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Japa edited this page Jul 3, 2016 · 15 revisions

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.

#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 Relative path to a Metallic 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 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.
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