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res | ||
ChooseDir.cpp | ||
ChooseDir.h | ||
ChooseTag.cpp | ||
ChooseTag.h | ||
ContinentCfg.cpp | ||
ContinentCfg.h | ||
ContinentPropertiesDlg.cpp | ||
ContinentPropertiesDlg.h | ||
easy_cfg.cpp | ||
easy_cfg.h | ||
ExportCBDlg.cpp | ||
ExportCBDlg.h | ||
ExportDlg.cpp | ||
ExportDlg.h | ||
MainFrm.cpp | ||
MainFrm.h | ||
master.cpp | ||
master.h | ||
master.rc | ||
MasterTree.cpp | ||
MasterTree.h | ||
n019003l.pfb | ||
NameEditDlg.cpp | ||
NameEditDlg.h | ||
ReadMe.txt | ||
resource.h | ||
StdAfx.cpp | ||
StdAfx.h |
**************** * Master Tools * **************** 3 Main directories : Continents / Backup / Trash ------------------------------------------------ A World (like Continents or Backup) is a group of directories. Each directory is a continent. And a continent is made by a file continent.cfg which contains basics information about the continent. A continent contains directories which represents regions Example of directories + Continents + Fyros + near_the_city + oasis oasis.flora oasisflora.prim fyros.tribe respawn.prim + near_holes continent.cfg fyros.continent + Matis + Tryker + Backup + Trash Backup/clean : keep the most recent version of all inside the backup including continent and tag (tags are all the Continents world at a certain date) Other launchable tools ---------------------- This tools regroup the 3 other tools in a common workspace. - WorldEditor : Easily generates landscapes and primitives - LogicEditor : Condition and trigger tools - Georges : Edit the monsters, the primitives description and so on With the master tool you can export vegetable through the landscape. Simply create a new form herited from a vegetable.dfn and edit it. The fields are + Include_patats A set of patats in which we will plant the "Plants" + Exclude_patats A set of patats in which the "Plants" will never appear + Plants A structure of plants + Name The name of the plant + Shape The .shape associated + Shadow The shape that will generate the shadows on the landscape + CollisionRadius The radius of the base of the plant (serve to plant it on the ground) + BundingRadius The minimum radius that between the center of the plant and another plant + Jitter_Pos The "randomness" of the position of the plants in the patat (from 0.0 (order) to 1.0 (random)) + Scale_Min Minimum scaling for all plants ( normal scale is 1.0) + Scale_Max Maximum scale for all plants + Put_On_Water Do we have to put the plant on the water ? + Water_Height If we put the plant on water at which height is the water. + Random_Seed Number between 0 and 4,294,967,295 that initialize the random generation WorldEditor ----------- WorldEditor needs some directories to functionnate : ZoneBitmaps (contains the .TGA from the max plugin) ZoneLigos (contains the .LIGOZONE from the max plugin) In the integrated mode (when launched from the master tool) you cannot paint zones. This functionnality is accessible when you execute the stand alone program which is just a DLL loader. You have access to the .prim edition of the zone and can link your primitives to contents (vegetable plants, construction, IA zones, etc.) with the georges tool. LogicEditor ----------- This is a stand alone tool. It does not need any system data. Georges ------- Georges needs a root directory with a subdirectory called "DFN" (This directory regroups the .DFN definition of a type class). RESTRICTIONS ************ Do not use prim.dfn, land.dfn nor logic.dfn in georges, else if you instanciate those you will get xxx.logic or something like that which could be not easy to differenciate from a worldeditor logic file.