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[Worlds] Styling corrections in zCVob article
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muczc1wek committed Jun 15, 2024
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34 changes: 17 additions & 17 deletions docs/zengin/worlds/Classes/zCVob/index.md
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Expand Up @@ -258,18 +258,18 @@ Indicates whether this object should display its visual.

**Accepted values:**

- **TRUE** - Display.
- **FALSE** - Do not display.
- `TRUE` - Display.
- `FALSE` - Do not display.


### `visualCamAlign` {: .sp-enum}
Option to align objects relative to the camera.

**Accepted values:**

- **NONE** - Not used.
- **YAW** - The object always faces the player.
- **FULL** - The object is aligned relative to the world axes.
- `NONE` - Not used.
- `YAW` - The object always faces the player.
- `FULL` - The object is aligned relative to the world axes.

!!! Note
This may be used with grass or flowers which only consist of a 2-dimensional sprite to have it always face the camera.
Expand All @@ -279,9 +279,9 @@ Wind simulation option. Used in conjunction with the [visualAniModeStrength](#vi

**Accepted values:**

- **NONE** - Not used.
- **WIND** - Strong wind effect. Acceptable for herbs.
- **WIND2** - Light wind effect. Acceptable for trees.
- `NONE` - Not used.
- `WIND` - Strong wind effect. Acceptable for herbs.
- `WIND2` - Light wind effect. Acceptable for trees.

!!! Warning
This option is only available in Gothic II (Spacer2).
Expand All @@ -307,28 +307,28 @@ Determines if the virtual object will collide with the static objects (world mes

**Accepted values:**

- TRUE - Collide with static objects.
- FALSE - Don't collide static objects.
- `TRUE` - Collide with static objects.
- `FALSE` - Don't collide static objects.

!!! Tip
A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to **TRUE**, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move.
A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to `TRUE`, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move.

### `cdDyn` {: .sp-bool}
Determines if the virtual object will collide with dynamic objects (NPCs, items, etc.). This basically determines if the object has collision during gameplay.

**Accepted values:**

- **TRUE** - Collide with dynamic objects.
- **FALSE** - Don't collide with dynamic objects.
- `TRUE` - Collide with dynamic objects.
- `FALSE` - Don't collide with dynamic objects.


### `staticVob` {: .sp-bool}
Determines if the VOB is taken into consideration in static lighting calculations in Indoor spaces. Usually enabled in decorative Vobs, but some of the interactive ones have it disabled.

**Accepted values:**

- **TRUE** - Calculate the shadow of the object.
- **FALSE** - Do not calculate the shadow of the object.
- `TRUE` - Calculate the shadow of the object.
- `FALSE` - Do not calculate the shadow of the object.

!!! Note
The shadow is calculated when compiling light in Low, Middle or High mode.
Expand All @@ -338,8 +338,8 @@ Indicates whether the object will cast a shadow when affected by dynamic light (

**Accepted values:**

- **DS_NONE** - No shadow.
- **DS_BLOB** - Casts a circular shadow.
- `DS_NONE` - No shadow.
- `DS_BLOB` - Casts a circular shadow.

### `zbias` {: .sp-int}
The depth-bias for this virtual object.
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