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MeshContent
Used to define any 3D models used by Armok Vision.
Textures can be defined per-mesh, in which case, any other outside definition is ignored, with the exception of pattern and specular maps, which are only applied on parts of the mesh labled as NoMaterial, and similar variants. Note that if one texture from a group is defined (Either NormalContent, TextureContent, or SpecialMapContent) all other textures also need to be defined as well.
#Valid Attributes:
Attribute | Description | Valid Values |
---|---|---|
file |
Relative path to an OBJ file to use for the mesh. | Any OBJ file |
normal |
See NormalContent | Any PNG or JPG file. |
occlusion |
See NormalContent | Any PNG or JPG file. |
alpha |
See NormalContent | Any PNG or JPG file. |
metallic |
See SpecialMapContent | Any PNG or JPG file. |
illumination |
See SpecialMapContent | Any PNG or JPG file. |
pattern |
See TextureContent | Any PNG or JPG file. |
specular |
See TextureContent | Any PNG or JPG file. |
rotation |
Defines how, if at all, the tile should be rotated around its own center. | See Below |
#OBJ File requirements Meshes need to fill a 2x2x3 box, with the origin of the file at bottom-center.
The mesh needs to be split up into different objects depending on which part of the mesh should get which material. For example, a mesh for an ore tile could use one material for the ore, while the rest of the tile would get the material of the surrounding layer stone.
##Valid object names
Name | Purpose | Used on | Shader |
---|---|---|---|
StaticMaterial |
Topmost material of the tile. This is what is shown in the game. | Landscape Tiles | Opaque |
BaseMaterial |
Tile material minus constructions. | Landscape Tiles | Opaque |
LayerMaterial |
Tile material minus any mineral veins. | Landscape Tiles | Opaque |
VeinMaterial |
Material of the mineral vein, if any. | Landscape Tiles | Opaque |
GrowthMaterial |
Material of plant growths, like leaves and fruits. | Growth Tiles | Opaque |
BuildingMaterial |
Material of workshops, furniture, etc. | Building Tiles | Opaque |
NoMaterial |
Parts of the mesh that are not effected by the tile material. | Landscape Tiles | Opaque |
NoMaterialBuilding |
Parts of buildings that are not effected by the building material. | Building Tiles | Opaque |
StaticCutout |
Topmost material of the tile. This is what is shown in the game. | Landscape Tiles | Cutout |
BaseCutout |
Tile material minus constructions. | Landscape Tiles | Stencil |
LayerCutout |
Tile material minus any mineral veins. | Landscape Tiles | Stencil |
VeinCutout |
Material of the mineral vein, if any. | Landscape Tiles | Stencil |
GrowthCutout |
Material of plant growths, like leaves and fruits. | Growth Tiles | Stencil |
BuildingMaterialCutout |
Material of workshops, furniture, etc. | Building Tiles | Stencil |
NoMaterialCutout |
Parts of the mesh that are not effected by the tile material. | Landscape Tiles | Stencil |
NoMaterialBuildingCutout |
Parts of buildings that are not effected by the building material. | Building Tiles | Stencil |
StaticTransparent |
Topmost material of the tile. This is what is shown in the game. | Landscape Tiles | Semitransparent |
BaseTransparent |
Tile material minus constructions. | Landscape Tiles | Semitransparent |
LayerTransparent |
Tile material minus any mineral veins. | Landscape Tiles | Semitransparent |
VeinTransparent |
Material of the mineral vein, if any. | Landscape Tiles | Semitransparent |
GrowthTransparent |
Material of plant growths, like leaves and fruits. | Growth Tiles | Semitransparent |
BuildingMaterialTransparent |
Material of workshops, furniture, etc. | Building Tiles | Semitransparent |
NoMaterialTransparent |
Parts of the mesh that are not effected by the tile material. | Landscape Tiles | Semitransparent |
NoMaterialBuildingTransparent |
Parts of buildings that are not effected by the building material. | Building Tiles | Semitransparent |
#Shaders There are three shaders that tile meshes can use, Opaque, Stencil, and Semitransparent.
##Opaque This is the default shader for everything. It does not support the alpha channel. Unless otherwise needed, everything should use this shader.
##Stencil This is for objects like grates, and foliage, which need transparency with sharp edges, and don't need anything to be partially transparent.
##Semitransparent This is for materials like glass and gems, which need to be partially transparent. This shader does not cast any shadows, making it good for windows.
#Rotation Tiles can be rotated around their own center, according to the surrounding tiles. These are the possible values:
Rotation Type | Usage |
---|---|
None |
No rotation is applied. |
AwayFromWall |
The model is rotated to face away from any adjacent walls, in 45 degree steps. |
Door |
The model is rotated to align itself between surrounding walls. Mainly for doors. |
BuildingDirection |
Some buildings, such as drawbridges, and mechanics, can be built rotated in the game. Use this to have the model respect that. |
Random |
The model is randomly rotated around the vertical axis. |
Random90 |
The model is randomly rotated around the vertical axis in 90 degree steps. |
TreeFlat |
The model is rotated horizontally to face outwards from the center of the tree. |
TreeRound |
The model is rotated to face away from the tree base. |
TreeRoundTall |
The model is rotated to face away from the tree base, but adjusted to look better on taller trees. |