Difference between revisions of "Overgrowth Levels"

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m (Sky)
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==Sky==
 
==Sky==
'''<DomeTexture>''' - Filepath to the texture of the skybox. Some already exist in Data/Textures/skies/
+
'''<DomeTexture>''' - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/
  
 
'''<SunAngularRad>''' - Size of Sun in Radians?
 
'''<SunAngularRad>''' - Size of Sun in Radians?

Revision as of 20:30, 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>
    <ColorMap>[path here]</ColorMap>
    <WeightMap>[path here]</WeightMap>
    <DetailMaps>
        <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/FILE.tga</DomeTexture>
    <SunAngularRad>0.123456</SunAngularRad>
    <SunColorAngle>6.8534</SunColorAngle>
    <RayToSun r0="0.123456" r1="0.123456" r2="0.123456" />
    <ExtraAO>0</ExtraAO>
</Sky>

<Objectives>[objective here]</Objectives>
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect

Header

<Type> - ??

<Name> - ??

<Description> - ??

<Shader> - ??

Terrain

<HeightMap> - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.

<ColorMap> - A .tga file which 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.

<WeightMap> - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.

<DetailMap> - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a "gravel" sound when interacted with.

Sky

<DomeTexture> - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/

<SunAngularRad> - Size of Sun in Radians?

<SunColorAngle> - ??

<RayToSun r0="0.0" r1="0.0" r2="0.0" /> - ??