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net3d-0.08
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vehicle.txt
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1995-06-22
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220 lines
FILE FORMAT
-----------
A description of the format of the .v files read by the game.
Note that standard C preprocessor commands such as #include, #define
and so on are also available.
File: /* .v input file */
<Item> [<Item> ... ]
Item: /* something in the vehicle file */
<Vehicle>
<VehicleDef>
<Map>
<Lookout>
<Fade>
<Ground>
<Sky>
<Stars>
Vehicle: /* A tank, helicopter, fish, house, etc... */
vehicle CODE { <VehicleItem> [<VehicleItem> ... ] }
VehicleDef: /* Non-instanced definition of a vehicle */
vehicle CODE def { <VehicleItem> [<VehicleItem> ... ] }
VehicleItem: /* Part of the vehicle description */
<Name>
<Velocity>
<Angle>
<AngleVelocity>
<Offset>
<HP>
type <Type>
weapon <Weapon>
owner <Owner>
<Copy>
<Instance>
<Maximum>
<Seed>
<Spin>
<Ammo>
<VehicleScale>
<Object>
flying /* this vehicle is not subject to gravity */
Name: /* A short description of the vehicle */
name "DESCRIPTION"
Velocity: /* Initial speed of the vehicle */
velocity V
Angle: /* Initial direction of the vehicle */
angle A
AngleVelocity: /* Initial rotation speed of the vehicle */
angle_velocity AV
Offset: /* Values to be added to each object position */
offset X Y Z
HP: /* Initial hit points of the vehicle */
hp H
Type: /* Determines the actions of the vehicle */
tank
fish
bird
hover
fixedwing
scenery /* Can never be collided with */
static /* House or building */
thing /* Like static, but with moving parts */
bullet
missile
tree /* Can reproduce into more trees */
seedpod
gunsite
mine
weapon /* can be collected for weapon bonus */
Weapon: /* Armament of the vehicle */
none
tracer
bullet
shell
flame
missile /* Homes in on locked target */
chicken
plasmaballs
torpedo /* homes in like missile */
Owner: /* where the vehicle is controlled from */
player /*
game * For internal use only
network */
none /* initially unmanned */
Copy: /* Copy all attributes from another vehicle */
copy SOURCE
Instance: /* Copy all attributes from defined vehicle */
instance DEFINITION
Maximum: /* Set a motion maximum for this vehicle */
max velocity V /* fasted speed allowed */
max angle_vel A /* fasted rotation rate allowed */
max altitude A /* highest altitude */
max turret_ang A /* max vertical tilt of turret */
max treeheight H /* height at which this tree explodes */
Seed: /* For trees, the code of the vehicle seedpods become */
seed CODE
Spin: /* rates of spin about the X, Y and Z axes */
spin XSPIN YSPIN ZSPIN
spin random XSPIN YSPIN ZSPIN /* copies/instances have random spin */
Ammo: /* initial amount of ammunition for this vehicle */
ammo SHOTS
VehicleScale: /* scales objects of the vehicle so far defined */
scale XSCALE YSCALE ZSCALE
Object: /* A convex 3-d part of the vehicle */
object { <ObjectItem> [<ObjectItem> ... ] }
ObjectItem: /* Part of an object description */
<Position>
<Centre>
<Points>
<Face>
<Oscli>
<Bounce>
<Anglevel>
<Offset>
<Scale>
turret /* This object is part of the vehicle's gun turret */
counter /* Faces are defined counter-clockwise */
Position: /* Position which points are relative to */
at X Y Z
Centre: /* Where bullets are fired from in this object */
centre X Y Z
Points: /* The list of points of the object */
points { X Y Z [ X Y Z ... ] }
Face: /* On face of the object */
face COLOUR <FaceType> { POINT [ POINT ... ] }
FaceType: /* Fill style of this face */
f /* Only visible from one side */
p /* Plane visible from both sides */
w /* Wireframe */
l /* Line */
g /* Glass Plane */
c /* Sphere, point 0 is centre and point 1 surface */
s /* Partially Transparent Plane */
d /* A single point */
Oscli: /* Sinusoidal motion of a point */
oscli POINT RATE [ PHASE ] { X Y Z }
Bounce: /* Sin^2 motion of a point */
bounce POINT RATE [ PHASE ] { X Y Z }
Anglevel: /* Rate of rotation of this object */
angle_velocity RATE
Offset: /* values to be added to all points in the object */
offset X Y Z
Scale: /* values multiply by all points in the object by */
scale X Y Z
Rotate: /* Angle to rotate all points in the object by,
rotate ANG about the Z (vertical) axis */
Map: /* Landscape of the game world */
map WIDTH HEIGHT GROUNDSCALE ALTITUDE { <MapLine> [ <MapLine> ... ] }
MapLine: /* A row of the map */
/* A row of characters from A .. z, where A = altitude 0 and
* z = maximum altiude, given by ALTITUDE above. */
Lookout: /* Where view mode 2 looks from */
lookout X Y Z
Fade: /* Colour world fades to in the distance */
fadeto R G B /* RGB values from 0-65535 */
Ground: /* Colours of the ground and hills */
ground HILLS GROUND /* 1=grey, 2=green, 3=blue... */
ground none /* removes the ground */
Sky: /* Colour of the sky */
sky COLOUR
Stars: /* creates a number of stars/planets in the sky */
stars COUNT
COLOURS
-------
Unless otherwise specified, the colours used in the vehicle files are
defined as:
0 - 31 Unchanged from default colourmap
32 - 63 Grey shades, from black to white
64 - 95 Green shades
96 - 127 Blue shades
128 - 159 Red shades
160 - 191 Brown shades
192 - 223 Lilac shades
224 - 255 Cyan shades