The document outlines the specifications and syntax for defining fence products in a game environment, including parameters for models, placement, and behavior. It includes details on how to manage IDs, catalog descriptions, and various attributes such as whether the fence can be submerged or supports diagonal placement. Additionally, it provides guidelines for rendering and interaction with other game elements.
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Fences
The document outlines the specifications and syntax for defining fence products in a game environment, including parameters for models, placement, and behavior. It includes details on how to manage IDs, catalog descriptions, and various attributes such as whether the fence can be submerged or supports diagonal placement. Additionally, it provides guidelines for rendering and interaction with other game elements.
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# fences.
txt -- fence products
# # NOTE: A fence is a type of partition, and therefore is referred to # as a partition in the comments for those settings that are generic # to all partitions. # # NOTE: The IDs here are in the same number space as the IDs in # walls.txt and fenceArches.txt. Make sure there are no duplicates within or # between these files. # # NOTE: IDs must be less than 255. # # Syntax Summary # # catalogTextResource XXXX X # the name of the IFF file and the index of the stringset # within that file holding the strings to use for catalog # descriptions and related metadata. # # buildTipIndex x # the index of the string in the build tip stringset # that contains the build/decorating tip text that will be # appended to the catalog description of the following entries. # # fence X # used to start a new block for a fence product. Specifies the ID # the game uses internally to refer to this fence. # # railModel "XXXXX" # the name of the 3D resource representing the horizontal part of # the fence stretching between posts one game unit apart. # # diagRailModel "XXXXX" # the name of the 3D resource representing the horizontal part of # the fence stretching between posts sqrt(2) game units apart. # # postModel "XXXXX" # the name of the 3D resource representing the vertical part of # the fence anchoring one or more rails. # # mayChangeSurface [true|false] (default: false) # whether or not the user is allowed to change the surface treatment after creation. # # mayAttachObjects [true|false] (default: true) # whether or not it is allowed to attach objects to this partition style. # # requiresFlatBottom [true|false] (default: false) # whether or not this partition has a level bottom (that must remain level). # # requiresFlatTop [true|false] (default: false) # whether or not this partition has a level top (that must remain level). # # submersible [true|false] (default: false) # whether or not this partition can be placed in water. # # mayPlaceDiagonally [true|false] (default: true) # whether or not this partition supports placement diagonally across a tile # (as opposed to along a tile edge). # # verticalSpan [floorToFloor|floorToRoof|fixedHeight|floorToFloorBasedCeiling] (default: fixedHeight) # how to determine the top of the partition when rendering it. # ("floorToFloorBasedCeiling" differs from "floorToFloor" by having its top # level with the bottom of the floor thickness geometry on the level above, # rather than level with the floor above) # # blocksPlacement [true|false] (default: true) # whether or not this partition affects placement of objects and routing on # the same level as the partition. # # bearsLoad [true|false] (default: false) # whether or not this partition supports objects or build mode items on the # level above it. # # blocksLight [true|false] (default: false) # whether or not this partition prevents light (and sound) from passing through it. # # hasLightMap [true| false] (default: false) # whether or not this partition should have a light map applied to and calculated for it. # # notRendered # the graphics system will not render this partition. # # deleteTool [partition|roof|levelRoom|modularStairs] (default: partition) # says which user tool is allowed to delete this type of partition # (only one tool allowed per product) # # catalogTextIndex X # this informs the catalog at what index in the catalogTextStringSet # to find the descriptive text for the catalog item # # notInCatalog # used instead of "catalogTextIndex X" to designate this item should # not appear in the catalog UI