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MeshContent
Used to define any 3D models used by Armok Vision.
#Valid Attributes:
Attribute | Description | Valid Values |
---|---|---|
file |
Relative path to an OBJ file to use for the mesh. | Any OBJ file |
normal |
Relative path to a Normal Map to use for the mesh. | Any PNG or JPG file. |
occlusion |
Relative path to an Ambient Occlusion Map to use for this mesh. | Any PNG or JPG file. |
alpha |
Relative path to an Alpha Map to use for this mesh. | Any PNG or JPG file. |
metallic |
Relative path to a Mettalic Map to use for this mesh. | Any PNG or JPG file. |
illumination |
Relative path to a Self-Illumination Map to use for this mesh. | Any PNG or JPG file. |
pattern |
Relative path to a Pattern Map to use on portions of this mesh that are not material-textured. | Any PNG or JPG file. |
specular |
Relative path to a Specular Map to use on portions of this mesh that are not material-textured. | 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. |