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Joe Shochet 2002-04-09 01:26:23 +00:00
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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:
<egg> { <Model> {1} } Handle to show/hide, color, etc. a chunk
<egg> { <DCS> {1} } Handle to move, rotate, scale a chunk
<egg> { <TexList> {1} } Handle to manage texture for a chunk
<egg> { <ObjectType> {barrier} } Invisible collision surface
<egg> { <ObjectType> {turnstile} } Invisible 1-way collision surface
<egg> { <ObjectType> {ghost} } Visible object, no collisions
<egg> { <ObjectType> {bubble} } Collision sphere around geometry
<egg> { <ObjectType> {missile} } Collision sphere with "missile" event
<egg> { <ObjectType> {trigger} } Invisible trigger polygon
<egg> { <ObjectType> {eye-trigger}} Trigger which collides with avatar center
<egg> { <ObjectType> {floor} } Collides with vertical ray
(used to specify avatar height and zone)
<egg> { <ObjectType> {sphere} } Invisible sphere collision surface
<egg> { <ObjectType> {trigger-sphere} } Invisible sphere collision surface
<egg> { <ObjectType> {camera-collide} } Invisible collision surface for camera
<egg> { <ObjectType> {camera-collide-sphere} } Invisible collision surface for camera
<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> {backstage} } Modeling reference object
<egg> { <Normal> { 0 1 0 } } Override and set normal for all verticies
<egg> { <Decal> {1} } Decal the node below to me
(like a window on a wall)
<egg> { <Scalar> fps { # } } Set rate of animation for a pfSequence
<egg> { <Scalar> 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 <Model> flag) to show/hide, change the color, and change the
collision properties of a chunk.
<egg> { <TexList> {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.
------- ------- -------
<egg> { <ObjectType> {barrier} } X X
<egg> { <ObjectType> {turnstile} } X X
<egg> { <ObjectType> {ghost} } X X
<egg> { <ObjectType> {bubble} } X X X
<egg> { <ObjectType> {missile} } X X X
<egg> { <ObjectType> {trigger} } X
<egg> { <ObjectType> {eye-trigger} } X
<egg> { <ObjectType> {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.
<egg> { <Normal> { 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)
<egg> { <Scalar> fps { frame-rate } }
This specifies the rate of animation for a pfSequence node
<egg> { <Scalar> no-fog { 1 } }
This specifies that the geometry will be immune to the effects of fog
***************************************************************************
NOTES
@ -175,18 +135,6 @@ These are used to control properties of selected chunks.
<egg>{<model>{1}<objecttype>{barrier}}
A notable exception to the space rules is with the values of the
<Normal> flag. There must be a space between the three components of
the normal
<egg> { <Normal> { 0 1 0 } }
is valid
<egg> { <Normal> { 010 } }
is *not*
3) Where to place the flags
All model flags except <Normal> flags are generally placed in the