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Joe Shochet 24 years ago
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commit
bc52fb23a5
1 changed files with 10 additions and 62 deletions
  1. 10 62
      panda/src/doc/howto.MultiGenModelFlags

+ 10 - 62
panda/src/doc/howto.MultiGenModelFlags

@@ -1,9 +1,6 @@
-                                                               9/16/97
-
 
 
                            MULTIGEN MODEL FLAGS
                            MULTIGEN MODEL FLAGS
 
 
-
 This document describes the different kinds of model flags one can place in
 This document describes the different kinds of model flags one can place in
 the comment field of MultiGen group beads.  The general format for a model
 the comment field of MultiGen group beads.  The general format for a model
 flag is: 
 flag is: 
@@ -22,19 +19,20 @@ The most up-to-date version of this document can be found in:
 
 
 <egg> { <Model>      {1} }          Handle to show/hide, color, etc. a chunk
 <egg> { <Model>      {1} }          Handle to show/hide, color, etc. a chunk
 <egg> { <DCS>        {1} }          Handle to move, rotate, scale a chunk
 <egg> { <DCS>        {1} }          Handle to move, rotate, scale a chunk
-<egg> { <TexList>    {1} }          Handle to manage texture for a chunk
 <egg> { <ObjectType> {barrier} }    Invisible collision surface
 <egg> { <ObjectType> {barrier} }    Invisible collision surface
-<egg> { <ObjectType> {turnstile} }  Invisible 1-way collision surface
-<egg> { <ObjectType> {ghost} }      Visible object, no collisions
-<egg> { <ObjectType> {bubble} }     Collision sphere around geometry
-<egg> { <ObjectType> {missile} }    Collision sphere with "missile" event
 <egg> { <ObjectType> {trigger} }    Invisible trigger polygon
 <egg> { <ObjectType> {trigger} }    Invisible trigger polygon
-<egg> { <ObjectType> {eye-trigger}} Trigger which collides with avatar center
+<egg> { <ObjectType> {floor} }      Collides with vertical ray
+                                    (used to specify avatar height and zone)
+<egg> { <ObjectType> {sphere} }              Invisible sphere collision surface
+<egg> { <ObjectType> {trigger-sphere} }      Invisible sphere collision surface
+<egg> { <ObjectType> {camera-collide} }              Invisible collision surface for camera
+<egg> { <ObjectType> {camera-collide-sphere} }       Invisible collision surface for camera
+<egg> { <ObjectType> {camera-barrier} }      Invisible collision surface for camera and colliders
+<egg> { <ObjectType> {camera-barrier-sphere} }     Invisible sphere collision surface for camera and colliders
 <egg> { <ObjectType> {backstage} }  Modeling reference object
 <egg> { <ObjectType> {backstage} }  Modeling reference object
-<egg> { <Normal>     { 0 1 0 } }    Override and set normal for all verticies 
+<egg> { <Decal>      {1} }          Decal the node below to me 
+                                    (like a window on a wall)
 <egg> { <Scalar> fps { # } }        Set rate of animation for a pfSequence
 <egg> { <Scalar> fps { # } }        Set rate of animation for a pfSequence
-<egg> { <Scalar> no-fog {1} }       Immune to the effects of fog
-
 
 
 
 
 ***************************************************************************
 ***************************************************************************
@@ -65,10 +63,6 @@ common flag/value pairs and describes what they are used for.
    (like the <Model> flag) to show/hide, change the color, and change the
    (like the <Model> flag) to show/hide, change the color, and change the
    collision properties of a chunk.
    collision properties of a chunk.
 
 
-<egg> { <TexList> {1} }
-
-   Used to manage the textures of a chunk.
-
 
 
                       ********** BEHAVIORS **********
                       ********** BEHAVIORS **********
 
 
@@ -83,18 +77,8 @@ common flag/value pairs and describes what they are used for.
                                        -------     -------     -------
                                        -------     -------     -------
 <egg> { <ObjectType> {barrier} }                      X           X
 <egg> { <ObjectType> {barrier} }                      X           X
 
 
-<egg> { <ObjectType> {turnstile} }                    X           X
-
-<egg> { <ObjectType> {ghost} }            X                       X
-
-<egg> { <ObjectType> {bubble} }           X           X           X
-
-<egg> { <ObjectType> {missile} }          X           X           X
-
 <egg> { <ObjectType> {trigger} }                                  X
 <egg> { <ObjectType> {trigger} }                                  X
 
 
-<egg> { <ObjectType> {eye-trigger} }                              X
-
 <egg> { <ObjectType> {backstage} }
 <egg> { <ObjectType> {backstage} }
 
 
    Descriptions:
    Descriptions:
@@ -102,25 +86,10 @@ common flag/value pairs and describes what they are used for.
       -  BARRIERS are invisible objects that block the avatars.  Use these
       -  BARRIERS are invisible objects that block the avatars.  Use these
          to funnel avatars through doorways, keep them from falling off
          to funnel avatars through doorways, keep them from falling off
          bridges, and so on.
          bridges, and so on.
-      -  TURNSTILES are also invisible objects that block the avatars.
-         Unlike barriers, however, avatars approaching from behind the
-         turnstile will smoothly pass through, instead of being forcefully
-         yanked to the front.  These are intended to implement a one-way
-         wall, through which the avatar can go forward but not back (to
-         create a one-way hallway or alley, for example)
-      -  GHOSTS are visible objects that the avatars can move through.  Any
-         objects that have been surrounded by barriers should use this flag
-         to avoid unnecessary collision calculations.
-      -  BUBBLES and MISSILES surround a specified chunk with a collision
-         sphere whose center is at the average of all the vertices.
-         Missiles throw an event called "missile"
       -  TRIGGERS can be used to signal when avatars have entered a certain
       -  TRIGGERS can be used to signal when avatars have entered a certain
          area of the model.  One could place a trigger polygon in front of
          area of the model.  One could place a trigger polygon in front of
          a door, for example, so the player can tell when the avatar has
          a door, for example, so the player can tell when the avatar has
          moved through the door.
          moved through the door.
-      -  EYE-TRIGGERS check for collisions with the *center* of the mover
-         (and not its bounding sphere).  This is useful for visibility
-         calculations. 
       -  BACKSTAGE objects are not translated over to the player.  Modelers
       -  BACKSTAGE objects are not translated over to the player.  Modelers
          should use this flag on reference objects that they include to help 
          should use this flag on reference objects that they include to help 
          in the modeling task (such as scale references)
          in the modeling task (such as scale references)
@@ -141,19 +110,10 @@ common flag/value pairs and describes what they are used for.
 
 
 These are used to control properties of selected chunks. 
 These are used to control properties of selected chunks. 
 
 
-<egg> { <Normal> { 0 1 0 } }
-
-   Sets the normal of all vertices in a chunk to the specified value.
-   { 0 1 0 } is the value used for ramps which the avatars need to walk
-   up.  NOTE: You must have a space between values (i.e. 010 is not valid)
-
 <egg> { <Scalar> fps { frame-rate } }
 <egg> { <Scalar> fps { frame-rate } }
 
 
    This specifies the rate of animation for a pfSequence node
    This specifies the rate of animation for a pfSequence node
 
 
-<egg> { <Scalar> no-fog { 1 } }
-
-   This specifies that the geometry will be immune to the effects of fog
 
 
 ***************************************************************************
 ***************************************************************************
                                    NOTES
                                    NOTES
@@ -174,18 +134,6 @@ These are used to control properties of selected chunks.
    could also be written as:
    could also be written as:
 
 
    <egg>{<model>{1}<objecttype>{barrier}}
    <egg>{<model>{1}<objecttype>{barrier}}
-
-   A notable exception to the space rules is with the values of the
-   <Normal> flag.  There must be a space between the three components of
-   the normal
-
-                       <egg> { <Normal> { 0 1 0 } }
-
-   is valid
-
-                        <egg> { <Normal> { 010 } }
-
-   is *not*
          
          
 3) Where to place the flags
 3) Where to place the flags