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muczc1wek committed Jun 29, 2024
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5 changes: 4 additions & 1 deletion docs/zengin/scripts/extenders/ikarus/functions/objects.md
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# zCObjects
---
title: "zCObjects"
---
# Ikarus `zCObject` manipulation functions

Set of functions for working with `zCObject` and its subclasses instances.

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4 changes: 2 additions & 2 deletions docs/zengin/scripts/extenders/lego/userconstants.md
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Expand Up @@ -9,7 +9,7 @@ All constants that the user can either use or even change freely are defined in
These constants may only be used, not changed.

### Anim8
These constants are used by [Anim8](../applications/anim8.md#anim8_1) and [Anim8q](../applications/anim8.md#anim8q).
These constants are used by [Anim8](applications/anim8.md#anim8_1) and [Anim8q](applications/anim8.md#anim8q).

- `#!dae const int A8_Constant`
Constant movement speed
Expand Down Expand Up @@ -58,7 +58,7 @@ The following bit masks can be applied to the status of a button:
- `#!dae const int COL_Yellow`

### Gamestate
[Gamestate](../applications/gamestate.md) can assume these values:
[Gamestate](applications/gamestate.md) can assume these values:

- `#!dae const int Gamestate_NewGame`
New game started
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287 changes: 287 additions & 0 deletions docs/zengin/worlds/Classes/zCMaterial.md
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# zCMaterial

!!! abstract inline end "Quick Infos"
**Class Name:** `zCMaterial`<br/>
**Sources:**<br/>
[spacerhilfedatei.sph](https://wiki.worldofgothic.de/doku.php?id=spacer:hilfedatei)<br/>
[gothic-library.ru](http://gothic-library.ucoz.org/publ/class_zcmaterial/1-1-0-469)

`zCMaterial` class describes the properties of the game materials.

!!! Danger
`zCMaterial` objects are only saved in binary `.ZEN` files.

## Class members

=== "Gothic 1"

- zCMaterial
{: .sp-class}
- Internals
{: .sp-folder}
- [defaultMapping](#defaultmapping)
{: .sp-misc}
- [name](#name) = ""
{: .sp-string}
- [matGroup](#matgroup) = UNDEF
{: .sp-enum}
- [color](#color) = 255 255 255 255
{: .sp-color}
- [smoothAngle](#smoothangle) = 60
{: .sp-float}
- [texture](#texture) = ""
{: .sp-string}
- [texScale](#texscale) = 512 512
{: .sp-string}
- [texAniFPS](#texanifps) = 0
{: .sp-float}
- [texAniMapMode](#texanimapmode) = NONE
{: .sp-enum}
- [texAniMapDir](#texanimapdir) = 0 0
{: .sp-string}
- [noCollDet](#nocolldet) = FALSE
{: .sp-bool}
- [noLightmap](#nolightmap) = FALSE
{: .sp-bool}
- [lodDontCollapse](#loddontcollapse) = FALSE
{: .sp-bool}
- [detailObject](#detailobject) = ""
{: .sp-string}

=== "Gothic 2"

- zCMaterial
{: .sp-class}
- Internals
{: .sp-folder}
- [defaultMapping](#defaultmapping) = 2.34375 2.34375
{: .sp-misc}
- [name](#name) = ""
{: .sp-string}
- [matGroup](#matgroup) = UNDEF
{: .sp-enum}
- [color](#color) = 255 255 255 255
{: .sp-color}
- [smoothAngle](#smoothangle) = 60
{: .sp-float}
- [texture](#texture) = ""
{: .sp-string}
- [texScale](#texscale) = 512 512
{: .sp-string}
- [texAniFPS](#texanifps) = 0
{: .sp-float}
- [texAniMapMode](#texanimapmode) = NONE
{: .sp-enum}
- [texAniMapDir](#texanimapdir) = 0 0
{: .sp-string}
- [noCollDet](#nocolldet) = FALSE
{: .sp-bool}
- [noLightmap](#nolightmap) = FALSE
{: .sp-bool}
- [lodDontCollapse](#loddontcollapse) = FALSE
{: .sp-bool}
- [detailObject](#detailobject) = ""
{: .sp-string}
- [detailObjectScale](#detailobjectscale) = 1
{: .sp-float}
- [forceOccluder](#forceoccluder) = FALSE
{: .sp-bool}
- [environmentalMapping](#environmentalmapping) = FALSE
{: .sp-bool}
- [environmentalMappingStrength](#environmentalmappingstrength) = 1
{: .sp-float}
- [waveMode](#wavemode) = NONE
{: .sp-enum}
- [waveSpeed](#wavespeed) = FALSE
{: .sp-enum}
- [waveMaxAmplitude](#wavemaxamplitude) = 30
{: .sp-float}
- [waveGridSize](#wavegridsize) = 100
{: .sp-float}
- [ignoreSunLight](#ignoresunlight) = FALSE
{: .sp-bool}
- [alphaFunc](#alphafunc) = NONE
{: .sp-enum}

## Class member overview

### `defaultMapping` {: .sp-misc}
Default material mapping.

### `name` {: .sp-string}
Material name. In most cases corresponds to the name of the texture map.

### `matGroup` {: .sp-enum}
Sound accompaniment of the material. Must be specified to produce the correct sounds when moving across the specified material.

**Accepted values:**

- `UNDEF` - Undefined.
- `METAL` - Metal.
- `STONE` - Stone.
- `WOOD` - Wood.
- `EARTH` - Earth.
- `WATER` - Water.
- `SNOW` - Snow.

### `color` {: .sp-color}
Texture replacement color in RGBA format. Polygon is in this color until engine applies the texture.

### `smoothAngle` {: .sp-float}
Defines the angle of material smoothing between two faces.

### `texture` {: .sp-string}
Defines the name of the texture file used for the material, which also determines whether the texture is animated or static.

To create animated textures, add a suffix to the file name `_A0`, e.g., `NW_Fire_A0.TGA`, `NW_Fire_A1.TGA` etc. The texture `NW_Fire_A0.TGA` is the first frame. The game engine will automatically search your hard drive for remaining animation files.

### `texScale` {: .sp-string}
Defines the scaling along the X and Y axes. Assigns the necessary texture coordinates to polygons.

### `texAniFPS` {: .sp-float}
Defines the FPS (frames per seconds) of texture animation, but only if the texture is animated (`NAME_A0.*`).

### `texAniMapMode` {: .sp-enum}
Texture animation mode.

**Accepted values:**

- `NONE` - No texture animation.
- `LINEAR` - Linear texture animation.

### `texAniMapDir` {: .sp-string}
Defines the direction and movement speed of animated textures. The values should be significantly lower than 1 (For example 0.00005).

!!! Danger
The animation movement is only enabled when [`texAniMapMode`](#texanimapmode) is set to `LINEAR` mode.

### `noCollDet` {: .sp-bool}
Defines if collision detection is disabled.

**Accepted values:**

- `TRUE` - Collisions disabled.
- `FALSE` - Collisions enabled.

### `noLightmap` {: .sp-bool}
Defines if light map is disabled.

**Accepted values:**

- `TRUE` - Disable baking of light maps on the material.
- `FALSE` - Enable baking of light maps on the material.

### `lodDontCollapse` {: .sp-bool}
If you activate this option, the texture will not degrade when the camera moves away.

**Accepted values:**

- `TRUE` - Disable texture degradation.
- `FALSE` - Enable texture degradation.

!!! Note
To prevent the texture from being distorted, you can cancel the creation of a MipMap. It is advisable to use for small objects.

### `detailObject` {: .sp-string}
An option that allows you to complement the material with an additional texture.

### `detailObjectScale` {: .sp-float}
Tiling of the overlay image selected in the [`detailObject`](#detailobject) property.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `forceOccluder` {: .sp-bool}
No information provided.

**Accepted values:**

- `TRUE`
- `FALSE`

!!! Warning
This option is only available in Gothic II (Spacer2).

### `environmentalMapping` {: .sp-bool}
Environment mapping mode. Creates glare on the texture.

**Accepted values:**

- `TRUE` - Enable reflection mode.
- `FALSE` - Disable reflection mode.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `environmentalMappingStrength` {: .sp-float}
The strength of environmental reflection on a model.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `waveMode` {: .sp-enum}
Enable wave simulation mode. For example, `AMBIENT_GROUND` is used for water textures.

**Accepted values:**

- `NONE` - Wave simulation is disabled.
- `AMBIENT_GROUND` - Wave simulation is enabled.
- `GROUND` - No information.
- `AMBIENT_WALL` - No information.
- `WALL` - No information.
- `ENV` - No information.
- `AMBIENT_WIND` - No information.
- `WIND` - No information.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `waveSpeed` {: .sp-enum}
Wave speed.

**Accepted values:**

- `SLOW` - Slow.
- `NORMAL` - Normal.
- `FAST` - Fast.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `waveMaxAmplitude` {: .sp-float}
Maximum wave amplitude.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `waveGridSize` {: .sp-float}
Wave mesh size.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `ignoreSunLight` {: .sp-bool}
Defines if the material ignores sunlight (doesn't cast shadows).

**Accepted values:**

- `TRUE` - Ignore.
- `FALSE` - Don't ignore.

!!! Warning
This option is only available in Gothic II (Spacer2).

### `alphaFunc` {: .sp-bool}
Alpha channel blending function.

**Accepted values:**

- `NONE` - None.
- `MAT_DEFAULT` - Use texture alpha channel.
- `BLEND` - Mixing.
- `SUB` - Subtraction.
- `MUL` - Multiplication.
- `MUL2` - Multiplication 2.

!!! Warning
This option is only available in Gothic II (Spacer2).
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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