some have more detail than others..

so if we lump them under one heading like maps, whats the simplest, and then how can we extend that simple idea?

  • Static Model multiple pieces
  • textures
  • Corpses
  • animation scripts
  • particles
  • Shaders

And in what capacity can they be used in game?

  • map feature
  • effect
  • unit
  • building

Static Map Feature

mapcontainer.sdd/
   features/
      feature.lua
   objects3d/
      model.obj
      model_heirarchy.lua
   unittextures/
      textures.png

Scale

there is a 1:1 ratio for the obj model values to the pixel values of the ground texture. in other words, a 2x2 map that has a texture resolution of 1024x1024 can contain a model that is 1024x1024 dimensions

caveats

  • the tex1 image needs to have a completely black alpha channel so that team colours do not override the diffuse values.
  • the UV coordinates need to be mirrored on the V axis(y)(only when not using dds textures)
  • rotations clockwise (positive integer only) [0-65536] = [0-360] degrees
  • see also Trouble-shooting_s3o_units
  • not animatable/scriptable. features are designed to be static. if more complexity is required perhaps units or buildings are a better fit.

basic defaults

I want to create a table of defaults, for energy/metal/reclaimtime/mass/etc so that new features can be copy pasta'd etc. and i can put presets in my script. things like: dimensions of feature(x,y,z) type of feature(grass/shrub/tree/rock