mesh
name example_mesh
# Material properties applied to a mesh apply to all faces
# that follow the setting. Mesh faces will alter their own
# properties without affecting the state of the mesh properties.
# The same pattern is used to apply physics drivers.
inside 5.5 4.5 1.2 # add an inside point (repeatable)
outside 0 0 1000 # add an outside point (repeatable)
vertex 100 200 300 # add a vertex (repeatable)
normal 1.0 0 0 # add a normal (repeatable)
texcoord 0.1 0.75 # add a texture coordinate (repeatable)
shift 0 0 0 # (repeatable)
scale 1 1 1 # (repeatable)
shear 0 0 0 # (repeatable)
spin angle nx ny nz # (repeatable)
phydrv example_phydrv # assign a physics driver
smoothbounce # ricochets use normals
noclusters # render each mesh face individually
# (this can be useful for occluders)
face # start a face (repeatable)
# faces must be convex polygons
vertices 1 4 0 3 5 # list of vertices (requires at least three)
normals 2 6 0 4 7 # list of normals (optional)
texcoords 0 3 2 4 9 # list of texture coordinates (optional)
phydrv example_phydrv # assign a physics driver
smoothbounce
noclusters
drivethrough
shootthrough
passable
material
endface # end the face
#
# This next element can be added to increase the rendering speed
# of the mesh object. If the client is capable of using this data,
# then it is used to draw the mesh instead of the face information.
#
drawInfo
dlist # display list for all material sets
decorative # older clients with not see this mesh
angvel <degrees> # rotation about initial Z axis
extents <minX> <minY> <minZ> <maxX> <maxY> <maxZ>
sphere <x> <y> <z> <radiusSquared>
corner <v> <n> <t> (repeatable)
vertex 0.0 0.0 0.0 (repeatable)
normal 0.0 0.0 0.0 (repeatable)
texcoord 0.0 0.0 (repeatable)
lod (repeatable)
lengthPerPixel <value>
matref <name> (repeatable)
dlist # display list for this material set
sphere <x> <y> <z> <radiusSquared>
points 0 (repeatable)
lines 0 1 (repeatable)
lineloop 0 1 (repeatable)
linestrip 0 1 (repeatable)
tris 0 1 2 (repeatable)
tristrip 0 1 2 (repeatable)
trifan 0 1 2 (repeatable)
quads 0 1 2 3 (repeatable)
quadstrip 0 1 2 3 (repeatable)
polygon 0 1 2 (repeatable)
end # matref
end # lod
end # drawInfo
end # mesh
meshes
- Mopar Madness
- Private First Class
- Posts: 169
- Joined: Mon Jul 03, 2006 3:31 am
meshes
the wiki help thing didnt really explain meshes that good, so i was wondering if someone could better explain the stuff in red:
- CannonBallGuy
- Private First Class
- Posts: 2083
- Joined: Wed Apr 12, 2006 1:31 am
- Contact:
Code: Select all
inside 5.5 4.5 1.2 # add an inside point (repeatable)
Code: Select all
outside 0 0 1000 # add an outside point (repeatable)
You probably don't need both, either define the inside OR the outside...
Code: Select all
shift 0 0 0 # (repeatable)
scale 1 1 1 # (repeatable)
shear 0 0 0 # (repeatable)
spin angle nx ny nz # (repeatable)
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
"go Play With Toys urself in a dark alley u donkey ******" - Lt-Kirby2007
Re: meshes
Code: Select all
drawInfo
Code: Select all
dlist # display list for all material sets
Code: Select all
decorative # older clients with not see this mesh
Code: Select all
angvel <degrees> # rotation about initial Z axis
Code: Select all
extents <minX> <minY> <minZ> <maxX> <maxY> <maxZ>
sphere <x> <y> <z> <radiusSquared>
Code: Select all
corner <v> <n> <t> (repeatable)
Code: Select all
lod (repeatable)
Code: Select all
lengthPerPixel <value>
Code: Select all
matref <name> (repeatable)
Code: Select all
dlist # display list for this material set
Code: Select all
sphere <x> <y> <z> <radiusSquared>
points 0 (repeatable)
lines 0 1 (repeatable)
lineloop 0 1 (repeatable)
linestrip 0 1 (repeatable)
Code: Select all
tris 0 1 2 (repeatable)
tristrip 0 1 2 (repeatable)
Code: Select all
trifan 0 1 2 (repeatable)
Code: Select all
quads 0 1 2 3 (repeatable)
quadstrip 0 1 2 3 (repeatable)
Code: Select all
polygon 0 1 2 (repeatable)
Code: Select all
end # matref
end # lod
end # drawInfo [/color]
end # mesh
Hmmm....If memory serves correctly:
The sphere keyword probably creates a sphere (if not, then it most likely creates a bounding sphere).
Point defines a 3D vertex in a mesh.
Corner contains an index to a vertex, a texture coordinate, and a normal.
Lines defines a line between two points (the two values following it are the indexes you wish to connect); kinda like tris.
Lineloop defines a series of lines between a series of points (again, you supply the indexes) that are closed.
Linestrip is similar to tristrip--create a series of connected lines.
Polygon is like tris, but takes any number of indexes.
Someone please correct me if I'm wrong.
The sphere keyword probably creates a sphere (if not, then it most likely creates a bounding sphere).
Point defines a 3D vertex in a mesh.
Corner contains an index to a vertex, a texture coordinate, and a normal.
Lines defines a line between two points (the two values following it are the indexes you wish to connect); kinda like tris.
Lineloop defines a series of lines between a series of points (again, you supply the indexes) that are closed.
Linestrip is similar to tristrip--create a series of connected lines.
Polygon is like tris, but takes any number of indexes.
Someone please correct me if I'm wrong.
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
- optic delusion
- Special Forces
- Posts: 1054
- Joined: Sat Sep 25, 2004 2:29 pm
- Location: Planet MoFo
- Contact:
OLD BZW MANPAGE
the new bzw manpage has an error, in the texture matrix definition, and some things that aren't really needed by newbie mappers. (You don't really need any of the LOD stuff)
I suggest you use the OLD manpage that I have made available for download here.
http://cbg.bzflag.org/images/A-Delusion/manpages_old/
I suggest you use the OLD manpage that I have made available for download here.
http://cbg.bzflag.org/images/A-Delusion/manpages_old/
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.