Architecture:Map Object Format: Difference between revisions

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== Example Map Object Model ==
== Example Map Object Model ==


The following XML structure describes a simple [[Architecture:Map Module#Map Objects and Shapes|Map Object]] that has been [[Architecture:Base Module#Data Persistence|serialized]].
The following XML structure describes a simple [[Architecture:Map Module#Map Objects and Shapes|Map Object]] that has been [[Architecture:Base Module#Data Persistence|serialized]]. Usually you will not see or edit this structure, as the [[Tools:Modeller:Contents|Modeller]] tool will take care of that.


   <?xml version="1.0"?>
   <?xml version="1.0"?>
   <Data>
   <Data>
     <list id="entity">
     <list id="model">
       <list id="model">
       <list id="default">
        <string id="state">default</string>
         <list id="shape">
         <list id="default">
           <u_int16 id="num">1</u_int16>
           <list id="shape">
          <list id="cube">
            <u_int16 id="num">1</u_int16>
            <string id="p3d">[0, 0, 0]</string>
            <list id="cube">
            <string id="p3d">[40, 0, 0]</string>
              <string id="p3d">[0, 0, 0]</string>
            <string id="p3d">[40, 40, 0]</string>
              <string id="p3d">[40, 0, 0]</string>
            <string id="p3d">[0, 40, 0]</string>
              <string id="p3d">[40, 40, 0]</string>
            <string id="p3d">[0, 0, 5]</string>
              <string id="p3d">[0, 40, 0]</string>
            <string id="p3d">[40, 0, 5]</string>
              <string id="p3d">[0, 0, 5]</string>
            <string id="p3d">[40, 40, 5]</string>
              <string id="p3d">[40, 0, 5]</string>
            <string id="p3d">[0, 40, 5]</string>
              <string id="p3d">[40, 40, 5]</string>
              <string id="p3d">[0, 40, 5]</string>
            </list>
           </list>
           </list>
         </list>
         </list>
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== Parameters of a Map Object ==
== Parameters of a Map Object ==


A [[Architecture:Map Module#Map Objects and Shapes|Map Object]] has two components: the <tt>model</tt> part contains the 'physical' properties of the object (its extend in world space), while the <tt>sprite</tt> part contains its [[Architecture:Gfx Module#Sprites|graphical representation]] (i.e. its looks). Model and sprite are grouped into an <tt>entity</tt>, the smallest piece used by the engine to compose the visual representation of the game world. Simple map objects are made of a single entity, but more complex objects can consist of multiple entities.
A [[Architecture:Map Module#Map Objects and Shapes|Map Object]] has two components: the <tt>model</tt> part contains the 'physical' properties of the object (its extend in world space), while the <tt>sprite</tt> part contains its [[Architecture:Gfx Module#Sprites|graphical representation]] (i.e. its looks). One placeable can consist of multiple models, each with its own sprite.


The <tt>model</tt> part of an entity is composed of one or more states that correspond to separate animations in the associated <tt>sprite</tt>. Each state is represented by a <tt>shape</tt>, which in turn is composed of one or more <tt>cube</tt>s. These are defined by the position of their 8 corner points (in pixels), relative to the bottom left corner of the corresponding animation.  
The <tt>model</tt> part of an entity is composed of one or more states that correspond to separate animations in the associated <tt>sprite</tt>. Each state is represented by a <tt>shape</tt>, which in turn is composed of one or more <tt>cube</tt>s. These are defined by the position of their 8 corner points (in pixels), relative to the bottom left corner of the corresponding animation.  

Latest revision as of 18:11, 27 November 2010

Example Map Object Model

The following XML structure describes a simple Map Object that has been serialized. Usually you will not see or edit this structure, as the Modeller tool will take care of that.

 <?xml version="1.0"?>
 
   <list id="model">
     <list id="default">
       <list id="shape">
         <u_int16 id="num">1</u_int16>
         <list id="cube">
           <string id="p3d">[0, 0, 0]</string>
           <string id="p3d">[40, 0, 0]</string>
           <string id="p3d">[40, 40, 0]</string>
           <string id="p3d">[0, 40, 0]</string>
           <string id="p3d">[0, 0, 5]</string>
           <string id="p3d">[40, 0, 5]</string>
           <string id="p3d">[40, 40, 5]</string>
           <string id="p3d">[0, 40, 5]</string>
         </list>
       </list>
     </list>
     <string id="sprite">data/gfx/map/ground/outside/grass/grass-ground.xml</string>
   </list>
 

It is a flat ground tile of size 40x40 and height of 5 (tiles with no height are not allowed, as that would break collision detection).

Parameters of a Map Object

A Map Object has two components: the model part contains the 'physical' properties of the object (its extend in world space), while the sprite part contains its graphical representation (i.e. its looks). One placeable can consist of multiple models, each with its own sprite.

The model part of an entity is composed of one or more states that correspond to separate animations in the associated sprite. Each state is represented by a shape, which in turn is composed of one or more cubes. These are defined by the position of their 8 corner points (in pixels), relative to the bottom left corner of the corresponding animation.

All cubes of all entities together, placed inside a bounding box, define the length (extension along the x axis), width (extension along the y axis) and height (extension along the z axis) of the map object.