Difference between revisions of "Overgrowth Levels"
(Created page with "Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure: ===XML File=== <pre> <Terrain> <Heightmap>[path here]...") |
(more xml parameters) |
||
Line 3: | Line 3: | ||
===XML File=== | ===XML File=== | ||
<pre> | <pre> | ||
+ | <?xml version="2.0" ?> | ||
+ | |||
+ | <Type>saved</Type> | ||
+ | <Name></Name> | ||
+ | <Description></Description> | ||
+ | <Shader>post</Shader> | ||
+ | |||
<Terrain> | <Terrain> | ||
<Heightmap>[path here]</Heightmap> | <Heightmap>[path here]</Heightmap> | ||
Line 20: | Line 27: | ||
</DetailObjects> | </DetailObjects> | ||
</Terrain> | </Terrain> | ||
+ | |||
+ | <Sky> | ||
+ | <DomeTexture>Data/Textures/skies/blue3.tga</DomeTexture> | ||
+ | <SunAngularRad>0.112145</SunAngularRad> | ||
+ | <SunColorAngle>6.8534</SunColorAngle> | ||
+ | <RayToSun r0="-0.018092" r1="0.749923" r2="0.661278" /> | ||
+ | <ExtraAO>0</ExtraAO> | ||
+ | </Sky> | ||
<Objectives>[objective here]</Objectives> | <Objectives>[objective here]</Objectives> |
Revision as of 18:38, 13 February 2015
Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:
XML File
<?xml version="2.0" ?> <Type>saved</Type> <Name></Name> <Description></Description> <Shader>post</Shader> <Terrain> <Heightmap>[path here]</Heightmap> //image is a 16-bit grayscale png <ColorMap>[path here]</ColorMap> //image is a tga <WeightMap>[path here]</WeightMap> //image is a tga that uses RBG and Black values to blend detailmaps <DetailMaps> //used for tiling detail on the ground <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> </DetailMaps> <DetailObjects> //for grass and stuff <DetailObject obj_path="Data/Objects/Plants/Groundcover/Grass/WildGrass.xml" weight_path="Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png" normal_conform="0.900000" density="20.000000" min_embed="0.000000" max_embed="0.400000" min_scale="1.000000" max_scale="2.000000" view_distance="20.000000" jitter_degrees="10.000000" overbright="0.000000" /> </DetailObjects> </Terrain> <Sky> <DomeTexture>Data/Textures/skies/blue3.tga</DomeTexture> <SunAngularRad>0.112145</SunAngularRad> <SunColorAngle>6.8534</SunColorAngle> <RayToSun r0="-0.018092" r1="0.749923" r2="0.661278" /> <ExtraAO>0</ExtraAO> </Sky> <Objectives>[objective here]</Objectives> //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect
The xml contains references to a HeightMap, ColorMap, WeightMap, and multiple DetailMaps.
Height Map
This article is a stub. You should help Wolfire by expanding it.
The Height Map is a 16-bit grayscale image, with the value of each pixel corresponding to an elevation in the terrain.
Color Map
This article is a stub. You should help Wolfire by expanding it.
The Color Map maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.
Weight Map
This article is a stub. You should help Wolfire by expanding it.
The colors of the WeightMap is used to define which DetailMap to use on which part of the terrain.
Detail Maps
This article is a stub. You should help Wolfire by expanding it.
DetailMaps are used to tile various objects across the terrain, for example normal maps that give the impression of gravel, and the corresponding materialobject which generate a "gravel" sound when interacted with.