From bc52fb23a567fb4bf3f341b22d88e5c04d4cd3fc Mon Sep 17 00:00:00 2001 From: Joe Shochet Date: Tue, 9 Apr 2002 01:26:23 +0000 Subject: [PATCH] *** empty log message *** --- panda/src/doc/howto.MultiGenModelFlags | 72 ++++---------------------- 1 file changed, 10 insertions(+), 62 deletions(-) diff --git a/panda/src/doc/howto.MultiGenModelFlags b/panda/src/doc/howto.MultiGenModelFlags index a5d09d706f..ac67b7e93f 100644 --- a/panda/src/doc/howto.MultiGenModelFlags +++ b/panda/src/doc/howto.MultiGenModelFlags @@ -1,9 +1,6 @@ - 9/16/97 - MULTIGEN MODEL FLAGS - 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 flag is: @@ -22,19 +19,20 @@ The most up-to-date version of this document can be found in: { {1} } Handle to show/hide, color, etc. a chunk { {1} } Handle to move, rotate, scale a chunk - { {1} } Handle to manage texture for a chunk { {barrier} } Invisible collision surface - { {turnstile} } Invisible 1-way collision surface - { {ghost} } Visible object, no collisions - { {bubble} } Collision sphere around geometry - { {missile} } Collision sphere with "missile" event { {trigger} } Invisible trigger polygon - { {eye-trigger}} Trigger which collides with avatar center + { {floor} } Collides with vertical ray + (used to specify avatar height and zone) + { {sphere} } Invisible sphere collision surface + { {trigger-sphere} } Invisible sphere collision surface + { {camera-collide} } Invisible collision surface for camera + { {camera-collide-sphere} } Invisible collision surface for camera + { {camera-barrier} } Invisible collision surface for camera and colliders + { {camera-barrier-sphere} } Invisible sphere collision surface for camera and colliders { {backstage} } Modeling reference object - { { 0 1 0 } } Override and set normal for all verticies + { {1} } Decal the node below to me + (like a window on a wall) { fps { # } } Set rate of animation for a pfSequence - { no-fog {1} } Immune to the effects of fog - *************************************************************************** @@ -65,10 +63,6 @@ common flag/value pairs and describes what they are used for. (like the flag) to show/hide, change the color, and change the collision properties of a chunk. - { {1} } - - Used to manage the textures of a chunk. - ********** BEHAVIORS ********** @@ -83,18 +77,8 @@ common flag/value pairs and describes what they are used for. ------- ------- ------- { {barrier} } X X - { {turnstile} } X X - - { {ghost} } X X - - { {bubble} } X X X - - { {missile} } X X X - { {trigger} } X - { {eye-trigger} } X - { {backstage} } Descriptions: @@ -102,25 +86,10 @@ common flag/value pairs and describes what they are used for. - BARRIERS are invisible objects that block the avatars. Use these to funnel avatars through doorways, keep them from falling off bridges, and so on. - - TURNSTILES are also invisible objects that block the avatars. - Unlike barriers, however, avatars approaching from behind the - turnstile will smoothly pass through, instead of being forcefully - yanked to the front. These are intended to implement a one-way - wall, through which the avatar can go forward but not back (to - create a one-way hallway or alley, for example) - - GHOSTS are visible objects that the avatars can move through. Any - objects that have been surrounded by barriers should use this flag - to avoid unnecessary collision calculations. - - BUBBLES and MISSILES surround a specified chunk with a collision - sphere whose center is at the average of all the vertices. - Missiles throw an event called "missile" - TRIGGERS can be used to signal when avatars have entered a certain area of the model. One could place a trigger polygon in front of a door, for example, so the player can tell when the avatar has moved through the door. - - EYE-TRIGGERS check for collisions with the *center* of the mover - (and not its bounding sphere). This is useful for visibility - calculations. - BACKSTAGE objects are not translated over to the player. Modelers should use this flag on reference objects that they include to help in the modeling task (such as scale references) @@ -141,19 +110,10 @@ common flag/value pairs and describes what they are used for. These are used to control properties of selected chunks. - { { 0 1 0 } } - - Sets the normal of all vertices in a chunk to the specified value. - { 0 1 0 } is the value used for ramps which the avatars need to walk - up. NOTE: You must have a space between values (i.e. 010 is not valid) - { fps { frame-rate } } This specifies the rate of animation for a pfSequence node - { no-fog { 1 } } - - This specifies that the geometry will be immune to the effects of fog *************************************************************************** NOTES @@ -174,18 +134,6 @@ These are used to control properties of selected chunks. could also be written as: {{1}{barrier}} - - A notable exception to the space rules is with the values of the - flag. There must be a space between the three components of - the normal - - { { 0 1 0 } } - - is valid - - { { 010 } } - - is *not* 3) Where to place the flags