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