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Author Topic:   Couple of questions about Entity Commands
Random Chaos (TC)
Member
posted November 25, 1999 03:41 PM            
How do the Trees render - what type of file is the .img that you use.

What is at position Bolton0? I know the other 3, I just can't figure this one out!

All the Pulse, Spew, and Wave commands - how do they work? Since I haven't seen them in game and they are not very intuitive...

What is the difference between SoundEnt and SoundEntity? I've seen both used.

I can figure out what most of the Guide and Spiral commands do - but I was wondering if you could tell me exactly what they do (I'd hat to make a mistake on a info file on my site).

BounceThreshold?
lockon?
lodbias?
sizebais?
mass? (as used in Explos)
randomtime?
rotatetime?
UseGroundColor and UseEnvTexture? (I have an idea...)

You have a ScaleMatrix...do you have any other matrix operations?

(BTW: I spent my train ride home going through the Entity files formulating a list of the commands...thats why all the questions all of a sudden)

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Random Chaos
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LDA Seumas
unregistered
posted November 26, 1999 02:34 PM           
The .img files are multi-image files containing 8-bit bitmaps; for the trees, they each have about 5 bitmaps showing the tree in question with no leaves up to full leaves, which is how the trees can lose their leaves a little bit more each time you ram into them gently.

Bolton0 is for the antenna that holds the flags.

SoundEnt vs. SoundEntity is just what I decided to type the day I wrote the properties for that Entity Class. And on that note since each Entity Class has its own personal set of properties (though some may be identical due to being children of a base class such as Mesh or Sprite), it's hard to tell which you're referring to without knowing the Class it's coming from. I've been working on a set of readme files which have been kept mostly up to date with the details of the properties for each Class; these will be included on the CD with the shipping game.

The ScaleMatrix is fairly unique, as it was added primarily to allow the laser beam meshes to be stretched out by the game. a lot of Mesh derived entities will probably ignore that property.

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-- Seumas McNally, Lead Programmer, Longbow Digital Arts

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Random Chaos (TC)
Member
posted November 28, 1999 08:01 PM            
Ok, so now, how are those .img files created?

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Random Chaos
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LDA Seumas
unregistered
posted November 28, 1999 11:23 PM           
Using a custom tool that puts them together. I'll release that with the rest of the Tread Marks tools once we ship.

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-- Seumas McNally, Lead Programmer, Longbow Digital Arts

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Random Chaos (TC)
Member
posted November 29, 1999 12:43 PM            
ok, good. Can't wait to make sheep trees...he he - just kidding!

No, can't wait to make other interesting things

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Random Chaos
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