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980399d142
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15c84afbe9
@ -3,7 +3,7 @@ THE PHILOSOPHY OF EGG FILES (vs. bam files)
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Egg files are used by Panda3D to describe many properties of a scene:
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Egg files are used by Panda3D to describe many properties of a scene:
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simple geometry, including special effects and collision surfaces,
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simple geometry, including special effects and collision surfaces,
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characters including skeletons, morphs, and multiple-joint
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characters including skeletons, morphs, and multiple-joint
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assignments, and character animation tables.
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assignments, and character animation tables.
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Egg files are designed to be the lingua franca of model manipulation
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Egg files are designed to be the lingua franca of model manipulation
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for Panda tools. A number of utilities are provided that read and
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for Panda tools. A number of utilities are provided that read and
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@ -168,8 +168,9 @@ appear before they are referenced.
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The remaining formats are generic and specify only the semantic
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The remaining formats are generic and specify only the semantic
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meaning of the channels. The size of the texels is determined by
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meaning of the channels. The size of the texels is determined by
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the width of the components in the image file. RGBA is the most
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the width of the components in the image file. RGBA is the most
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general; RGB is the same, but without any alpha channel. RGBM is
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general; RGB is the same, but without any alpha channel.
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like RGBA, except that it requests only one bit of alpha, if the
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RGBM is like RGBA, except that it requests only one bit of alpha, if the
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graphics card can provide that, to leave more room for the RGB
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graphics card can provide that, to leave more room for the RGB
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components, which is especially important for older 16-bit
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components, which is especially important for older 16-bit
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graphics cards (the "M" stands for "mask", as in a cutout).
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graphics cards (the "M" stands for "mask", as in a cutout).
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@ -211,7 +212,7 @@ appear before they are referenced.
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Although less often used, for 3-d textures wrapw may also be
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Although less often used, for 3-d textures wrapw may also be
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specified, and it behaves similarly to wrapu and wrapv.
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specified, and it behaves similarly to wrapu and wrapv.
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There are other legal values in addtional to REPEAT and CLAMP.
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There are other legal values in additional to REPEAT and CLAMP.
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The full list is:
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The full list is:
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CLAMP
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CLAMP
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@ -278,7 +279,7 @@ appear before they are referenced.
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/ (number of views).
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/ (number of views).
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<Scalar> read-mipmaps { flag }
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<Scalar> read-mipmaps { flag }
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If this flag is nonzero, then pre-generated mipmap levels will be
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If this flag is nonzero, then pre-generated mipmap levels will be
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loaded along with the texture. In this case, the filename should
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loaded along with the texture. In this case, the filename should
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contain a sequence of one or more hash mark ("#") characters,
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contain a sequence of one or more hash mark ("#") characters,
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@ -413,7 +414,7 @@ appear before they are referenced.
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<Scalar> combine-alpha-operand2 { src-alpha }
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<Scalar> combine-alpha-operand2 { src-alpha }
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<Scalar> saved-result { flag }
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<Scalar> saved-result { flag }
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If flag is nonzero, then it indicates that this particular texture
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If flag is nonzero, then it indicates that this particular texture
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stage will be supplied as the "last_saved_result" source for any
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stage will be supplied as the "last_saved_result" source for any
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future texture stages.
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future texture stages.
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@ -704,7 +705,7 @@ appear before they are referenced.
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<UV> [name] { u v [w] [tangent] [binormal] [morph-list] }
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<UV> [name] { u v [w] [tangent] [binormal] [morph-list] }
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This gives the texture coordinates of the vertex. This must be
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This gives the texture coordinates of the vertex. This must be
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specified if a texture is to be mapped onto this geometry.
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specified if a texture is to be mapped onto this geometry.
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The texture coordinates are usually two-dimensional, with two
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The texture coordinates are usually two-dimensional, with two
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component values (u v), but they may also be three-dimensional,
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component values (u v), but they may also be three-dimensional,
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@ -739,7 +740,7 @@ appear before they are referenced.
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meaning to custom code or a custom shader. Like named UV's, there
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meaning to custom code or a custom shader. Like named UV's, there
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may be multiple Aux entries for a given vertex, each with a
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may be multiple Aux entries for a given vertex, each with a
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different name.
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different name.
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<DynamicVertexPool> name { vertices }
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<DynamicVertexPool> name { vertices }
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@ -758,18 +759,18 @@ appear before they are referenced.
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At the present time, the DynamicVertexPool is not implemented in
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At the present time, the DynamicVertexPool is not implemented in
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Panda3D.
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Panda3D.
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GEOMETRY ENTRIES
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GEOMETRY ENTRIES
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<Polygon> name {
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<Polygon> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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}
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}
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A polygon consists of a sequence of vertices from a single vertex
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A polygon consists of a sequence of vertices from a single vertex
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@ -822,7 +823,7 @@ GEOMETRY ENTRIES
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used unless all vertices also have a normal. If no normal is
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used unless all vertices also have a normal. If no normal is
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defined, none will be supplied. The polygon normal, like the
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defined, none will be supplied. The polygon normal, like the
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vertex normal, may be morphed by specifying a series of <DNormal>
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vertex normal, may be morphed by specifying a series of <DNormal>
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entries.
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entries.
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The polygon normal is used only for lighting and environment
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The polygon normal is used only for lighting and environment
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mapping calculations, and is not related to the implicit normal
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mapping calculations, and is not related to the implicit normal
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@ -844,7 +845,7 @@ GEOMETRY ENTRIES
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disabled, and polygons are one-sided; specifying a nonzero value
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disabled, and polygons are one-sided; specifying a nonzero value
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disables backface culling for this particular polygon and allows
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disables backface culling for this particular polygon and allows
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it to be viewed from either side.
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it to be viewed from either side.
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<Scalar> bin { bin-name }
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<Scalar> bin { bin-name }
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@ -916,12 +917,12 @@ GEOMETRY ENTRIES
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or even within a texture.
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or even within a texture.
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<Patch> name {
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<Patch> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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}
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}
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A patch is similar to a polygon, but it is a special primitive that
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A patch is similar to a polygon, but it is a special primitive that
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@ -936,12 +937,12 @@ GEOMETRY ENTRIES
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specified for Patch.
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specified for Patch.
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<PointLight> name {
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<PointLight> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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}
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}
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A PointLight is a set of single points. One point is drawn for each
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A PointLight is a set of single points. One point is drawn for each
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@ -964,12 +965,12 @@ GEOMETRY ENTRIES
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viewer normally.
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viewer normally.
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<Line> name {
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<Line> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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[component attributes]
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[component attributes]
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}
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}
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@ -985,11 +986,11 @@ GEOMETRY ENTRIES
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line segment, as in TriangleStrip, below.
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line segment, as in TriangleStrip, below.
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<TriangleStrip> name {
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<TriangleStrip> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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[component attributes]
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[component attributes]
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}
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}
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@ -1013,7 +1014,7 @@ GEOMETRY ENTRIES
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It is possible for the individual triangles of a triangle strip to
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It is possible for the individual triangles of a triangle strip to
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have a separate normal and/or color. If so, a <Component> entry
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have a separate normal and/or color. If so, a <Component> entry
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should be given for each so-modified triangle:
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should be given for each so-modified triangle:
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<Component> index {
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<Component> index {
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<RGBA> { r g b a [morph-list] }
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<RGBA> { r g b a [morph-list] }
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<Normal> { x y z [morph-list] }
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<Normal> { x y z [morph-list] }
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@ -1024,11 +1025,11 @@ GEOMETRY ENTRIES
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must always follow the vertex list.
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must always follow the vertex list.
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<TriangleFan> name {
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<TriangleFan> name {
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[attributes]
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[attributes]
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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[component attributes]
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[component attributes]
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}
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}
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@ -1057,7 +1058,7 @@ itself doesn't support them and will always create static curves and
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surfaces. External tools like egg-qtess, however, may respect them.
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surfaces. External tools like egg-qtess, however, may respect them.
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<NURBSCurve> {
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<NURBSCurve> {
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[attributes]
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[attributes]
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<Order> { order }
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<Order> { order }
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<Knots> { knot-list }
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<Knots> { knot-list }
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@ -1083,7 +1084,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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<Scalar> type { curve-type }
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<Scalar> type { curve-type }
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This defines the semanting meaning of this curve, either XYZ, HPR,
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This defines the semantic meaning of this curve, either XYZ, HPR,
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or T. If the type is XYZ, the curve will automatically be
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or T. If the type is XYZ, the curve will automatically be
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transformed between Y-up and Z-up if necessary; otherwise, it will
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transformed between Y-up and Z-up if necessary; otherwise, it will
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be left alone.
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be left alone.
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@ -1107,16 +1108,16 @@ surfaces. External tools like egg-qtess, however, may respect them.
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<NURBSSurface> name {
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<NURBSSurface> name {
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[attributes]
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[attributes]
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<Order> { u-order v-order }
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<Order> { u-order v-order }
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<U-knots> { u-knot-list }
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<U-knots> { u-knot-list }
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<V-knots> { v-knot-list }
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<V-knots> { v-knot-list }
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<VertexRef> {
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<VertexRef> {
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indices
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indices
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<Ref> { pool-name }
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<Ref> { pool-name }
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}
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}
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}
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}
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A NURBS surface is an extension of a NURBS curve into two parametric
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A NURBS surface is an extension of a NURBS curve into two parametric
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@ -1137,7 +1138,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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These define the number of subdivisions to make in the U and V
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These define the number of subdivisions to make in the U and V
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directions to represent the surface. A uniform subdivision is
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directions to represent the surface. A uniform subdivision is
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always made, and trim curves are not respected (though they will
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always made, and trim curves are not respected (though they will
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be drawn in if the trim curves themselves also have a subiv
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be drawn in if the trim curves themselves also have a subdiv
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parameter). This is only intended as a cheesy visualization.
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parameter). This is only intended as a cheesy visualization.
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@ -1194,7 +1195,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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Although the egg syntax supports trim curves, there are at present
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Although the egg syntax supports trim curves, there are at present
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no egg processing tools that respect them. For instance, egg-qtess
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no egg processing tools that respect them. For instance, egg-qtess
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ignores trim curves and always tesselates the entire NURBS surface.
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ignores trim curves and always tessellates the entire NURBS surface.
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MORPH DESCRIPTION ENTRIES
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MORPH DESCRIPTION ENTRIES
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@ -1267,7 +1268,7 @@ GROUPING ENTRIES
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attributes of the group:
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attributes of the group:
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GROUP BINARY ATTRIBUTES
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GROUP BINARY ATTRIBUTES
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These attributes may be either on or off; they are off by default.
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These attributes may be either on or off; they are off by default.
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They are turned on by specifying a non-zero "boolean-value".
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They are turned on by specifying a non-zero "boolean-value".
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vertices; joints and morphs appearing outside of a hierarchy
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vertices; joints and morphs appearing outside of a hierarchy
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identified with a <Dart> flag are undefined.
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identified with a <Dart> flag are undefined.
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<Dart> { structured }
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This is an optional alternative for the <Dart> flag.
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By default, Panda will collapse all of the geometry in a group (with the <Dart> { 1 } flag)
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a single node. While this is optimal for conditions such as characters moving around
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a scene, it may be suboptimal for larger or more complex characters.
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This entry is typically generated by the egg-optchar program with the "-dart structured" flag.
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<Dart> { structured } implies <Dart> { 1 }.
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<Switch> { boolean-value }
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<Switch> { boolean-value }
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This attribute indicates that the child nodes of this group
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This attribute indicates that the child nodes of this group
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@ -1446,7 +1456,7 @@ GROUPING ENTRIES
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of the billboard, not at the origin of the scene.
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of the billboard, not at the origin of the scene.
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<SwitchCondition> {
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<SwitchCondition> {
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<Distance> {
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<Distance> {
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in out [fade] <Vertex> { x y z }
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in out [fade] <Vertex> { x y z }
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}
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}
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}
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}
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@ -1483,7 +1493,7 @@ GROUPING ENTRIES
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Valid types so far are:
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Valid types so far are:
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Plane
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Plane
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The geometry represents an infinite plane. The first polygon
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The geometry represents an infinite plane. The first polygon
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found in the group will define the plane.
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found in the group will define the plane.
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@ -1550,7 +1560,7 @@ GROUPING ENTRIES
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most compatibility.
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most compatibility.
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keep
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keep
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Don't discard the visible geometry after using it to define a
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Don't discard the visible geometry after using it to define a
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collision surface; create both an invisible collision surface
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collision surface; create both an invisible collision surface
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and the visible geometry.
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and the visible geometry.
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@ -1619,7 +1629,8 @@ GROUPING ENTRIES
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There may also be additional predefined egg object types not
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There may also be additional predefined egg object types not
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listed here; see the *.pp files that are installed into the etc
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listed here; see the *.pp files that are installed into the etc
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directory for a complete list.
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directory for a complete list. Additionally, you can reference
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the file located in $PANDA/src/doc/howto.MultiGenModelFlags
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<Transform> { transform-definition }
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<Transform> { transform-definition }
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@ -1683,9 +1694,9 @@ GROUPING ENTRIES
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current group, regardless of the group in which the geometry is
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current group, regardless of the group in which the geometry is
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actually defined. See the <Joint> description, below.
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actually defined. See the <Joint> description, below.
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<AnimPreload> {
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<AnimPreload> {
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<Scalar> fps { float-value }
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<Scalar> fps { float-value }
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<Scalar> num-frames { integer-value }
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<Scalar> num-frames { integer-value }
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}
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}
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One or more AnimPreload entries may appear within the <Group> that
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One or more AnimPreload entries may appear within the <Group> that
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@ -1720,7 +1731,7 @@ GROUPING ENTRIES
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geometry in the scene graph. The syntax is:
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geometry in the scene graph. The syntax is:
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<Instance> name {
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<Instance> name {
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<Ref> { group-name }
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<Ref> { group-name }
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[ <Ref> { group-name } ... ]
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[ <Ref> { group-name } ... ]
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}
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}
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@ -1746,8 +1757,8 @@ GROUPING ENTRIES
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and it may contain other joints.
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and it may contain other joints.
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A tree of <Joint> nodes only makes sense within a character
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A tree of <Joint> nodes only makes sense within a character
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definition, which is created by applying the <DART> flag to a group.
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definition, which is created by applying the <Dart> flag to a group.
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See <DART>, above.
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See <Dart>, above.
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The vertex assignment is crucial. This is how the geometry of a
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The vertex assignment is crucial. This is how the geometry of a
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character is made to move with the joints. The character's geometry
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character is made to move with the joints. The character's geometry
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@ -1790,7 +1801,7 @@ GROUPING ENTRIES
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bundles, or any one of the following (<Scalar> entries are optional,
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bundles, or any one of the following (<Scalar> entries are optional,
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and default as shown):
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and default as shown):
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<S$Anim> name {
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<S$Anim> name {
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||||||
<Scalar> fps { 24 }
|
<Scalar> fps { 24 }
|
||||||
<V> { values }
|
<V> { values }
|
||||||
}
|
}
|
||||||
@ -1844,7 +1855,7 @@ GROUPING ENTRIES
|
|||||||
an animation sequence.
|
an animation sequence.
|
||||||
|
|
||||||
|
|
||||||
<VertexAnim> name {
|
<VertexAnim> name {
|
||||||
<Scalar> width { table-width }
|
<Scalar> width { table-width }
|
||||||
<Scalar> fps { 24 }
|
<Scalar> fps { 24 }
|
||||||
<V> { values }
|
<V> { values }
|
||||||
@ -1913,6 +1924,10 @@ ANIMATION STRUCTURE
|
|||||||
animated model description. Without the <Dart> flag, joints will be
|
animated model description. Without the <Dart> flag, joints will be
|
||||||
treated as ordinary groups, and morphs will be ignored.
|
treated as ordinary groups, and morphs will be ignored.
|
||||||
|
|
||||||
|
It is important to note that utilizing <Dart> { 1 } will collapse all of the
|
||||||
|
model's geometry into a single node. To omit this, use <Dart> { structured } instead.
|
||||||
|
(See <Dart> above.)
|
||||||
|
|
||||||
In the above, UPPERCASE NAMES represent an arbitrary name that you
|
In the above, UPPERCASE NAMES represent an arbitrary name that you
|
||||||
may choose. The name of the enclosing group, CHARACTER_NAME, is
|
may choose. The name of the enclosing group, CHARACTER_NAME, is
|
||||||
taken as the name of the animated model. It should generally match
|
taken as the name of the animated model. It should generally match
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
This document describes the different kinds of model flags one can place in
|
This document describes the different kinds of model flags one can place in
|
||||||
the comment field of MultiGen group beads. The general format for a model
|
the comment field of MultiGen group beads. The general format for a model
|
||||||
flag is:
|
flag is:
|
||||||
<egg> { <FLAGNAME> {value} }
|
<egg> { <FLAGNAME> {value} }
|
||||||
|
|
||||||
The most up-to-date version of this document can be found in:
|
The most up-to-date version of this document can be found in:
|
||||||
@ -30,7 +30,7 @@ The most up-to-date version of this document can be found in:
|
|||||||
<egg> { <ObjectType> {camera-barrier} } Invisible collision surface for camera and colliders
|
<egg> { <ObjectType> {camera-barrier} } Invisible collision surface for camera and colliders
|
||||||
<egg> { <ObjectType> {camera-barrier-sphere} } Invisible sphere collision surface for camera and colliders
|
<egg> { <ObjectType> {camera-barrier-sphere} } Invisible sphere collision surface for camera and colliders
|
||||||
<egg> { <ObjectType> {backstage} } Modeling reference object
|
<egg> { <ObjectType> {backstage} } Modeling reference object
|
||||||
<egg> { <Decal> {1} } Decal the node below to me
|
<egg> { <Decal> {1} } Decal the node below to me
|
||||||
(like a window on a wall)
|
(like a window on a wall)
|
||||||
<egg> { <Scalar> fps { # } } Set rate of animation for a pfSequence
|
<egg> { <Scalar> fps { # } } Set rate of animation for a pfSequence
|
||||||
|
|
||||||
@ -52,12 +52,12 @@ common flag/value pairs and describes what they are used for.
|
|||||||
which one places the flag (so names like red-hut are more useful than
|
which one places the flag (so names like red-hut are more useful than
|
||||||
names like o34).
|
names like o34).
|
||||||
|
|
||||||
<egg> { <Model> {1} }
|
<egg> { <Model> {1} }
|
||||||
|
|
||||||
Used to show/hide, change the color, or change the collision properties
|
Used to show/hide, change the color, or change the collision properties
|
||||||
of a chunk.
|
of a chunk.
|
||||||
|
|
||||||
<egg> { <DCS> {1} }
|
<egg> { <DCS> {1} }
|
||||||
|
|
||||||
Used to move, rotate, or scale a chunk of the model. Also can be used
|
Used to move, rotate, or scale a chunk of the model. Also can be used
|
||||||
(like the <Model> flag) to show/hide, change the color, and change the
|
(like the <Model> flag) to show/hide, change the color, and change the
|
||||||
@ -91,7 +91,7 @@ common flag/value pairs and describes what they are used for.
|
|||||||
a door, for example, so the player can tell when the avatar has
|
a door, for example, so the player can tell when the avatar has
|
||||||
moved through the door.
|
moved through the door.
|
||||||
- BACKSTAGE objects are not translated over to the player. Modelers
|
- BACKSTAGE objects are not translated over to the player. Modelers
|
||||||
should use this flag on reference objects that they include to help
|
should use this flag on reference objects that they include to help
|
||||||
in the modeling task (such as scale references)
|
in the modeling task (such as scale references)
|
||||||
|
|
||||||
IMPORTANT NOTE:
|
IMPORTANT NOTE:
|
||||||
@ -108,7 +108,7 @@ common flag/value pairs and describes what they are used for.
|
|||||||
|
|
||||||
********** PROPERTIES **********
|
********** PROPERTIES **********
|
||||||
|
|
||||||
These are used to control properties of selected chunks.
|
These are used to control properties of selected chunks.
|
||||||
|
|
||||||
<egg> { <Scalar> fps { frame-rate } }
|
<egg> { <Scalar> fps { frame-rate } }
|
||||||
|
|
||||||
@ -124,7 +124,7 @@ These are used to control properties of selected chunks.
|
|||||||
Multiple Flag/value pairs can be combined within an single <egg> field.
|
Multiple Flag/value pairs can be combined within an single <egg> field.
|
||||||
For example:
|
For example:
|
||||||
|
|
||||||
<egg> { <Model> {1}
|
<egg> { <Model> {1}
|
||||||
<ObjectType> {barrier} }
|
<ObjectType> {barrier} }
|
||||||
|
|
||||||
Generally, the <Model> flag can be combined with most other flags
|
Generally, the <Model> flag can be combined with most other flags
|
||||||
@ -134,7 +134,7 @@ These are used to control properties of selected chunks.
|
|||||||
could also be written as:
|
could also be written as:
|
||||||
|
|
||||||
<egg>{<model>{1}<objecttype>{barrier}}
|
<egg>{<model>{1}<objecttype>{barrier}}
|
||||||
|
|
||||||
3) Where to place the flags
|
3) Where to place the flags
|
||||||
|
|
||||||
All model flags except <Normal> flags are generally placed in the
|
All model flags except <Normal> flags are generally placed in the
|
||||||
@ -154,6 +154,6 @@ These are used to control properties of selected chunks.
|
|||||||
4) Flags at different levels in the model
|
4) Flags at different levels in the model
|
||||||
|
|
||||||
Flags in lower level beads generally override flags in upper level
|
Flags in lower level beads generally override flags in upper level
|
||||||
beads.
|
beads.
|
||||||
|
|
||||||
5) For more detailed information see $PANDA/src/doc/eggSyntax.txt.
|
5) For more detailed information see $PANDA/src/doc/eggSyntax.txt.
|
||||||
|
Loading…
x
Reference in New Issue
Block a user