File Grammar Guide

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File Grammar Guide

BigWorld Technology 1.9.1. Released 2008.
Software designed and built in Australia by BigWorld.
Level 3, 431 Glebe Point Road
Glebe NSW 2037, Australia
www.bigworldtech.com
Copyright © 1999-2008 BigWorld Pty Ltd. All rights reserved.
This document is proprietary commercial in confidence and access is restricted to authorised users. This document is
protected by copyright laws of Australia, other countries and international treaties. Unauthorised use, reproduction or
distribution of this document, or any portion of this document, may result in the imposition of civil and criminal penalties as
provided by law.

Table of Contents
1. Overview ...................................................................................................................................... 4
2. alias.xml ................................................................................................................................... 5
2.1. TypeDefinition section ................................................................................................... 5
3. BinSection files .......................................................................................................................... 7
4. ZipSection files .......................................................................................................................... 8
5. Brush files .................................................................................................................................... 9
6. capabilities.xml .................................................................................................................... 13
7. .cdata ........................................................................................................................................ 14
7.1. Contents ............................................................................................................................ 14
7.1.1. terrain2 resources ................................................................................................ 14
8. .chunk ........................................................................................................................................ 19
8.1. TransformSection .............................................................................................................. 24
9. common_options.xml ................................................................................................................ 25
10. dxenum.xml .............................................................................................................................. 26
11. EffectMaterial section ................................................................................................................. 27
12. exporter.xml .......................................................................................................................... 29
13. filters.xml ............................................................................................................................ 30
14. flags.xml ................................................................................................................................ 32
15. .font ........................................................................................................................................ 33
16. .gui .......................................................................................................................................... 36
16.1. SimpleGUIComponentSection ......................................................................................... 37
17. gui.xml .................................................................................................................................... 39
17.1. ItemSection ..................................................................................................................... 39
18. LightMapSection ........................................................................................................................ 43
19. material_kinds.xml .............................................................................................................. 44
20. .mfm .......................................................................................................................................... 45
21. .model ...................................................................................................................................... 46
22. modules.xml ............................................................................................................................ 53
23. .mvl .......................................................................................................................................... 55
24. navgen_settings.xml ............................................................................................................ 57
25. options.xml ............................................................................................................................ 59
25.1. CAT ................................................................................................................................. 59
25.2. ModelEditor .................................................................................................................... 59
25.3. ParticleEditor ................................................................................................................... 72
25.4. WorldEditor ..................................................................................................................... 74
26. PackedSection files ............................................................................................................... 104
27. paths.xml .............................................................................................................................. 106
28. .primitives ........................................................................................................................... 107
28.1. Vertex data section ......................................................................................................... 107
28.2. Index data section .......................................................................................................... 107
28.3. BSP data section ............................................................................................................ 108
29. shadows.xml ........................................................................................................................... 111
30. space.settings ..................................................................................................................... 112
31. .texanim ................................................................................................................................ 114
32. .texformat ............................................................................................................................ 115
33. texture_detail_levels.xml ............................................................................................... 117
34. ual_config.xml ..................................................................................................................... 118
35. .visual .................................................................................................................................. 119
35.1. NodeSection .................................................................................................................. 121
35.2. PortalSection .................................................................................................................. 121
36. visual_rules.xml ................................................................................................................. 123
37. .xml ........................................................................................................................................ 125
37.1. .xml .............................................................................................................. 125
37.2. .xml .................................................................................................... 127

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37.3.
37.4.
37.5.
37.6.
37.7.

.xml ................................................................................................................
.xml ........................................................................................
.xml ................................................................................................................
.xml ................................................................................................
.xml ..........................................................................................................
37.7.1. Sub system components ......................................................................................
37.7.2. Particle renderers .................................................................................................
37.7.3. Position/velocity vector generators .......................................................................
37.8. .xml ....................................................................................................................

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Chapter 1. Overview
This document details the grammar of the files used by BigWorld Technology, both on the client and the
server side.
Each section describes, apart from the file's grammar, its purpose in BigWorld, and where applicable,
references to further information on it.
The notation used in this document is described below:
▪ ? — File can have zero or one entry of this type.
▪ * — File can have zero or more entries of this type.
▪ + — File can have one or more entries of this type.
▪ +n — File can have n or more entries of this type.
This document describes the XML configuration files for the client engine and tools, and other files such as
models, visuals, terrains, space settings, etc...

Note
For details on BigWorld terminology, see the document Glossary of Terms.

4

Chapter 2. alias.xml
For more details on alias.xml, see the document Server Programming Guide's section Properties → Property
types → Alias of data types.
Used to create alias for data types and located under fantasydemo/res/scripts/entity_defs, the
grammar of alias.xml is described below:

* TypeDefinition
? dflt_val 



Grammar of fantasydemo/res/scripts/entity_defs/alias.xml

The list below describes the tags in alias.xml:
▪ alias_name
Alias for the type. This can be any string that is a valid XML tag.
▪ dflt_val
The default value must match the type specified in TypeDefinition.
For details, see the document Server Programming Guide's section Properties → Default values.
▪ TypeDefinition
For details, see “TypeDefinition section” on page 5 .

2.1. TypeDefinition section
The grammar for the TypeDefinition section is described below:
{  1
| {ARRAY | TUPLE} 2  TypeDefinition 
| FIXED_DICT 3

+
 TypeDefinition 


?
true|false 
? custom_type 4 
| USER_TYPE  custom_type 5 
}

Grammar of fantasydemo/res/scripts/entity_defs/alias.xml
1

See the document Server Programming Guide's section Properties → Primitive types.

5

TypeDefinition section
2
3
4
5

See the document Server Programming Guide's section Properties → Composite types → ARRAY and
TUPLE types.
See the document Server Programming Guide's section Properties → Composite types → FIXED_DICT
data type.
See the document Server Programming Guide's section Properties → Custom user types.
See the document Server Programming Guide's section Properties → Custom user types.

The list below describes the tags in alias.xml:
▪ ARRAY
Alias for a composite ARRAY data type.
For details on ARRAYs, see the document Server Programming Guide's section Properties → Composite
types → ARRAY and TUPLE types.
▪ FIXED_DICT
Alias for a composite FIXED_DICT data type.
For details on FIXED_DICT data types, see the document Server Programming Guide's section Properties
→ Composite types → FIXED_DICT data type.
▪ primitive_type
Alias for a primitive data type.
For a detailed list of primitive data types available to BigWorld properties, see the document Server
Programming Guide's section Properties → Primitive types.
▪ TUPLE
Same as ARRAY.
▪ USER_TYPE
Alias for a custom user type.
For details on custom user types, see the document Server Programming Guide's section Properties →
Custom user types.

6

Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence.

Chapter 3. BinSection files
A BinSection can be interpreted as a binary blob of data. It can also be viewed as containing other data
sections.
Currently, the binary files .anca, and .primitives use this format (for details on .primitive files, see
.primitives on page 107 ).
Described in BNF format, the file has the following format (the asterisk character —*— indicates that the
previous section might appear zero or more times):
 ::=   
 ::= * 1
 ::= * 
 ::= 
 ::= 

BinSection file format in BNF grammar
1

For each  there is a .

The list below describes the sections in the file:
▪ 
Binary data, padded to 4-byte boundary
▪ 
4-byte little endian integer, containing the length of respective .
▪ 
4-byte little endian integer, containing the length of section , excluding this entry.
▪ 
4-byte number 0x42A14E65 (65 4E A1 42 big endian).
▪ 
16-byte reserved data, containing the following fields:
▪ preloadLen — uint32 containing length of data when streamed in.
▪ version — uint32 containing a version number.
▪ modified — uint64 containing timestamp of last modification.
▪ 
4-byte little endian integer, containing length of the section's tag.
▪ 
Section's tag, padded to 4-byte boundary

7

Chapter 4. ZipSection files
A ZipSection can be interpreted as a collection of data sections. When stored, the ZipSection uses the
PKZIP file format (via the ZipFileSystem class) to group and compress multiple data sections, maintaining
hierarchical structure. A ZipSection file can be opened with any standard .zip file viewer.
A ZipSection is designed for use as a developer friendly format for easy access to it's held data. Whereas a
BinSection cannot be accessed outside the BigWorld framework, a ZipSection can be viewed, debugged
and edited externally. A ZipSection can also be used to only load specific portions of larger files. Unlike
the BinSection which is forced to load the entire data structure before decoding.
Note that data added to a ZipSection will automatically compressed when saved to disk.
Currently, the binary files .cdata, and .fxo use this format.

8

Chapter 5. Brush files
Brush files are used to store information used for terrain painting in WorldEditor.
They are described in the document Content Tools Reference Guide's sections Panel Summary → Terrain
Texturing Panel.
The grammar is listed below:










string
file
float
float
float float float float
float float float float
integer
[true|false]











[true|false] float float float float

[true|false] float float float float [true|false] [true|false] float float float float float float float float file [true|false] + [true|false] float float float float float float float
Grammar of brush files 9 The list below describes the tags in brush files: ▪ h1 (section heightMask) The minimum height in meters at which the height mask will be fully off. Heights below this value will not get painted. Heights between h1 and h2 are painted with a strength that varies from zero strength at h1 meters to full strength at h2. ▪ h2 (section heightMask) The minimum height in meters at which the height mask will be fully on. Heights between h1 and h2 are painted with a strength that varies from zero strength at h1 meters to full strength at h2. Heights between h2 and h3 are painted with full strength. ▪ h3 (section heightMask) The maximum height in meters at which the height mask will be fully on. Heights between h2 and h3 are painted with full strength. Heights between h3 and h4 are painted with a strength that varies from full strength at h3 meters to zero strength at h4. ▪ h4 (section heightMask) The maximum height in meters at which the height mask will be fully off. Heights between h3 and h4 are painted with a strength that goes from full strength at h3 meters to zero strength at h4. Heights above h4 will not get painted. ▪ heightmask (section textureMask) This is used to determine whether the height mask is enabled. ▪ includeProj This is used to determine whether the texture mask compares texture projections as well as the texture name when choosing which layers to replace. ▪ invert (section textureMask) Invert the sense of the texture mask. If this is false then painting with the texture mask will replace the masked texture. If this is true then painting with the texture mask will replace everything except the masked texture. ▪ opacity The opacity of the brush. The scale is 0 is completely transparent and 255 is completely solid. ▪ minSat (section noiseMask) This is the minimum saturation value of the noise as a number between 0.0 and 1.0. All noise values below this value get set to the minimum strength (minStrength). ▪ minimumStrength (section noiseMask) This is the minimum strength of the noise mask as a number between 0.0 and 1.0. ▪ maxSat (section noiseMask) This is the maximum saturation value of the noise as a number between 0.0 and 1.0. All noise values above this value get set to the maximum strength (maxStrength). ▪ maximumStrength (section noiseMask) 10 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. This is the maximum strength of the noise mask as a number between 0.0 and 1.0. ▪ noiseMask This determines whether the noise mask is enabled. ▪ s1 (section slopeMask) The minimum angle in degrees at which the slope mask will be fully off. Slopes below this value will not get painted. Slopes between s1 and s2 are painted with a strength that varies from zero strength at s1 degrees to full strength at s2. ▪ s2 (section slopeMask) The minimum angle in degrees at which the slope mask will be fully on. Slopes between s1 and s2 are painted with a strength that varies from zero strength at s1 degrees to full strength at s2. Slopes between s2 and s3 are painted with full strength. ▪ s3 (section slopeMask) The maximum slope in degrees at which the slope mask will be fully on. Slopes between s2 and s3 are painted with full strength. Slopes between s3 and s4 are painted with a strength that varies from full strength at s3 degrees to zero strength at s4. ▪ s4 (section slopeMask) The maximum slope in degrees at which the slope mask will be fully off. Slopes between s3 and s4 are painted with a strength that varies from full strength at s3 meters to zero strength at s4. Slopes above s4 will not get painted. ▪ seed (section noiseMask/noise/octave) The number used to seed the noise for this octave. Changing the seed allows for multiple copies of similar looking noise to be used. ▪ slopeMask This is used to determine whether the slope mask is enabled. ▪ strength The strength of the brush from 0.0 to 100.0. ▪ size The size of the brush in meters. ▪ texture ▪ Section root The name of the texture used to paint with. ▪ Section terrainMask The name of the texture to mask against. ▪ textureMask This determines whether texture masking is enabled. 11 ▪ type This identifies the brush type. Currently this is set to "TerrainPainting". ▪ uProjection ▪ Section root The u-projection of the brush. This combined with the vProjection defines an orthogonal coordinate system from which the yaw, pitch, roll and u/v scales are derived. ▪ Section terrainMask The u-projection of textures to mask against. ▪ uProjection The u-projection of the brush. This combined with the vProjection defines an orthogonal coordinate system from which the yaw, pitch, roll and u/v scales are derived. ▪ uvLocked If true then the u and v scales are locked to be the same. ▪ vProjection ▪ Section root The v-projection of the brush. This combined with the uProjection defines an orthogonal coordinate system from which the yaw, pitch, roll and u/v scales are derived. ▪ Section terrainMask The v-projection of textures to mask against. ▪ waveLength (section noiseMask/noise/octave) The size of an octave of noise in meters. ▪ weight (section noiseMask/noise/octave) The relative weight of an octave of noise. Octaves whose weights are larger will contribute more to the overall noise. 12 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 6. capabilities.xml For details on match triggers and capability flags, see: ▪ Document Client Programming Guide's section Scripting → Functional components → Action Matcher. ▪ Document Content Tools Reference Guide's section ModelEditor → Actions panel → Action Triggers dialog box. ▪ This chapter's .model on page 46 . Used to create alias for entity capabilities (which are then used to trigger or cancel actions by Action Matcher), and located under fantasydemo/res/scripts/common, the grammar of capabilities.xml is described below: * integer string string Grammar of fantasydemo/res/scripts/common/capabilities.xml The list below describes the tags in flags.xml: ▪ id Python-safe name of the capability, which can be used in scripts. ▪ name Name of the capability. ▪ state Number representing the capability. 13 Chapter 7. .cdata Named as .cdata, these files are defined under folder /spaces/, and contain binary terrain and lighting data. For details on the information held by this and other chunk files, see the document Client Programming Guide's section Chunks → Implementation files. For details on this and other zip files' grammar, see ZipSection files on page 8 . 7.1. Contents 7.1.1. terrain2 resources A terrain2 section is contained in a chunk's .cdata file. It contains all the resources for the terrain in a chunk. The different types of terrain data are described in BNF format in the following chapter. 7.1.1.1. heights sections The heights sections stores the height map for the terrain block. Multiple heights sections are stored in the block, one for each LOD level, each heights section stores data at half the resolution of the previous one. The heights sections are named as " heights? " where ? is replaced by a number. The highest res height map is stored in a section named heights the second highest in a section called heights1 all the way down to a map that stores 2x2 heights. This way if the height map resolution is 128x128, 7 height maps are stored in the file (heights, heights1, ... heights6) ::=
::= uint32 0x00706d68 (string "hmp\0") ▪ uint32 containing the width of the data ▪ uint32 containing the height of the data ▪ (unused) uint32 containing the compression type ▪ uint32 containing the version of the data, currently 4 ▪ float containing the minimum height of this block ▪ float containing the maximum height of this block 14 Contents ▪ 4 bytes of padding to make the header 16-byte aligned ▪ PNG compressed block of int32 storing the height in millimetres, dimensions = width * height from the header 7.1.1.2. layer sections The layer sections store the texture layers for the terrain block. Multiple layer sections are stored in the terrain block. Each section describes one texture layer. The layer sections are named " layer ? " where ? is replaced by a number greater than 1. I.e if the block has 3 layers, three layer sections will be stored ("layer 1", "layer 2", "layer 3") ::=
::= ::= uint32 0x00646c62 (string bld/0") ▪ uint32 containing the width of the data ▪ uint32 containing the height of the data ▪ (unused) uint32 containing the size of the entries in the layer data ▪ Vector4 containing the projection of the u coordinate of the texture layer ▪ Vector4 containing the projection of the v coordinate of the texture layer ▪ uint32 containing the version of the data, currently 2 ▪ 12 bytes of padding to make the header 16-byte aligned ▪ the length of the texturename string ▪ the name of the texture used by this layer 15 Contents ▪ png compressed block of uint8 defining the strength of this texture layer at each x/z position 7.1.1.3. normals & lodNormals sections The normals section stores the high resolution normal map for the terrain block. The lodNormals section stores the LOD normals for the height block, the LOD normals are generally 1/16th of the size of the normals. ::=
::= uint32 0x006d726e (string "nrm/0") ▪ uint32 containing the version of the data, currently 1 ▪ 8 bytes of padding to make the header 16-byte aligned ▪ png compressed block storing 2 signed bytes per entry for the x and z components of the normal the y component is calculate in the shader 7.1.1.4. holes section The holes section stores the holemap for the terrain block, this section is only stored when a terrain block has holes in it. ::=
::= uint32 0x006c6f68 (string "hol/0") ▪ uint32 containing the width of the data ▪ uint32 containing the height of the data ▪ uint32 containing the version of the data, currently 1 ▪ The hole data stored in a bit field of width * height, each row in the data is rounded up to 1 byte. If a bit is set to 1 it denotes a hole in the map. 16 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Contents 7.1.1.5. horizonShadows section The horizonShadows section stores the horizon shadows for the terrain block. ::=
::= uint32 0x00646873 (string "shd/0") ▪ uint32 containing the width of the data ▪ uint32 containing the height of the data ▪ (unused)uint32 containing the bits per entry in the data ▪ uint32 containing the version of the data, currently 1 ▪ 12 bytes of padding to make the header 16-byte aligned ▪ The shadow data, (uint16,uint16) * width * height, the horizon shadow data stores two angles between which there is no occlusion from any terrain or objects. 7.1.1.6. lodTexture.dds section The lodTexture.dds section stores the LOD texture for the terrain block. The LOD texture is a low resolution snapshot of all the texture layers blended together. The texture is stored in the DXT5 format. For more information about the dds texture format please refer to the DirectX documentation. 7.1.1.7. dominantTextures section The dominantTextures section stores the dominant texture map. The dominant texture map stores the texture with the highest blend for each x/z location in the terrain block. ::=
::= uint32 0x0074616d (string "mat/0") ▪ uint32 containing the version of the data, currently 1 17 Contents ▪ uint32 containing the number of textures referenced by the dominant texture map ▪ uint32 containing the size of the texture entries ▪ uint32 containing the width of the data ▪ uint32 containing the height of the data ▪ 8 bytes of padding to make the header 16-byte aligned ▪ numTextures entries of texNameSize size containing the names of the dominant textures referred to in this map. Texture names shorter than texNameSize are padded with 0 ▪ stored as a compressed bin section. byte array of width * height, each entry is an index into the texture names which indexes the dominant texture at the x/z location of the entry 18 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 8. .chunk Named as o.chunk (for outside chunks) and i.chunk (for inside chunks), these files are defined under folder /spaces/. Contains list of scene objects, texture sets, collision scene, etc... The .chunk file format specification is illustrated below: ?label ? [file.terrain|file.cdata/terrain] ?TransformSection 1 * ?label + file.model ? string float TransformSection 2 * 3 string * ? string string TransformSection 4 ? integer ? string PropertiesList * file.xml TransformSection 5 float float float float float float ?AmbientLightSection 67 *DirectionalLightSection *FlareSection 8 9 *OmniLightSection 10 *SpotLightSection 11 * float float float float 19 ? float float float float float file.cdata/navmesh integer integer Grammar of chunk file 1 2 3 4 5 6 7 8 9 10 11 See “TransformSection” on page 24 . See “TransformSection” on page 24 . Inside chunks only. See “TransformSection” on page 24 . See “TransformSection” on page 24 . Inside chunks only. See “.xml” on page 132 . See “.xml” on page 132 . See “.xml” on page 132 . See “.xml” on page 132 . See “.xml” on page 132 . The list below describes the tags in the chunk file: ▪ adjacentChunk (sections navPolySet/navPoly and waypointSet/waypoint) For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. ID of the navpoly adjacent to this vertex. ▪ AmbientLightSection For details, see “.xml” on page 132 . ▪ animation (section model) Tag for model animation section, which specifies animation file and frame rate multiplier. ▪ boundingBox Tag for chunk's bounding box section, which specifies its point of origin and end. ▪ consistency (section water) Consistency of the water: 0=fluid, 1=rigid ▪ DirectionalLightSection For details, see “.xml” on page 132 . ▪ entity 20 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Tag for entity section, which specifies settings for the models to be placed in the chunk, such as entity id, type, transform, entity-specific properties, etc.... ▪ FlareSection For details, see “.xml” on page 132 . ▪ frameRateMultiplier (section model/animation) The rate at which the animation will be sped up/slowed down. ▪ girth (sections navPolySet and waypointSet) For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Girth for which the navigation mesh was generated. For details on the relation between entity girth and navigation mesh generation, see the document Content Tools Reference Guide, chapter NavGen, Changing settings. ▪ height (sections navPolySet and waypointSet) For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Vertical range of the navpoly prism. ▪ hi (section waypointGenerationTime) The high 32 bits of the waypoint generation time. ▪ id (section entity) ID of the entity in the chunk. This can be used by scripts to reference the entity. ▪ instantiation (section entity) Where the entity should be instantiated: 0=server, 1=client ▪ lighting (section model) The name of the static lighting resource for this model. ▪ lo (section waypointGenerationTime) The low 32 bits of the waypoint generation time. ▪ max (section boundingBox) End point of the chunk's bounding box. ▪ min (section boundingBox) Starting point of the chunk's bounding box. ▪ minHeight (sections navPolySet and waypointSet) For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. The minimum height of values in the set. 21 ▪ model Tag for model section, which specifies settings for the models to be placed in the chunk, such as resource file, animation file, transform, lighting, etc.... ▪ name (section model/animation) File containing the animation for the model. The file will be located in the animations folder under the model file's folder, and the extension .animation will be automatically appended to it. For example if is myFolder/example.model, and is myAnimation, then the complete path/filename for the animation file is /myFolder/animations/ myAnimation.animation. ▪ navmesh For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Tag for navigation mesh section, which specifies its resource file. ▪ navPoly (section navPolySet) For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Tag for navpoly section, which specifies height, minimum height, its delimiting vertices, and optionally the vertex's adjacent chunk ID. ▪ navPolySet For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Tag for section specifying group of navpolys. ▪ OmniLightSection For details, see “.xml” on page 132 . ▪ orientation (section water) The yaw of the water. ▪ particles Tag for particle section, which specifies settings for the particles to be placed in the chunks, such as resource file and transform. ▪ properties (section entity) Tag for the entity-specific properties, containing PropertiesList section. ▪ PropertiesList (section entity/properties) List of entity-specific properties, as specified by the entity definition file. These are the persistent properties defined by the entity or the entity that it inherits from. 22 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. For details on entity definition files, see the document Server Programming Guide's section Physical Entity Structure for Scripting → The definition file. ▪ resource ▪ Section model File containing the model. For details on format of model files, see .model on page 46. The path is relative to the game's resources folder (). ▪ Section navmesh For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. Binary file containing navigation mesh data for the chunk. The path is relative to the chunk file's folder. ▪ Section particles File containing the particle system. For details on format of particle system files, see “.xml” on page 135 . The path is relative to the game's resources folder (). ▪ Section terrain File containing terrain settings such as height map, overlay data, and textures used. The path is relative to the chunk file's folder. ▪ SpotLightSection For details, see “.xml” on page 132 . ▪ tag (section entity) The tag of this instance, used to identify this particular instance of an entity. ▪ terrain Tag for terrain section, which specifies settings for the terrain to be placed in the chunk, such as resource file. ▪ tessellation (section water) The preferred distance between vertices in the water. ▪ TransformSection (main section and entity, model, and particles sections) For details, see “TransformSection” on page 24 . ▪ type (section entity) Type of the entity to be placed. BigWorld uses this value to determine the path/name of the entity definition file: /scripts/ entity_defs/.def For details on entity definition files, see the document Server Programming Guide's section Physical Entity Structure for Scripting → The definition file. ▪ vertex (sections navPolySet/navPoly and waypointSet/waypoint) 23 TransformSection For details, see the document Server Overview's section Server Components → CellApp → Navigation system, and Content Tools Reference Guide's section NavGen → Navpolys, vertices and adjacency. XY position of the navpoly's vertex. The third coordinate is used to store adjacency information for the edge formed between this vertex and the next — it is either the navpoly ID of the adjacent navpoly, or an encoding of an obstacle type. ▪ water Tag for water section, which specifies its position, orientation, size, etc... For details, see the document Client Programming Guide's section Chunks → Sway items. ▪ waypoint (section waypointSet) Tag for waypoint section, which specifies height, minimum height, its delimiting vertices, and optionally the vertex's adjacent chunk ID. ▪ waypointGenerationTime The filetime of the chunk the last time the waypoint was generated. ▪ waypointSet Tag for section specifying group of waypoint. 8.1. TransformSection The transform information contained in TransformSection depends on which of the following sections of the chunk file it appears: ▪ Main section ▪ The grammar for the TransformSection is described below: float float float float Grammar of TransformSection in visual file The list below describes the tags in TransformSection. ▪ row0, row1, row2, row3 Transform matrices to be applied to chunk, model, entity, or particle system. 24 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 9. common_options.xml The common_options.xml file was created to hold settings and options that are common to two or more BigWorld tools. The common_options.xml file format specification is illustrated below: ? [AUTO|ON|OFF] * string Grammar of common_options.xml file The list below describes the tags in the common_options.xml file: ▪ mode (section cooperative) Sets the way WorldEditor, ModelEditor and ParticleEditor should cooperate with each other and with other DirectX applications. Only three values are allowed: - AUTO: It's the recommended and default state, and ensures the BigWorld tools release their video memory when an application in the list below is running and the tool is in the background, but keeps DirectX resources if no other specified applications are running to improve performance. - ON: Always releases DirectX resources when it is switched to the background, to allow maximum compatibility with other applications, but makes switching between applications slower. - OFF: Never releases its DirectX resources, making application switching fast, but can result in problems and/or crashes when running multiple DirectX applications. ▪ app (section cooperative/apps) Specifies one or more executables that WorldEditor, ParticleEditor and ModelEditor should cooperate with. DOS-style wildcards can be used so, for example, if you include modeleditor*.exe in the list, the tools will cooperate with modeleditor.exe, modeleditor_debug.exe, modeleditor_eval.exe, etc. Multiple applications can be specified by including more than one tags, and applications don't have to be BigWorld tools. For example, you could include 3dsmax.exe and maya.exe to ensure smooth operation with those tools. 25 Chapter 10. dxenum.xml For details, see “.xml” on page 127 . 26 Chapter 11. EffectMaterial section Used by the EffectMaterial class, this section contains material information, and is part of the following file formats: ▪ .mfm — See .mfm on page 45 . ▪ .model — See .model on page 46 . ▪ .visual — See .visual on page 119 . The format of the EffectMaterial section is illustrated below: ? + ? ? + [ | | | | string file string file integer integer string_property_name file float float float float float [true|false] int ? int ? int ] Grammar of the EffectMaterial section The list below describes the tags in the EffectMaterial section: ▪ Bool (section property) Generic material property requiring a bool value. ▪ collisionFlagsA Specifies if the material will collide with models, or be affected by light and other effects. ▪ Float (section property) Generic material property requiring a float value (e.g., diffuseLightExtraModulation, selfIllumination, parallaxAspectRatio, parallaxScale, glowRatio, etc...) ▪ fx Effect resource. ▪ identifier Material name. ▪ Int (section property) 27 Generic material property requiring an int value (e.g., alphaReference, lightDir, etc...) ▪ materialKindA Material kind, used for sound and particle system This value is used to retrieve material information from file bigworld/res/system/data/material_kinds.xml. For details, see material_kinds.xml on page 44 . ▪ propertyA Tag for miscellaneous material properties. ▪ Texture (section property) Texture file to be assigned to the corresponding property (e.g., diffuseMap, heightMap, specularMap, normalMap, glowMap, etc...) ▪ Vector4 (section property) Generic material property requiring 4 float values (e.g., specularColour, vTransform, uTransform, materialSpecular, etc...) A — For details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Materials Settings panel. 28 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 12. exporter.xml For details on BigWorld's exporter for Maya, see the document Content Tools Reference Guide's section 3ds Max and Maya Exporters → Maya. Located under bigworld/tools/exporter/maya, the grammar of exporter.xml is listed below: ? ? ? ? float integer [true|false] [true|false] Grammar of bigworld/tools/exporter/maya.exporter.xml The list below describes the tags in bigworld/tools/exporter/maya.exporter.xml: ▪ allowScale Determines if transforms should be exported with scale (if set to true), or if transforms should be normalised before export (if set to false). ▪ bumpMapped Determines if additional information should be exported in order to allow object's use with normal mapping. ▪ exportMode Mode in which the object was exported last time. ▪ unitScale Scale used to translate Maya units to metres. Default is 0.1, which means that each Maya equals 0.1 metres. 29 Chapter 13. filters.xml Used by WorldEditor to configure the filters available in Terrain Filtering panel, this file is located under bigworld/tools/worldeditor/resources/data. From the pre-defined set of implemented filters, only the ones specified in this file will be listed in the Terrain Filtering panel's Filters list box (in the order in which they appear). For details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel. The grammar of filters.xml is listed below: * string float Vector3 Vector3 Vector3 float float [true|false] Grammar of filters.xml The list below describes the tags in filters.xml: ▪ constant Base of strength, used in conjunction with the strengthRatio tag. When refers to an actual filter, this value is used as strength directly (probably here it should be 0). When refers to the terrain height brush (used in the Terrain Height panelA), the final strength will be the product of constant and the value of Terrain Height panel's Strength field. ▪ filter Section specifying parameters either for a filter (displayed in Terrain Filtering panelB), or for the terrain height brush (used in Terrain Height panelA). ▪ included Determines if the filter will be listed in Terrain Filtering panelB. Defaults to true. ▪ index Deprecated tag — used to determine order in which filter was listed in Terrain Filtering panelB. ▪ kernel The 3 kernel tags (of type Vector3) compose an array of float[9]. Each float value represents the strength to be applied to a cell enclosed by the brush. 30 ▪ kernelSum Normally the sum of the 9 kernel values. The final height of a cell equals to: (nearby cell heights*corresponding kernel + strength*strengthRatio) / kernelSum ▪ name Name of the filter. The name is used to match the filter pre-defined in the source code, determining thus its working. If an invalid name is listed, then it will be displayed in Terrain Filtering panel'sB Filters list box, but will not be selectable. Possible values are: ▪ Extra Slow Smooth ▪ Slow Smooth ▪ Medium Smooth ▪ Fast Smooth ▪ Nice 'n' Smooth ▪ Sharpen ▪ Sharpen More ▪ Raise 20cm (the shipped file sets the included tag for this filter to false — this section configures Terrain Height panel'sA brush). ▪ strengthRatio Value to multiply by the Terrain Height panel'sA Strength field before recalculating new height. So, if this ratio is 0, no strength is available A — For details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel. B — For details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel. 31 Chapter 14. flags.xml Used by ModelEditor to display the material collision flags in the property view, this file is located under bigworld/tools/WorldEditor/Resources. For details on ModelEditor, see the document Content Tools Reference Guide's chapter ModelEditor. The grammar of flags.xml is listed below: * integer Grammar of bigworld/tools/modeleditor/Resources/flags.xml The list below describes the tags in flags.xml: ▪ collision_flag Option to be displayed in ModelEditor's Material Settings panel's Collision Flag drop-down list box . The underlying integer value is saved in the visual file. For details on the drop-down list box, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Materials Settings panel. For details on visual file's grammar, see .visual on page 119 . 32 Chapter 15. .font Mentioned in document Client Programming Guide's section Graphical User Interface (GUI) → Fonts. Named _.font and located in the folder specified by section / in file /resources.xml, a font file has the grammar described below: + string integer integer integer integer integer integer integer integer [true|false] integer [true|false] [true|false] + file float float integer integer string string Grammar of font file The list below describes the tags in the font file: ▪ antialias (section creation) If set to true, then characters will be anti-aliased. ▪ bold (section creation) If set to true, then the lfWeight member of the LOGFONT structure will be set to FW_BOLD, otherwise it will be set to FW_NORMAL. Defaults to false. ▪ creation Tag for section with font description. ▪ dropShadow (section creation) If set to true, then BigWorld will automatically create a drop shadow in the font. This will help displaying text against any coloured background, as long as the text is drawn blended. 33 Defaults to false. ▪ effectsMargin (section creation) Number of pixels used by BigWorld font effects. For example, if you use dropShadow, then you should include 1 pixel for it. Defaults to 0. ▪ endChar (section creation) ASCII code of the last character to create. Defaults to 132. ▪ fixedWidth (section creation) Width of all character in the font map. Set this value to 0 if font has variable width (proportional spacing). ▪ generated Tag for section with font metrics. ▪ height (section generated) Upon font generation, this tag will store the global font height. ▪ map (section generated) This tag will store the name of the texture containing the font map. ▪ mapDimensions (section generated) Upon font generation, this tag will store font map dimensions. ▪ maxTextureWidth (section creation) Maximum allowed width for the generated texture map. ▪ maxWidth (section generated) Maximum width assumed by any of the font characters. ▪ shadowAlpha (section creation) Alpha value to use when creating the shadow. A value of 255 generates a fully opaque shadow. Lower values will create softer, and usually better looking, shadows. Defaults to 255. ▪ sourceFont (section creation) This is set into the lfFaceName member of the Windows API LOGFONT structure. ▪ sourceFontSize (section creation) This is set into the lfHeight member of the Windows API LOGFONT structure. 34 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ▪ spaceProxyChar (section creation) ASCII code of the character to be used for calculating the width of a space character. Defaults to 105 (character i). ▪ startChar (section creation) ASCII code of the first character to create. Defaults to 32. ▪ textureMargin (section creation) How many extra texels will be added in-between each glyph. If a font is to be used with bilinear filtering turned on, it is best to include at least 1 texel worth of textureMargin, so the filtering will not sample from neighbouring glyphs. Defaults to 0. ▪ uvs (section generated) List of UV coordinates for each of the characters in the font map. ▪ widths (section generated) List of widths for each of the characters in the font map. 35 Chapter 16. .gui Used to persist GUI hierarchies, these files are located under fantasydemo/res/gui. For a detailed description of each section (GUI class) and tag (GUI member), see the Client Python API documentation's entry Modules → GUI. The grammar of .gui files is listed below: * integer SimpleGUIComponentSection * integer SimpleGUIComponentSection * integer SimpleGUIComponentSection folder/file folder/file * integer SimpleGUIComponentSection integer integer integer * integer SimpleGUIComponentSection integer float float float * integer SimpleGUIComponentSection * integer SimpleGUIComponentSection ? true|false ? true|false ? integer ? float float float ? true|false * integer SimpleGUIComponentSection float 36 SimpleGUIComponentSection * float float float float * string * integer integer float float float float * integer integer float float float float * integer float float float float float float float float float float float float float float * integer ? float float float float float float float float float float float float ? float ? true|false Grammar of fantasydemo/res/gui/.gui 1 For details on grammar of font files, see .font on page 33 . The list below describes the tags in file .gui: ▪ AlphaGUIShader, BoundingBoxGUIComponent, ClipGUIShader, ColourGUIShader, ConsoleGUIComponent, FrameGUIComponent, GoboComponent, GraphGUIComponent, MatrixGUIShader, SimpleGUIComponent, TextGUIComponent, WindowGUIComponent Creates an object of the specified type. For details on GUI components, see the document Client Programming Guide's section Graphical User Interface (GUI) → C++ GUI support. 16.1. SimpleGUIComponentSection The grammar for the SimpleGUIComponentSection is described below: 37 SimpleGUIComponentSection float float float true|false float true|false float float float float float integer integer true|false integer integer folder/file integer integer true|false integer integer Grammar of .gui's SimpleGUIComponentSection For details on each of the tags, see the Client Python API documentation, entry Modules → GUI. 38 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 17. gui.xml The GUI XML file is used to configure WorldEditor's menus and toolbars. Defined in bigworld/tools/worldeditor/resources/data, the grammar of gui.xml is illustrated below: ItemSection Grammar of bigworld/tools/worldeditor/resources/data/gui.xml 17.1. ItemSection The grammar of ItemSection is illustrated below: * string [ACTION|CHILD|CHOICE|EXPANDED_CHOICE|GROUP|SEPARATOR|TOGGLE] [ItemSection] [ integer ] [ string ] [ string ] [ string ] [ string ] [ integer ] [ string ] [ file:x_bgn,y_bgn,x_end,y_end ] [ file:x_bgn,y_bgn,x_end,y_end ] [ file:x_bgn,y_bgn,x_end,y_end ] [ string ] [ [0-255],[0-255],[0-255] ] Grammar of ItemSection The list below describes the tags in ItemSection: ▪ action C++ function, Python method, or expression updating value of a tag in options.xml to be called when the item is fired (i.e., pressed, selected, etc...) — options.xml is located in bigworld/tools/ worldeditor; for details on the file's grammar, see “WorldEditor” on page 74 . The possible values for this tag are described below: ▪ Type: C++ function Defined in the tool's source code. Example: newSpace (in MainMenu→File→CreateNewSpace) ▪ Type: Python method Defined in any Python script located in bigworld\tools\worldeditor\resources\scripts. 39 ItemSection Example: doQuickSave (in MainMenu→File→QuickSave) Please note that if the method is defined in UIExt.py, then the method need not be appended by the module name. For example, to declare UIAdapter.py's method updateSelectionFilter as the updater, you would have to specify the value UIAdapter.updateSelectionFilter. ▪ Expression updating value of a tag in options.xml Defined inline (using C syntax) Example: render/terrain/wireFrame = MainToolBar→TerrainWireframe→ShowTerrainWireframe. 1 (in ▪ commandID ID required by some UI item, like sub-menus or toolbar buttons. Usually GUIManager can generate the command ID automatically, but sometimes a specific command ID might be needed for an UI item. ▪ description Text to be displayed in the item's tooltip. ▪ displayName Text to be displayed in the menu or menu item. ▪ imageDisabled Image to be displayed for the toolbar button when it is disabled. ▪ imageHot Image to be displayed for the toolbar button when the mouse hovers it. ▪ imageNormal Image to be displayed for the toolbar button. ▪ name Name of the item being configured (menu, menu item, toolbar group, or toolbar button). ▪ shortcut Keyboard shortcut to activate the item. ▪ toolMode Tool mode activated by the respective item. For the list of available tool modes and their description, see the document Content Tools Reference Guide's section WorldEditor → Panel summary. ▪ transparency RGB value of the transparent color in the toolbar button images. ▪ type Type of the item being configured. 40 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ItemSection The list below describes the available options ▪ ACTION Indicates that the item has an action associated with it. It must then define action tag. Examples: File → New Space and File → Open Space menu items, Save and Undo toolbar buttons. ▪ CHILD Indicates a sub-item of items of type CHOICE, EXPANDED_CHOICE, or TOGGLE. Examples: Tool mode toolbar buttonsA (this toolbar group has type value of CHOICE), and View → Status Bar menu item's ON and OFF definitions (this menu item has a type value of TOGGLE). ▪ CHOICE Indicates that the only one of the sub-itemsB defined for this item may be active at any one time (i.e., the sub-items will act as option buttons). Examples: Tool mode toolbar buttonsA, and Camera Speed toolbar buttons. ▪ EXPANDED_CHOICE Indicates that the sub-itemsB defined for this items will be displayed as entries in a drop-down list box. ▪ GROUP For menu items, indicates that the item has a sub-menu associated with it. For toolbar items, indicates that the item defines other groups or toolbar buttons. Examples: File menu, File → Recent Files menu item, and Edit toolbar group (with Undo and Redo buttons). ▪ SEPARATOR For menu items, draws a horizontal line. For toolbar items, draws a vertical line. ▪ TOGGLE Indicates that the item will have an ON/OFF value associated to it (i.e., the item will act as a check box). It must define 2 sub-items: the first one specifying action and updater for when the item is ON, and the second one specifying action for when the item is OFF. Examples: View → Status Bar and View → Show Panels menu items, and Orthographic View and Player Preview Mode toolbar buttons. A — For the list of available tool modes and their description, see the document Content Tools Reference Guide's section WorldEditor → Panel summary. B — Sub-items are defined as having type tag set to CHILD. ▪ updater 41 ItemSection Name of a C++ function, Python method, or expression enquiring value of a tag in options.xml that returns an integer value — if 0 is returned, then the item will be disabled, otherwise it will be enabled (for CHILD items of CHOICE items, if 0 is returned, then the item is cleared/unchecked, otherwise it is selected/ checked). options.xml is located in bigworld/tools/worldeditor — for details on this file's grammar, see “WorldEditor” on page 74 ) The possible values for this tag are described below: ▪ Type: C++ function Defined in the tool's source code. Example: updateUndo (in MainMenu→Edit→Undo) ▪ Type: Python method Defined in any Python script located in bigworld\tools\ worldeditor\resources\scripts. Please note that if the method is defined in UIExt.py, then the method need not be appended by the module name. For example, to declare UIAdapter.py's method updateSelectionFilter as the updater, you would have to specify the value UIAdapter.updateSelectionFilter. ▪ Type: Expression enquiring value of a tag in options.xml Defined inline (using C syntax) Example: camera/ortho == 0 (in MainToolBar→Edit→ViewOrtho→ShowOrthoMode) 42 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 18. LightMapSection The flora and sky configuration files have a light_map section, specifying the settings for how the respective element should have light applied to it. For more details, see the document Client Programming Guide's section 3D Engine (Moo) → Features → Lighting. The grammar for the LightMapSection is described below: ? file integer integer integer string string string Grammar of LightMapSection in .xml and .xml The list below describes the tags in LightMapSection: ▪ effectTextureName Name of the automatic Effect variable that this light map's Texture property will be exposed to the effect files as. ▪ effectTransformName Name of the automatic Effect variable that this light map's World to Texture Transform will be exposed to the effect files as. ▪ height Height of the light map in pixels. This should usually have the same value as . ▪ material Effect material file that the engine will use to draw the light map. ▪ textureFeedName Texture name. Light maps are registered as texture feeds, and this entry specifies the name of the texture feed. ▪ timeToleranceSecs Delay in seconds of game time between light map updates. Set this to 0 to update the light map for every frame. ▪ width Width of the light map in pixels 43 Chapter 19. material_kinds.xml Defines material kinds to be displayed in ModelEditor's Materials Settings panel's Material Kind dropdown list box — for details, see the Content Tools Reference Guide, section ModelEditor, Panel summary, Materials Settings panel. Located under bigworld/res/system/data, the grammar is listed below: * * integer string string file file Grammar of bigworld/res/system/data/material_kinds.xml The list below describes the tags in bigworld/res/system/data/material_kinds.xml: ▪ desc Name to be displayed for the material kind. ▪ help Help text to be displayed for the material kind. ▪ id Unique numeric identifier for the material kind. ▪ sfx Special effect file associated with the material. This is currently not implemented. ▪ terrain Textures associated with this type of material. It is given by the texture file path, without extension. 44 Chapter 20. .mfm Located under various sub-folders in the tree, the grammar of the material file is illustrated below: EffectMaterial 1 Grammar of .mfm 1 See EffectMaterial section on page 27 . The list below describes the tags in the .mfm: ▪ EffectMaterial For details, see EffectMaterial section on page 27 . 45 Chapter 21. .model Defined in various sub-folders under the resource tree (for example, /environments, /flora, /sets/vehicles, etc...), the .model file format specification is illustrated below: ? ? [ | | ] file.model float file.visual file.visual file ? false [ + file.model ? float ? float * string string * float float float float | ? float float float ? float float float ] ? EffectMaterial 1 * ? string string ? integer ? integer ? * float ? string string + file.visual string integer 46 ? float * ? ? ? ? ? ? ? ? ? string string float float [true|false] [true|false] integer [true|false] [true|false] [true|false] ? ? ? ? ? ? ? ? ? ? float float float float float float list_of_ints list_of_ints ? ? ? ? ? ? ? ? ? float float float float float float list_of_ints list_of_ints ? ? ? ? [true|false] [true|false] [true|false] [true|false] * string string * string EffectMaterial 2 47 * string ? integer ? integer ? integer ? float float float float * string string *PropertiesList Grammar of model file 1 2 For details, see EffectMaterial section on page 27 . For details, see EffectMaterial section on page 27 . The list below describes the tags in the model file: ▪ action1 Tag for action section. ▪ alpha (section animation) — If nodefullVisual Tag for animation layer data. ▪ animation (section action) Name of animation played by action. ▪ batched — If nodefullVisual or nodelessVisual Indicates that the model allows batch rendering. This can improve performance if there are several instances of a model appearing in the game. ▪ billboardVisual Name of the texture file for the billboard. ▪ blended (section action) Deprecated. Tag should be used instead. ▪ blendInTime (section action) Time to blend in the animation. ▪ blendOutTime (section action) Time to blend out the animation. ▪ boundingBox — If billboardVisual Minimum and maximum XYZ coordinates of the model's bounding box. 48 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ▪ cancel1 (section action/match) Group of conditions that must be met before Action Matcher cancels the action. ▪ capsOff1 ▪ Section action/match/cancel User-defined flags that cannot be matched to cancel the action. ▪ Section action/match/trigger User-defined flags that cannot be matched to trigger the action. Group of conditions that must be met before Action Matcher cancels the action. ▪ capsOn1 ▪ Section action/match/cancel User-defined flags that must be matched to cancel the action. ▪ Section action/match/trigger User-defined flags that must be matched to trigger the action. Group of conditions that must be met before Action Matcher cancels the action. ▪ cognate (section animation) — If nodefullVisual Name of this animation's cognate animation. Cognate animations are used when models need to coordinate their movements. ▪ dye (section source) — If billboardVisual Dye to use for generating the billboard source model. ▪ EffectMaterial (section material) — If billboardVisual For details, see EffectMaterial section on page 27 . ▪ extent Maximum distance from camera in which model will still be drawn. ▪ feetFollowDirection12 (section action/match) Setting this flag to TRUE means that when the action is played the model should be turned so that the direction of motion of its entity should be matched up with the direction of motion of the action. ▪ filler (section action) If set to TRUE, the animation is repeated automatically. Also known as 'loop' ▪ firstFrame (section animation) — If nodefullVisual First frame to be played. ▪ frameCount (section animation) — If billboardVisual 49 Number of frames in billboard's animation. ▪ frameRate (section animation) Preferred playback frame rate of animation. ▪ height (section source) — If billboardVisual Height of billboard-type model. ▪ isCoordinated12 (section action) TRUE if the animation is part of a sequence that is to be coordinated with a corresponding action on another model, and this animation does not start at the origin. ▪ isImpacting12 (section action) TRUE if the movement in the root node of the animation should be promoted to impact on the controlling entity's position (assuming it is being controlled by an entity). ▪ isMovement12 (section action) TRUE if the animation contains built-in movement. The change in transform of the root node from the beginning to end is recorded, then proportionally subtracted from each frame. This means that if you turn this flag on, then a run animation that does not run on the spot will appear to. ▪ lastFrame2 (section animation) Last frame to be played. ▪ match1 (section action) Group of tags specifying when Action Matcher should trigger or cancel an action. ▪ material — If billboardVisual Tag for material section of model. Contains settings for shader, collision flags, map files, etc... ▪ matter — If billboardVisual Name of model's matter. ▪ max (section boundingBox) Maximum extents of model's bounding box ▪ maxEntityAux11 (sections action/match/cancel and action/match/trigger) Maximum value of some arbitrary attribute that entity must have for the action to be cancelled or triggered. ▪ maxEntitySpeed1 (section action/match/cancel and action/match/trigger) Maximum matching speed to cancel or trigger the action. ▪ maxEntityYaw1 (section action/match/cancel and action/match/trigger) Maximum yaw of the model in relation to the entity for the action to be cancelled or triggered. 50 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ▪ min (section boundingBox) Minimum extents of model's bounding box ▪ minEntityAux11 (section action/match/cancel and action/match/trigger) Minimum value of some arbitrary attribute that entity must have for the action to be cancelled or triggered. ▪ minEntitySpeed1 (section action/match/cancel and action/match/trigger) Minimum matching speed to cancel or trigger the action. ▪ minEntityYaw1 (section action/match/cancel and action/match/trigger) Minimum yaw of the model in relation to the entity for the action to be cancelled or triggered. ▪ model (section source) — If billboardVisual The billboard's source model. ▪ name ▪ Section animation Name of animation file containing animation data. ▪ Section action1 Name of action. ▪ nodefullVisual Name of the visual file containing the model's geometry. ▪ nodelessVisual Name of the visual file containing the model's geometry. ▪ nodeName1 (section animation/alpha) Name of node, defining section with node's blend alpha information. ▪ nodes (section animation) — If nodefullVisual Name of animation file containing raw keyframe data. ▪ oneShot12 (section action/match) Setting this to TRUE means that the Action Matcher will not continue playing that action past one cycle of it, if it is no longer triggered, but a section was keeping it active. ▪ parent Name of parent model file, from which it inherits actions and animations. ▪ promoteMotion12 (section action/match) This means that the motion in the action is promoted to apply to the model on which it is played. ▪ property_name (section source/dye) — If billboardVisual 51 Generic dye property. ▪ scalePlaybackSpeed12 (section action/match) Setting this flag to TRUE causes the speed of the animation to be scaled by the straight-line speed of the entity. ▪ source — If billboardVisual Tag for source section. This section specified the source file, dimensions, dye, and bounding box for the billboard-type model. ▪ tint (section source/dye) — If billboardVisual Name of model's tint for generating the billboard. ▪ track12 (section action) The track the action plays on. Actions playing on the same track interrupt each other. There can only be one action playing at a time on each track (unless it is an old action blending out). ▪ trigger1 (section action/match) Group of conditions that must be met before Action Matcher triggers the action. ▪ umbraOccluder TRUE if the model is used as an umbra occluder, this only has an effect when Umbra is running in software mode. ▪ visual (section animation) — If nodelessVisual Alternate visual used by this animation ▪ width (section source) — If billboardVisual Width of billboard-type model. 52 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 22. modules.xml Used by client tools WorldEditor, ModelEditor, and ParticleEditor, and located under bigworld/tools/ /resources/data, this file is used to determine which modules should be run for the tool. Its grammar is listed below: * string *
string
* [ ScriptedModule | module_name ]
Grammar of /resources/data/modules.xml The list below modules.xml: describes the tags in bigworld/tools//resources/data/ ▪ class (section Extensions/ext_name/ ScriptedModule/script) Name of the Python class to use for this module. ▪ Extensions Section containing all modules that can be used by the application. ▪ ext_name (section Extensions) Section containing information for the module. ▪ module (section startup) ▪ Section startup Module to use on startup of the application. This tag is one of the ext_name tags in Extensions section. ▪ Section Extensions/ext_name/ ScriptedModule/script Name (without extension) of the Python file to use for this module. 53 It is expected that the class specified in class tag is located in this file. ▪ module_name (section Extensions/ext_name) Name of the module to use (referred to in startup/module tag) ▪ script (section Extensions/ext_name/ ScriptedModule) Description of the Python class to use for this module. ▪ ScriptedModule (section Extensions/ext_name) Used to denote that the description following it is for a Python script. 54 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 23. .mvl MVL files are specific to ModelEditor. They are only used to view models under different lighting conditions. You can create, load, save, and configure them as required, but they are only used in ModelEditor. WorldEditor uses XML files to describe lights. Mentioned in document Content Tools Reference Guide's section ModelEditor → Panel summary → Materials Settings panel. The grammar for the MVL light configuration files is described below: + ? ? ? [Ambient|Directional|Omni|Spot|Empty] float float float [true|false] float float float ? float float float ? float ? float ? float Grammar of MVL light configuration file The list below describes the tags in the MVL light configuration file: ▪ Color (Available for Ambient, Directional, Omni, and Spot) Colour of the light, ▪ Cone_Size (Available for Spot) Size of the cone of light generated by spot light. ▪ Enabled (Available for Ambient, Directional, Omni, and Spot) Boolean specifying if light is activated. ▪ Falloff_Radius (Available for Omni) Total area influenced by light. Must be greater than Full_Radius. ▪ Full_Radius (Available for Omni) Area over which the light will be at full intensity. 55 ▪ Light Section containing settings for a specific light. ▪ Lights Section containing definition of one or more Light sections. ▪ Location (Available for Directional, Omni, and Spot) Point of origin for the light. ▪ Orientation (Available for Directional and Spot) Direction at which light will be projected. ▪ Type Type of light being set. Possible values are: ▪ Ambient — Covers entire scene with omnidirectional light. ▪ Directional — Allows you to direct a wide area of radiance at a particular area or object. ▪ Omni — Radiates from a three-dimensional point, giving more control over the concentration of light in certain areas. ▪ Spot — Produces a small, concentrated, and directed source of light. ▪ Empty — Defaults to Omni. 56 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 24. navgen_settings.xml For details on NavGen, see the document Content Tools Reference Guide, section NavGen → Changing settings. Located under bigworld/tools/misc, the grammar of navgen_settings.xml is listed below: folder/file + float ? ? float ? float ? float
server:port [true|false] ? folder Grammar of bigworld/tools/misc/navgen_settings.xml The list below describes the tags in bigworld/tools/misc/navgen_settings.xml: ▪ always (section girth) Determines if this girth should always be included into waypoint. If set to false, it is up to the marker to determine whether to include a girth. ▪ bwlockdA WorldEditor lock server (bwlockd) server and port. Since NavGen also modifies terrain data, bwlockd server is used to avoid more than one world builder working on the same piece of data. ▪ depth (section girth) Depth of the entity for which to generate navigation mesh. ▪ floodResultPath Path where the pre-filter and post-filter TGA files are generated. For details, see the document Content Tools Reference Guide's section NavGen → Generating the navmesh → Processing time → Adjacency map filtering (blue). ▪ girth Tag for section defining entity girth for which to generate navigation mesh. Default is 0.5. ▪ height (section girth) Height of the entity for which to generate navigation mesh. ▪ space Folder containing the space to load. The path is relative to the game's resources folder (). 57 ▪ standaloneA Determines if NavGen should connect to a bwlockd server. ▪ width (section girth) Width of the entity for which to generate navigation mesh. A — For details on bwlockd, see the document Content Tools Reference Guide's section Lock Server — bwlockd. 58 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 25. options.xml Different tools use a configuration file named options.xml. Their grammars are described in the following sections: ▪ CAT — See “CAT” on page 59 . ▪ ModelEditor — See “ModelEditor” on page 59 . ▪ ParticleEditor — See “ParticleEditor” on page 72 . ▪ WorldEditor — See “WorldEditor” on page 74 . 25.1. CAT For details on the Client Access Tools, see the Client Programming Guide's section Debugging → Client Access Tool (CAT). Located under bigworld/tools/cat, the grammar of options.xml is listed below: ? ? list_of_folders list_of_folders Grammar of bigworld/tools/cat/options.xml 25.2. ModelEditor For details on the ModelEditor, see the document Content Tools Reference Guide's section ModelEditor. Located under bigworld/tools/modeleditor, the grammar of options.xml is listed below: folder/file folder/file folder/file float float [true|false] integer folder/file folder/file {Slow|Medium|Fast|SuperFast} <{Slow|Medium|Fast|SuperFast}> integer integer 59 ModelEditor [0|1] [0|1|2|3|4] float [-1|1] [true|false] [16|32] [true|false] integer [true|false] integer
[0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] float float [0|1] [0|1] [0|1] [0|1] [0|1|2] [0|1] [0|1] [0|1|2] [0|1] 60 [0|1] float float float [0|1] Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor [0|1] float folder/file [0|1|2|3|4] time [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] float [0|1] [true|false] float float float matrix [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] folder/file ... folder/file folder/file ... folder/file 61 ModelEditor folder/file ... folder/file Grammar of bigworld/tools/modeleditor/options.xml The list below describes the tags in bigworld/tools/modeleditor/options.xml: ▪ animateZoom (section settings) Determines whether the zoom to model's extents should be animated. This value is set by the ModelEditor Preferences dialog box's Animate Zoom To Extents check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ assetMsgs (section messages) Determines whether asset messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ bpp (section graphics) Specifies the bit depth to use for the display device. ▪ centreModel (section settings) Centres the model's bounding box at the origin. This value is set by ModelEditor's Display Settings panel's Model group box's Centre Model check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ checkForSparkles (section settings) Overrides all other display settings, and displays the model against a white background with white ambient lighting. This value is set by ModelEditor's Display Settings panel's General group box's Check For Sparkles check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ contentCreationManual (section help) Path and filename of the Content Creation Manual — the path is relative to the executable's folder (bigworld/tools/modeleditor). The document is accessed by pressing F1 or by selecting the Help → Content Creation menu item (for details, see the document Content Tools Reference Guide's section ModelEditor → Menu Items). ▪ darkenBackground (section consoles) Determines whether the console's background should be darkened, for better readability (for details on the consoles available in ModelEditor, see the document Content Tools Reference Guide's sections Tools Consoles and ModelEditor → Keyboard shortcuts). 62 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor ▪ bkgColour (section settings) Colour to be displayed on the background. ▪ drawBloom (section render/environment) Toggles the bloom full screen effect. This value is set by ModelEditor's Display Settings panel's General group box's Show Bloom check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ drawClouds (section render/environment) Toggles the rendering of clouds. ▪ drawDetailObjects (section render/environment) Toggles the rendering of details object (e.g., flora). ▪ drawFog (section render/environment) Toggles the rendering of fog. ▪ drawShimmer (section render/environment) Toggles the shimmer full screen effect. This value is set by ModelEditor's Display Settings panel's General group box's Show Shimmer check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ drawSky (section render/environment) Toggles the rendering of sky. ▪ drawStars (section render/environment) Toggles the visibility of stars. ▪ drawStaticSky (section render/environment) Toggles the visibility of static sky. ▪ drawSunAndMoon (section render/environment) Toggles the rendering of sun and moon objects. ▪ drawWater (section render/scenery) Toggles the rendering of water. ▪ environment (section render) Toggles the visibility of all selected environment items. ▪ errorMsgs (section messages) Determines whether error messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). 63 ModelEditor ▪ exclusive (section input) Determines whether ModelEditor should work in exclusive mode. ▪ farPlane (section render/misc) Specifies the far plane distance. Objects further then this distance will not be rendered. ▪ floorGrid (section settings) Specifies the size of the floor's grid. ▪ floorTexture (section settings) Specifies which texture to use for the floor. This value is set by ModelEditor's Display Settings panel's Background group box's Choose Floor Texture button (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ floraDensity (section settings) Specifies the density of the flora to be rendered alongside terrain. This value is set by ModelEditor's Display Settings panel's Background group box's Flora Density dropdown list (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ fullscreen (section graphics) Specifies whether to display in fullscreen mode. ▪ fx Lists the ten last most recently used .fx files. ▪ gameTime (section settings) Specifies the current time of day in the world. This value is set by ModelEditor's Display Settings panel's Time of Day slider and the Lighting Setup panel's Game Lighting slider (for details, see the document Content Tools Reference Guide's sections ModelEditor → Panel summary → BigWorld Messages panel and ModelEditor → Panel summary → Lighting Setup panel). ▪ graphics Section specifying graphic card's options such as screen resolution, bit depth, fullscreen settings, etc... ▪ groundModel (section settings) Positions the model's bounding box on the ground. This value is set by ModelEditor's Display Settings panel's Model group box's Lock to Ground check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ height (section graphics) Specifies the screen height resolution to use for the display device. 64 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor ▪ infoMsgs (section messages) Toggles whether information messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ invert (section camera) Specifies whether to invert the camera orientation for the mouse right button's up and down movements. This value is set by ModelEditor Preferences dialog box's Invert Mouse check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ lastLoadOk (section startup) Indicates whether ModelEditor ran successfully last time it was used. If this value is set to 0, then ModelEditor will not load the last loaded model and lighting setup on startup. ▪ lastNewTintFX (section settings) Specifies that the last new Tint to be created in ModelEditor's Materials Settings panel was a Tint, and not a MFM (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Materials Settings panel). ▪ lastOrigin (section startup) The position of the camera's origin saved from the last session. ▪ lastView (section startup) The camera's view saved from the last session. ▪ lighting (section render) Specifies how lighting should be rendered. Possible values are: ▪ 0 — Standard ▪ 1 — Dynamic ▪ 2 — Specular ▪ lights Lists the ten last most recently used lighting setup files. ▪ loadLastLights (section settings) Specifies whether to automatically load on startup the light file used on last session. This value is set by ModelEditor Preferences dialog box's On Startup group box's Load Last Lights check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ loadLastModel (section settings) Specifies whether to automatically load on startup the model file used on last session. 65 ModelEditor This value is set by ModelEditor Preferences dialog box's On Startup group box's Load Last Model check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ lockLodParents (section settings) Specifies whether LOD parents of the loaded model should be read-only. This value is set by ModelEditor Preferences dialog box's Lock LOD Parents check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ maxTimeDelta (section app) Maximum number of seconds elapsed between the last frame and the current one when calculating frame time. If the delta is bigger than maxTimeDelta, then it is set to maxTimeDelta for frame time calculation purposes. ▪ mode (section camera) Determines which camera mode to use (for details on camera modes, see the document Content Tools Reference Guide's section ModelEditor → Toolbar). ▪ models Lists the ten last most recently used model files. This list is used in the File → Recent Models menu item (for details, see the document Content Tools Reference Guide's section ModelEditor → Menu Items). ▪ nearPlane (section render/misc) Specifies the near plane distance. Objects closer then this distance will not be rendered. ▪ noticeMsgs (section messages) Determines whether notice messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ numMessageLines (section consoles) Maximum number of short-lived error or warning messages displayed at the bottom of the viewport. ▪ orbitSpeed (section camera) Determines the camera's speed of rotation when in Orbit camera mode (for details on camera modes, see the document Content Tools Reference Guide's section ModelEditor → Toolbar). ▪ precompileEffects Determines whether .fx files should be compiled before ModelEditor first runs or should be built when first used. ▪ quality (section renderer/shadows) Determines the shadow quality. 66 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor This value is set by ModelEditor's Display Settings panel's Model group box's Shadowing Settings dropdown list box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ reflection (section render/scenery/drawWater) Toggles water reflection. ▪ regenBBOnLoad (section settings) Specifies whether a visibility box should be automatically generated upon load for models that do not have one. This value is set by ModelEditor Preferences dialog box's On Model Load group box's Regenerate Visibility Box check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ rotDir (section camera) Determines whether the camera will rotate clockwise(1) or anti-clockwise(-1) when in Orbit camera mode (for details on camera modes, see the document Content Tools Reference Guide's section ModelEditor → Toolbar). ▪ scenery (section render) Toggles the visibility of scenery items. ▪ shadows (section graphics) Toggles the creation of a stencil buffer. ▪ shortcutsHtml (section help) The location of the shortcuts HTML — the path is relative to the executable's folder (bigworld/tools/ modeleditor). Path and filename of the Content Creation Manual — the path is relative to the executable's folder bigworld/tools/modeleditor (the document accessed by selecting the Help → Shortcuts menu item — for details, see the document Content Tools Reference Guide's section ModelEditor → Menu Items). ▪ showActions (section settings) Specifies whether ModelEditor should graph on the viewport all actions being played on the model, with their respective blend weights. This value is set by ModelEditor's Actions panel's button (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Actions Panel). ▪ showAxes (section settings) Specifies whether to render the X-, Y-, and Z-axes. This value is set by ModelEditor's Display Settings panel's General group box's Show Axes check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showBinormals (section settings) 67 ModelEditor Specifies whether the binormals for each of the model's vertices should be displayed. This value is set by ModelEditor's Display Settings panel's Model group box's Show Vertex Binormals check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showBoundingBox (section settings) Specifies whether to render the model's bounding box (yellow) and visibility box (blue). This value is set by ModelEditor's Display Settings panel's Model group box's Show Bounding Boxes check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showBsp (section settings) Specifies whether to render the model's BSP. This value is set by ModelEditor's Display Settings panel's Model group box's Show BSP check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showCustomHull (section settings) Specifies whether to display a shell's custom hull. This value is set by ModelEditor's Display Settings panel's Model group box's Show Custom Hull check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showDate (section messages) Determines whether the date of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Date check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ showEditorProxy (section settings) Specifies whether to display the proxy model (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Object Properties panel). This value is set by ModelEditor's Display Settings panel's Model group box's Show Editor Proxy check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showHardPoints (section settings) Specifies whether to display the model's hard points — each one will be rendered alongside its name and XYZ axes. This value is set by ModelEditor's Display Settings panel's Model group box's Show Hard Points check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showLightModels (section settings) Specifies whether to display gizmo representing the light source. 68 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor This value is set by ModelEditor's Lighting Setup panel's Show Light Axes check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Lighting Setup Panel). ▪ showModel (section settings) Specifies whether to render the model. This value is set by ModelEditor's Display Settings panel's Model group box's Show Model check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showNormals (section settings) Specifies whether the normals for each of the model's vertices should be displayed. This value is set by ModelEditor's Display Settings panel's Model group box's Show Vertex Normals check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showOriginalAnim (section settings) Specifies whether to produce a non-compressed wireframe animation of the model, played along a fullyrendered compressed one. This value is set by ModelEditor's Animations panel's Compression Settings button — — (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Animations Panel). ▪ showPortals (section settings) Specifies whether to display the shell's portals. This value is set by ModelEditor's Display Settings panel's Model group box's Show Portals check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showPriority (section messages) Determines whether the priority of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Priority check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ showShadowing (section settings) Specifies whether to show shadows. This value is set by ModelEditor's Display Settings panel's Model group box's Shadowing Settings dropdown list box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showSkeleton (section settings) Specifies whether to display the model's skeleton. 69 ModelEditor This value is set by ModelEditor's Display Settings panel's Model group box's Show Skeleton check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ showSplashScreen (section startup) Specifies whether to display the application's splash screen. This value is set by ModelEditor Preferences dialog box's On Startup group box's Show Splash Screen check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). ▪ showTime (section messages) Determines whether the time of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Time check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ showWireframe (section settings) Specifies whether to display the model as a mesh. This value is set by ModelEditor's Display Settings panel's Model group box's Show Wireframe check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ simulation (section render/environment/drawWater) Toggles water simulation. ▪ {Slow|Medium|Fast|SuperFast} (section camera/speed) Definition of normal speed (in m/s) for the 4 pre-defined camera speeds. This value is set by clicking the Camera Speed toolbar buttons (for details, see the document Content Tools Reference Guide's section ModelEditor → Toolbar), or by the Ctrl+1, Ctrl+2, Ctrl+3, and Ctrl+4 keyboard shortcuts (for details, see the document Content Tools Reference Guide's section ModelEditor → Keyboard Shortcuts). ▪ space Folder containing the space to load. The path is relative to BigWorld's resources folder (bigworld/res). ▪ terrain (section render) Toggles the visibility of the terrain. ▪ timeScale (section app) Number of seconds in real world time corresponding to each second in game time. This value is used to calculate the time elapsed between last frame and current one. ▪ toolsReferenceGuide (section help) Path and filename of the Content Tools Reference Guide — the path is relative to the executable's folder (bigworld/tools/modeleditor). 70 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ModelEditor The document accessed by pressing F1 or by selecting the Help → Tools Reference Guide menu item — for details, see the document Content Tools Reference Guide's section ModelEditor → Menu Items). ▪ turbo (section camera/speed/speed_label) Definition of turbo speed (in m/s) for the 4 pre-defined camera speeds. The camera speed is set by clicking the Camera Speed toolbar buttons (for details, see the document Content Tools Reference Guide's section ModelEditor → Toolbar)., or by the Ctrl+1, Ctrl+2, Ctrl+3, and Ctrl+4 keyboard shortcuts (for details, see the document Content Tools Reference Guide's section ModelEditor → Keyboard Shortcuts). ▪ ualConfigPath Path of the Asset Browser's configuration file — the path is relative to the executable's folder (bigworld/ tools/modeleditor). For details on this file, see the document Content Tools Reference Guide's section Asset Browser → Customisation). ▪ useCustomLighting (section settings) Specifies whether to apply custom lighting to the model. This value is set by ModelEditor's Lighting Setup panel's Custom Lighting option button (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Lighting Setup Panel). ▪ useFloor (section settings) Specifies whether to display a floor texture beneath the model. This value is set by ModelEditor's Display Settings panel's Background group box's Background Option drop-down list box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ useTerrain (section settings) Specifies whether to display terrain beneath the model. This value is set by ModelEditor's Display Settings panel's Background group box's Background Option drop-down list box (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → Display Settings Panel). ▪ warningMsgs (section messages) Determines whether warning messages should be displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section ModelEditor → Panel summary → BigWorld Messages panel). ▪ width (section graphics) Specifies the width resolution to use for the display device. ▪ wireFrame ▪ Section render/scenery Toggles the display of scenery items as wireframe. 71 ParticleEditor ▪ Section render/terrain Toggles the display of the terrain as wireframe. ▪ zoomDuration (section settings) Determines the duration of the animation played when the Zoom To Extents toolbar button — — is clicked (for details, see the document Content Tools Reference Guide's section ModelEditor → Toolbar). ▪ zoomOnLoad (section settings) Specifies whether to automatically zoom to show the entire model when loading. This value is set by ModelEditor Preferences dialog box's On Model Load group box's Zoom To Extents check box (for details, see the document Content Tools Reference Guide's section ModelEditor → Dialog Boxes → Preferences Dialog Box). 25.3. ParticleEditor For details on the ParticleEditor, see the document Content Tools Reference Guide's section ParticleEditor. Located under bigworld/tools/particleeditor, the grammar of options.xml is listed below: folder/file float time int float [true|false] [true|false] [true|false] [true|false] [true|false] [true|false] folder/file float 72 float float float float folder Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. ParticleEditor folder/file folder/file folder/file folder/file folder/file folder/file [Terrain|Floor|None] folder/file Grammar of bigworld/tools/particleeditor/options.xml The list below describes the tags in bigworld/tools/particleeditor/options.xml: ▪ ampTexture (section defaults/renderer) Default texture to be displayed if the Amp option button is selected in the Renderer Properties sub-panel. ▪ backgroundColour (section defaults) Colour to be displayed on the background. ▪ bkgMode (section defaults) Type of background to be displayed on the viewport. ▪ blurTexture (section defaults/renderer) Default texture to be displayed if the Blur option button is selected in the Renderer Properties sub-panel. ▪ Client Settings/ Secs per Hour (section romp/watcherValues) Number of real-time seconds in one game-time hour. ▪ Client Settings/ Time of Day (section romp/watcherValues) Initial time of day in which to render the background. This determines the sun position and colouration. ▪ drawBloom (section render/misc) Toggles the use of bloom effect. ▪ drawClouds (section render/misc) Toggles rendering of clouds. ▪ drawFog (section render/misc) Toggles rendering of fog. ▪ drawShimmer (section render/misc) Toggles the use of shimmer effect. ▪ drawSky (section render/misc) 73 WorldEditor Toggles rendering of the sky. ▪ drawSunAndMoon (section render/misc) Toggles rendering of the sun and the moon. ▪ flareXML (section defaults) Default light configuration file to display when user adds a Flare sub-system component in the Sub System Components panel's list box ▪ floorGrid (section settings) Size of the tiles of the background floor. ▪ floorTexture (section settings) File containing the image to use as floor background. ▪ maxTimeDelta (section app) Maximum amount of game time that can elapse between two frames. ▪ meshVisual (section defaults/renderer) Default texture to be displayed if the Mesh option button is selected in the Renderer Properties sub-panel. ▪ space Folder containing the space to load. The path is relative to BigWorld's resources folder (bigworld/res). ▪ speed (section camera) Current camera speed. ▪ startDirectory (section defaults) Folder which particle systems will be displayed in the Select or Enter a Particle System panel's drop-down list box. ▪ sunFlareXML (section resourceGlue/environment) XML file to use for the sun flare effect when rendering in background mode. ▪ trailTexture (section defaults/renderer) Default texture to be displayed if the Trail option button is selected in the Renderer Properties sub-panel. 25.4. WorldEditor For details on the WorldEditor, see the document Content Tools Reference Guide's chapter WorldEditor. Located under bigworld/tools/WorldEditor, the grammar of options.xml is listed below: string ? 74 integer Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor [true|false] folder/file [true|false] folder/file folder/file folder/file integer float float float float [0|1] [0|1] float float float float folder * folder [true|false] server:port folder/file [true|false] integer integer integer false [true|false] [true|false] integer [0|1] float float 75 WorldEditor folder/file float folder/file integer integer float folder/file [true|false] selection_opt coord_opt folder/file watcher_value {Slow|Medium|Fast|SuperFast} <{Slow|Medium|Fast|SuperFast}> integer integer [0|1] ? folder selection_opt [0|1] [0|1|2] [0|1] [0|1] [0|1] [0|1] [0|1|2] [true|false] 76 [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] float [0|1] [0|1] float float float float float float float float float [true|false] [true|false] [true|false] [true|false] [true|false] [true|false] 77 WorldEditor [0|1] integer integer float float [0|1] [0|1] float float float float float float float float float float float float float float float float float float float float float float float [0|1] float float float float float integer float float float float float [0|1] 78 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor integer integer integer integer integer float integer [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] [0|1] folder/file folder/file string string string integer [0|1] [0|1] integer integer folder/file integer [0|1] integer integer integer Grammar of bigworld/tools/worldeditor/options.xml The list below describes the tags in bigworld/tools/worldeditor/options.xml: ▪ activetexture (section terrain/texture) 79 WorldEditor The last chosen texture in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ alphaTool (section tools) Texture file used for terrain alpha tool. The path is relative to executable's folder (bigworld/tools/worldeditor). ▪ alphaToolGUISize (section tools) Size of Terrain Texturing panel's Textures In Chunk field in relation to WorldEditor's window (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ alphaToolSize (section tools) Default size of the terrain alpha tool. ▪ alphaToolStrength (section tools) Default strength of the terrain alpha tool. ▪ angle ▪ Section shellSnaps Number of degrees by which to rotate the selected items. Items can be rotated via the mouse wheel (for details, see the document Content Tools Reference Guide's section WorldEditor → Mouse controls) or the rotation gizmo (for details, see the document Content Tools Reference Guide's section WorldEditor → Gizmos). ▪ Section snaps Number of degrees by which to rotate the selected items (with the exception of shells) using the mouse wheel. This value is set by the Object panel's Object Grip Snaps group box's Angle field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). Shell rotation is set by tag shellSnaps/angle. ▪ assetMsgs (section messages) Determines whether asset messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ autoTrack (section chunkTexture) Toggles whether the Chunk Textures panel automatically tracks the chunk under the cursor, or requires that the user explicitly set the current chunk (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ batchLimit (section CVS) The maximum number of files that can be committed as a single batch. ▪ blendMapSize (section terrain2/defaults) 80 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Default size (in pixels per chunk) for the terrain texture layer resolution (which is applied to the terrain via the Terrain Texturing panel — for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). The values has to be a power of 2. ▪ blendsBuildInterval (section terrain2) WorldEditor uses this value, expressed in milliseconds, to determine how frequently it should rebuild terrain layer information for advanced terrain blocks. At most, only one terrain block will be processed. The default value is 100 milliseconds, meaning that it will process 10 blocks per second. A value of 0 results in processing a block every second. The default value of 100 milliseconds is the recommended value. ▪ boldFont (section project) Bold font used in the Project panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Project panel). ▪ browsePath (section itemEditor) Last item selected in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ brushFalloff (section terrain/height) Current mode of the terrain height brush in the Terrain Height panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). The possible values are: ▪ 0 - Flat falloff. ▪ 1 - Linear falloff. ▪ 2 - Curved falloff. ▪ brushMode (section terrain/cutRepair) Current mode of the terrain mesh cut/repair panel in the Terrain Mesh Cut/Repair panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel). The possible values are: ▪ 0 - make holes. ▪ 1 - repair holes. ▪ bspBoundingBox Determines whether a SpeedTree's BSP bounding box is used when selecting the tree, or whether the tree's bounding box is used. ▪ cameraHeight (section graphics) Height of the camera during player walkthrough mode. This value is set by WorldEditor's General Options panel's Camera Height field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). 81 WorldEditor The walkthrough mode is toggled by the Player Preview Mode toolbar button — the document Content Tools Reference Guide's section WorldEditor → Toolbar). — (for details, see ▪ chunkNumberBetweenSave (section fullSave) Number of chunks to save as a group when doing a full-save operation. ▪ chunkVisualisation (section tools) Texture file used to draw around the outside of chunks. The path is relative to the executable's folder (bigworld/tools/worldeditor). ▪ contentCreationManual (section help) Path and filename of the Content Creation Manual — the path is relative to the executable's folder (bigworld/tools/worldeditor). The document accessed by pressing F1 or by selecting the Help → Content Creation menu item — for details, see the document Content Tools Reference Guide's section WorldEditor → Menu Items). ▪ coordFilter (section tools) Value of the Coordinate System toolbar drop-down list box. The possible values are: ▪ World ▪ Local ▪ View This value is set by the Object pane's Coordinate System group box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). ▪ currentLanguage Current language used by WorldEditor. This value is set by selecting the Languages menu item (for details, see the document Content Tools Reference Guide's section WorldEditor → Menu Items). ▪ darkenBackground (section consoles) Determines whether the console's background should be darkened, for better readability (for details on the consoles available in WorldEditor, see the document Content Tools Reference Guide's sections Tools Consoles and WorldEditor → Keyboard shortcuts). ▪ directory (section object/Entity) Default folder for entities in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ directory (section object/Lights) Default folder for lights in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ directory (section object/Particles) 82 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Default folder for particles in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ directory (section object/Prefabs) Default location for prefabs in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ directory (section object/Shell) Default location for shells in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). ▪ directory (section object/SpeedTree) Default location for SpeedTrees in the Asset Browser panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Asset Browser panel). For details on SpeedTree, see the document Content Tools Reference Guide's section WorldEditor → SpeedTree). ▪ directory (section terrain/textures) Default folder on the Terrain Texturing panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ dragOnSelect Determines if the selected object(s) can be moved via the mouse or only via the movement gizmo. This value is set by the Object panel's Drag On Select check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). ▪ drawBloom (section render/environment) Toggles the bloom full screen effect — this value is set by WorldEditor's General Options panel's Show list box's Environment→Bloom check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawBSP The kind of BSPs should be displayed. Possible values are: ▪ 0 — Normal ▪ 1 — Custom ▪ 2 — All This value is set by WorldEditor's General Options panel's Show list box's Scenery→ BSP check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawChunkFlares (section render) Toggles the rendering of chunk flares. ▪ drawChunkLights (section render) 83 WorldEditor Toggles the rendering of lights. This value is set by WorldEditor's General Options panel's Show list box's Lights check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawChunkPortals (section render) Toggles the rendering of portals of chunks/shells. ▪ drawClouds (section render/environment) Toggles the rendering of clouds. This value is set by WorldEditor's General Options panel's Show list box's Environment→Clouds check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawDetailObjects (section render/environment) Toggles the rendering of details object (e.g., flora). This value is set by WorldEditor's General Options panel's Show list box's Environment→Detail Objects check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawDynamic (section render/lights) Toggles the visibility of dynamic lights. This value is set by WorldEditor's General Options panel's Show list box's Lights→Dynamic Light Models check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawEditorProxies (section render/misc) Toggles the display of proxy models defined for models in ModelEditor. This value is set by WorldEditor's General Options panel's Show list box's Editor Proxies check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawEntities (section render/gameObjects) Toggles the rendering of entities. This value is set by WorldEditor's General Options panel's Show list box's Game Objects→Entities check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawFog (section render/environment) Toggles the rendering of fog. This value is set by WorldEditor's General Options panel's Show list box's Environment→Draw Fog check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawHeavenAndEarth (section render/misc) 84 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Toggles the rendering of the heaven and earth portals used by chunks. This value is set by WorldEditor's General Options panel's Show list box's Heaven And Earth Portals check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawShimmer (section render/environment) Toggles the shimmer full screen effect. This value is set by WorldEditor's General Options panel's Show list box's Environment→Shimmer check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawSky (section render/environment) Toggles the rendering of sky. This value is set by WorldEditor's General Options panel's Show list box's Environment→Sky check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawSpecular (section render/lights) Toggles the visibility of specular lights. This value is set by WorldEditor's General Options panel's Show list box's Lights→Specular Light Models check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawStars (section render/environment) Toggles the visibility of stars. This value is set by WorldEditor's General Options panel's Show list box's Environment→Stars check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawStatic (section render/lights) Toggles the visibility of static lights. This value is set by WorldEditor's General Options panel's Show list box's Lights→Static Light Models check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawStaticSky (section render/environment) Toggles the visibility of static sky. ▪ drawSunAndMoon (section render/environment) Toggles the rendering of sun and moon objects. This value is set by WorldEditor's General Options panel's Show list box's Environment→Sun And Moon check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawUserDataObjects (section render/gameObjects) 85 WorldEditor Toggles the rendering of user data objects and their links. This value is set by WorldEditor's General Options panel's Show list box's Game Objects→User Data Objects check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ drawVLO (section render) Toggles the rendering of Very Large Objects. ▪ drawWater (section render/scenery) Toggles the rendering of water. This value is set by WorldEditor's General Options panel's Show list box's Environment→Water check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ enable (section CVS) Determines whether the CVS functionality is enabled. ▪ enableDynamicUpdating This value is set by WorldEditor's General Options panel's Lighting group box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ environment (section render) Toggles the visibility of all selected environment items. This value is set by WorldEditor's General Options panel's Show list box's Environment group box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ errorMsgs (section messages) Determines whether error messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ exclusive (section input) Determines whether WorldEditor should work in exclusive mode. ▪ farclip (section graphics) Far plane size in metres. This value is set in the General Options panel's Far Plane slider (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ gameVisibility (section render/scenery/shells) Toggles the use of the portal visibility algorithm by the shell. This value is set by WorldEditor's General Options panel's Show list box's Shell→Game Visibility check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). 86 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor ▪ gameObjects (section render) Toggles the visibility of game objects. This value is set by WorldEditor's General Options panel's Show list box's Game Objects check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ graphics Section specifying graphic card's options such as camera height while player is in walkthrough mode, far plane, etc... ▪ graphicsPreferencesXML (section graphics) The location of the graphics options XML files. ▪ height (section height) The last used absolute or relative height in metres. ▪ heightMapSize (section terrain2/defaults) The default resolution of the height map in pixels per chunk. This needs to be a power of two. ▪ hideOutsideObjects (section render) Determines whether outside objects should be rendered. This value is set by the Hide/show outside objects toolbar button — Content Tools Reference Guide's section WorldEditor → Toolbar). — (for details, see the document ▪ holeMapSize (section terrain2/defaults) The default size of the hole map in pixels per chunk. This value does not have to be a power of two. ▪ host (section bwlockd) IP address and port of the lock server (for details, see the document Content Tools Reference Guide's chapter Lock Server-bwlockd). ▪ importmask (section terrain/texture) Toggles the terrain painting import mask used in Terrain Texturing panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ importstrength (section terrain/texture) Strength of the brush when blending texture onto terrain area underneath brush icon. This value is set by WorldEditor's Terrain Texturing panel's Mask group box's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ index (section terrain/filter) 87 WorldEditor Index of the current terrain filter. The indices are part of the filter definition file, which is located in resources/data/filters.xml (under WorldEditor's executable folder). ▪ infoMsgs (section messages) Toggles whether information messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ itemSnapMode (section snaps) Determines the type of item snap (if any). This value is set by WorldEditor's Item Snap Mode toolbar buttons (for details, see the document Content Tools Reference Guide's section WorldEditor → Toolbar). Possible values are: ▪ 0 — Free positioning (also set via toolbar button). ▪ 1 — Terrain lock (also set by toolbar button ). ▪ 2 — Obstacle lock (also set by toolbar button). ▪ lastY (section itemEditor) Internal flag, used to record the last Y value when moving objects. ▪ latch (section chunkTexture) Toggles whether the Chunk Textures panel is automatically displayed when activating the Terrain Texturing panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). This value is set by WorldEditor's Chunk Textures panel's Show When The Terrain Texturing Tool Is Activated check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Chunk Textures panel). The Terrain Texturing panel is activated by the Terrain Texture Tool toolbar button — see the document Content Tools Reference Guide's section WorldEditor → Toolbar). . — (for details, ▪ legacyMouseWheel (section input) Determines whether the mouse wheel should change the camera speed (when this value is set to true) or zoom the viewport in and out (when this value is to false). ▪ lighting (section render) Specifies how lighting should be rendered. Possible values are: ▪ 0 — Standard ▪ 1 — Dynamic ▪ 2 — Specular 88 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor This value is also set in the General Options panel's Lighting group box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ lights (section render) Toggles the visibility of all selected light types — this value is set by WorldEditor's General Options panel's Show list box's Lights check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ limit (section undoredo) Number of undo/redo action saved in memory. If this value is not set, then the number of actions will be limited by the available memory. ▪ LOD (section render/terrain) Toggles terrain LODing — this value is set by WorldEditor's General Options panel's Show list box's Terrain→Terrain Level Of Detail check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ lodregentime (section render/terrain) The time in seconds between regenerating terrain texture LODs. ▪ maskBottomRight (section render/height) Bottom-right coordinates for the terrain painting import mask used in the Terrain Texturing panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). The coordinates are in chunks with the bottom left-chunk being (0,0). ▪ materialOverrideMode (section objects) Toggles the handling of all materials' properties as editable, regardless of the value of its worldBuilderEditable flag. For details on this flag, see the document Client Programming Guide's section 3D Engine (Moo) → EffectMaterial → Artist-editable/tweakable variables. ▪ maxFarPlane (section render) The maximum distance in meters that the far-plane can be set to — this value is set by the General Options panel's Far Plane field — for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ maxCBLsPerFrame (section render/links) There is a cost associated with loading, unloading, creating, deleting, and editing UDOs. The user can control the size of the jobs performed per frame by editing this variable. Controls the number of chunk back links (an incoming link from an unloaded UDO) processed per frame. ▪ maxCLsPerFrame (section render/links) There is a cost associated with loading, unloading, creating, deleting, and editing UDOs. The user can control the size of the jobs performed per frame by editing this variable. Controls the number of chunk links (an outgoing link to an unloaded UDO) processed per frame. 89 WorldEditor ▪ maxheight (section terrain/height) Maximum value that can currently be assigned to the Terrain Height panel's Explicit Height field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). Note Note that maxheightlimit specifies the value that can ever be set as a maximum to Terrain Height panel's Explicit Height field via the Set Slider Limits dialog box. ▪ maxheightlimit (section terrain/height) Maximum value that can be assigned to the Terrain Height panel's Explicit Height field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that maxheight specifies the maximum value that currently can be assigned to Terrain Height panel's Explicit Height field. ▪ maxProcessingMillis (section render/links) There is a cost associated with loading, unloading, creating, deleting and editing User Data Objects that are linked. The user can control the time spent per frame updating links by editing this variable. The recommended value is 2, which allocates 2 milliseconds per frame for this task. ▪ maxRecalcsPerFrame (section render/links) There is a cost associated with recalculating the geometry of a link so that it conforms to the terrain as chunks are loaded in. The user can control the how often these recalculations are performed by editing this variable. Controls the number of links recalculated per frame. ▪ maxsize ▪ Section terrain/cutRepair Maximum value that can currently be assigned to the Terrain Mesh Cut/Repair panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel). ▪ Section terrain/filter Maximum value that can currently be assigned to the Terrain Filtering panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel). ▪ Section terrain/height Maximum value that can currently be assigned to the Terrain Height panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). ▪ Section terrain/texture 90 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Maximum value that can currently be assigned to the Terrain Texturing panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). Note Note that this tag is different from maxsizelimit, which specifies the biggest value that can ever be set as a maximum to the respective panel's Size field via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). ▪ maxsizelimit ▪ Section terrain/cutRepair Maximum value that can be assigned to the Terrain Mesh Cut/Repair panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel) via the Set Slider Limits dialog box. ▪ Section terrain/filter Maximum value that can be assigned to the Terrain Filtering panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel) via the Set Slider Limits dialog box. ▪ Section terrain/height Maximum value that can be assigned to the Terrain Height panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box. ▪ Section terrain/texture Maximum value that can be assigned to the Terrain Texturing panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel) via the Set Slider Limits dialog box. For details on the Set Slider Limits dialog box, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that this tag is different from maxsize, which specifies the maximum value that currently can be assigned to the respective panel's Size field. ▪ maxstrength ▪ Section terrain/height Maximum value that can currently be assigned to the Terrain Height panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). ▪ Section terrain/texture 91 WorldEditor Maximum value that can currently be assigned to the Terrain Texturing panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). Note Note that this tag is different from maxstrengthlimit, which specifies the biggest value that can ever be set as a maximum to the respective panel's Strength field via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). ▪ maxstrengthlimit (section terrain/height) Maximum value that can be assigned to the Terrain Height panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box. For details on the Set Slider Limits dialog box, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that this tag is different from maxstrength, which specifies the maximum value that currently can be assigned to the respective panel's Strength field. ▪ maxTimeBetweenRecalcs (section render/links) There is a cost associated with recalculating the geometry of a link so that it conforms to the terrain as chunks are loaded in. The user can control the how often these recalculations are performed by editing this variable. Controls the maximum time in seconds between updates. ▪ maxTimeDelta (section app) Maximum number of seconds elapsed between the last frame and the current one when calculating frame time. If the delta is bigger than maxTimeDelta, then it is set to maxTimeDelta for frame time calculation purposes. ▪ maxTimeWaitForMoreChunks (section render/links) There is a cost associated with recalculating the geometry of a link so that it conforms to the terrain as chunks are loaded in. The user can control the how often these recalculations are performed by editing this variable. Controls the maximum time in seconds WorldEditor will wait for additional chunks to be loaded before recalculating the links. ▪ minheight (section terrain/height) Minimum value that can currently be assigned to the Terrain Height panel's Explicit Height field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). 92 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Note Note that this tag is different from minheightlimit, which specifies the lowest value that can ever be set as a minimum to Terrain Height panel's Explicit Height field via the Set Slider Limits dialog box. ▪ minheightlimit (section terrain/height) Minimum value that can be assigned to the Terrain Height panel's Explicit Height field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that this tag is different from minheight, which specifies the minimum value that currently can be assigned to Terrain Height panel's Explicit Height field. ▪ minsize ▪ Section terrain/cutRepair Minimum value that can currently be assigned to the Terrain Mesh Cut/Repair panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel). ▪ Section terrain/filter Minimum value that can currently be assigned to the Terrain Filtering panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel). ▪ Section terrain/height Minimum value that can currently be assigned to the Terrain Height panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). ▪ Section terrain/texture Minimum value that can currently be assigned to the Terrain Texturing panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). Note Note that this tag is different from minsizelimit, which specifies the lowest value that can ever be set as a minimum to the respective panel's Size field via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). ▪ minsizelimit ▪ Section terrain/cutRepair 93 WorldEditor Minimum value that can be assigned to the Terrain Mesh Cut/Repair panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel) via the Set Slider Limits dialog box. ▪ Section terrain/filter Minimum value that can be assigned to the Terrain Filtering panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel) via the Set Slider Limits dialog box. ▪ Section terrain/height Minimum value that can be assigned to the Terrain Height panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box. ▪ Section terrain/texture Minimum value that can be assigned to the Terrain Texturing panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel) via the Set Slider Limits dialog box. For details on the Set Slider Limits dialog box, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that this tag is different from minsize, which specifies the minimum value that currently can be assigned to Terrain Mesh Cut/Repair panel's Size field. ▪ minstrength (section terrain/height) Minimum value that can currently be assigned to the Terrain Height panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). Note Note that this tag is different from minstrengthlimit, which specifies the lowest value that can ever be set as a minimum to the respective panel's Strength field via the Set Slider Limits dialog box (for details, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). ▪ minstrengthlimit ▪ Section terrain/height Minimum value that can be assigned to the Terrain Height panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel) via the Set Slider Limits dialog box. ▪ Section terrain/texture Minimum value that can be assigned to the Terrain Texturing panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel) via the Set Slider Limits dialog box. 94 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor For details on the Set Slider Limits dialog box, see the document Content Tools Reference Guide's section WorldEditor → Dialog Boxes → Set Slider Limits Dialog Box). Note Note that this tag is different from minstrength, which specifies the minimum value that currently can be assigned to the respective panel's Strength field. ▪ misc (section render) Toggles the visibility of all selected miscellaneous items. ▪ movement ▪ Section shellSnaps Value (in metres) for snapping shells along the respective axis. ▪ Section snaps Value (in metres) for snapping items (with the exception of shells) along the respective axis. Shell snap is set by tag shellSnaps/movement. ▪ normalFont (section project) Normal font used in the Project panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Project panel). ▪ normalMapSize (section terrain2/defaults) Default size of the normal map in pixels her chunk. This value has to be a power of two. ▪ noticeMsgs (section messages) Determines whether notice messages are displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ numLayerWarning (section chunkTexture) Maximum number of textures that chunks might have before a warning message is displayed in the offending chunks. This value is set by the Chunk Textures panel's Maximum Textures Per Chunk Warning field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Chunk Textures panel). ▪ numLayerWarningShow (section chunkTexture) Determines whether WorldEditor should display the "maximum texture per chunk" warning. This value is set by the Chunk Textures panel's button / buttons (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Chunk Textures panel). ▪ numMessageLines (section consoles) 95 WorldEditor Maximum number of short-lived error or warning messages displayed at the bottom of the viewport. ▪ ortho (section camera) Toggles camera's orthographic view. This value is set by the Orthographic View toolbar button — Tools Reference Guide's section WorldEditor → Toolbar). — (for details, see the document Content ▪ optionsPage (section tools) Location of the internal data file used when generating the General Options panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). The path is relative to the executable's folder (bigworld/tools/worldeditor). ▪ particle (section scenery) Toggles the visibility of particle systems — this value is set by WorldEditor's General Options panel's Show list box's Scenery→Particles check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ path (section CVS) Path and file name of the Python script to be used by WorldEditor's CVS stub. The default value is resources/scripts/cvs_stub.py. For details, see the document Content Tools Reference Guide's section Lock Server — bwlockd → Using a version control system stub. ▪ placementPreset Method of object placement (regarding randomisation of rotation and scale). This value is set by the Object panel's Placement Control group box's Setting drop-down list box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). ▪ precompileEffects Determines whether .fx files should be compiled before WorldEditor first runs or should be built when first used. ▪ readOnlyMode (section objects) Determines if changes to the scene can be saved. ▪ reflection (section render/scenery/drawWater) Toggles water reflection — this value is set by WorldEditor's General Options panel's Show list box's Environment→Water→Reflection check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ relative (section terrain/height) Determines the mode of the terrain height brush — 0 activates the relative mode, and 1 activates the absolute mode. 96 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor This value is set by the Terrain Height panel's Mode group of radio buttons (Absolute and Relative)— for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel. ▪ safeMemoryCountInMB (section fullSave) Amount of memory (in MB) that should be allocated during testing low-memory conditions when doing a full save. ▪ saveLayoutOnExit (section panels) Determines whether the layout of the panels should be saved on exit. For details on the panel system, see the Content Tools Reference Guide's section Panel System. ▪ scenery (section render) Toggles the visibility of scenery item — this value is set by WorldEditor's General Options panel's Show list box's Scenery check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ selectFilter (section tools) Type of elements of the world that will be affected by a select action. This value is set by the Object panel's Selection Filter drop-down list box— for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel. Possible values are: ▪ All Entities ▪ All Except Terrain and Shells ▪ Shells + Contents ▪ All Lights ▪ Omni Lights ▪ Ambient Lights ▪ Directional Lights ▪ Spot Lights ▪ Models ▪ Entities ▪ Clusters and Markers ▪ Particles ▪ Waypoint Stations ▪ Terrains ▪ Sound 97 WorldEditor ▪ Water ▪ Portals ▪ selBottomRight (section render/height) Bottom-right coordinate for importing, used in the Terrain Import/Export panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Import/ Export panel). The coordinates are in chunks, with the bottom left-chunk being (0,0). ▪ selTopLeft (section render/height) Top-left coordinate for importing, used in the Terrain Import/Export panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Import/Export panel). The coordinates are in chunks, with the bottom left-chunk being (0,0). ▪ sendCrashDump Determines whether dumps should be sent to BigWorld in the event of a WorldEditor crash. ▪ shadeReadOnlyAreas (section render/misc) Toggles the shading in red of read-only areas. This value is set by WorldEditor's General Options panel's Show list box's Shade Read-Only Areas check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). For more details on the lock server, see the document Content Tools Reference Guide's section Lock Server — bwlockd. ▪ shadows (section graphics) Toggles the creation of a stencil buffer. ▪ shadowMapSize (terrain2/defaults) Default size of the shadow map. This value has to be a power of 2. ▪ shells (section scenery) Toggles the visibility of shells in the world. This value is set by WorldEditor's General Options panel's Show list box's Shell check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ shellSnaps Tag for section specifying snap and rotation settings for shells. The values for the tags in this sections are set by WorldEditor's Object panel's Object Grid Snap group box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). ▪ shortcutsHtml (section help) 98 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor The location of the shortcuts HTML — the path is relative to the executable's folder (bigworld/tools/ worldeditor). Path and filename of the Content Creation Manual — the path is relative to the executable's folder bigworld/tools/worldeditor (the document accessed by selecting the Help → Shortcuts menu item — for details, see the document Content Tools Reference Guide's section WorldEditor → Menu Items). ▪ showChunkVisualisation (section tools) Determines the type of chunk visualisation mode. Possible values are: ▪ 0 - No visualisation ▪ 1 - Chunk visualisation ▪ 2 - Vertex visualisation ▪ 3 - Mesh visualisation This value is set by clicking the Chunk Visualisation Mode toolbar buttons (for details, see the document Content Tools Reference Guide's sections WorldEditor → Toolbar) or by pressing F6 (see the document Content Tools Reference Guide's sections WorldEditor → Keyboard shortcuts). For details on the chunk visualisation modes, see WorldEditor → Chunk visualisation modes). ▪ showDate (section messages) Determines whether the date of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Date check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ showPriority (section messages) Determines whether the priority of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Priority check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ showTime (section messages) Determines whether the time of the issued messages should be displayed in the BigWorld Messages panel. This value is set by the BigWorld Messages panel's Show Time check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ showTrack (section messages) Determines if WorldEditor should outline the chunk under the cursor. This value is set by the Chunk Textures panel's / buttons (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Chunk Textures panel). ▪ simulation (section render/scenery/drawWater) 99 WorldEditor Toggles water simulation — this value is set by WorldEditor's General Options panel's Show list box's Environment→Water→Simulation check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ size ▪ Section terrain/cutRepair Size of the terrain mesh cut/repair brush in metres. This value is set by the Terrain Mesh Cut/Repair panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Mesh Cut/Repair panel). ▪ Section terrain/filter Size of the terrain filter brush in metres. This value is set by the Terrain Filtering panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Filtering panel). ▪ Section terrain/height Size of the terrain height brush in metres. This value is set by the Terrain Height panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). ▪ Section terrain/texture Size of the terrain texture brush in metres. This value is set by the Terrain Texturing panel's Size field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ {Slow|Medium|Fast|SuperFast} (section camera/speed) Definition of normal speed (in m/s) for the 4 pre-defined camera speeds. This value is set by clicking the Camera Speed toolbar buttons (for details, see the document Content Tools Reference Guide's section WorldEditor → Toolbar)., or by the Ctrl+1, Ctrl+2, Ctrl+3, and Ctrl+4 keyboard shortcuts (for details, see the document Content Tools Reference Guide's section WorldEditor → Keyboard Shortcuts). ▪ snaps Tag for section specifying snap and rotation settings for items (with the exception of shells, which are set by section shellSnaps). ▪ spaceMapAlpha (section render/project) Level of transparency applied to the world's hand drawn map layer that is rendered over the world's game map. This value is set by Project panel's Hand Drawn Map vs. Calculated Map slider (for details, see the Content Tools Reference Guide's section WorldEditor → Panel summary → Project panel). ▪ standalone 100 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor Determines if the Lock Server (bwlockd) should be used (for details, see the document Content Tools Reference Guide's chapter Lock Server — bwlockd). ▪ strength ▪ Section terrain/height Strength of the terrain height brush. This value is set by the Terrain Height panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Height panel). ▪ section terrain/texture Strength of the terrain painting brush. This value is set by the Terrain Texturing panel's Strength field (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → Terrain Texturing panel). ▪ stripeSize (section fullSave) Number of chunks in a single strip to use when doing a full save. ▪ terrain (section render) Toggles the visibility of the terrain — this value is set by WorldEditor's General Options panel's Show list box's Terrain check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ texture (section terrain/channeln) Texture file used in that channel. The section contains the history of texture files used in the channel. ▪ timeofday (section graphics) Initial time of the day in the world. This value is set in Environment Options panel's Time Of Day slider (for details, see the Content Tools Reference Guide's section WorldEditor → Panel summary → Environment Options panel). ▪ timeScale (section app) Number of seconds in real world time corresponding to each second in game time. This value is used to calculate the time elapsed between last frame and current one. ▪ toolsReferenceGuide (section help) Path and filename of the Content Tools Reference Guide — the path is relative to the executable's folder (bigworld/tools/worldeditor). The document accessed by pressing F1 or by selecting the Help → Tools Reference Guide menu item — for details, see the document Content Tools Reference Guide's section WorldEditor → Menu Items). ▪ turbo (section camera/speed/speed_label) Definition of turbo speed (in m/s) for the 4 pre-defined camera speeds. 101 WorldEditor The camera speed is set by clicking the Camera Speed toolbar buttons (for details, see the document Content Tools Reference Guide's section WorldEditor → Toolbar)., or by the Ctrl+1, Ctrl+2, Ctrl+3, and Ctrl+4 keyboard shortcuts (for details, see the document Content Tools Reference Guide's section WorldEditor → Keyboard Shortcuts). ▪ ualConfigPath Path of the Asset Browser's configuration file — the path is relative to the executable's folder (bigworld/ tools/worldeditor). For details on this file, see the document Content Tools Reference Guide's section Asset Browser → Customisation). ▪ use (section bwlockd) Determines whether the Lock Server (bwlockd) should be used within WorldEditor (for details, see the document Content Tools Reference Guide's chapter Lock Server-bwlockd). ▪ userTag Name to use by the Lock Server (bwlockd) for shells when multiple users are working on a same space, in order to avoid name collision (for details, see the document Content Tools Reference Guide's chapter Lock Server-bwlockd). ▪ vizMode (section render/terrain) Determines the terrain visualisation mode. The possible values are: ▪ 0 — Displays the terrain as normal. ▪ 1 — Displays the boundary of chunks. ▪ 2 — Displays the vertices of the terrain heights or blends (depending on which mode is active). ▪ 3 — Displays the mesh of the terrain heights or blends (depending on which mode is active). ▪ warningMemoryLoadLevel Memory load level (as a percentage) of used vs. total memory at which point a dialog will be displayed. The dialog box will contain a warning about the low-memory condition, along with options such as clearing the undo/redo buffer to try to recover more memory. ▪ warningMsgs (section messages) Determines whether warning messages should be displayed in the BigWorld Messages panel (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → BigWorld Messages panel). ▪ watcher_name (section romp/watcherValues) Specifies the value for the watcher. ▪ wireFrame ▪ Section render/scenery Toggles the display of scenery items as wireframe. 102 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. WorldEditor This value is set by WorldEditor's General Options panel's Show list box's Scenery→Wireframe check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ Section render/terrain Toggles the display of the terrain as wireframe. This value is set by WorldEditor's General Options panel's Show list box's Terrain→Wireframe check box (for details, see the document Content Tools Reference Guide's section WorldEditor → Panel summary → General Options panel). ▪ xyzEnabled (section snaps) Toggles item snap mode. This value is set in the Object panel's Object Grid Snaps group box's Enabled check box (for details, see the Content Tools Reference Guide's section WorldEditor → Panel summary → Object panel). Possible values are: ▪ 0 - Item snap disabled ▪ 1 - Item snap enabled 103 Chapter 26. PackedSection files Described in BNF format, the file has the following format (the asterisk character —*— indicates that the previous section might appear zero or more times): ::= ::= * '\0' ::= * ::= ::= ::= PackedSection file format in BNF grammar The list below describes the sections in the file: ▪ 4-byte number 0x42A14E45. ▪ int8 number. ▪ Sequence of null-terminated strings, followed by an empty string. In the section , these strings are referred to by their index in the table. ▪ Size of this section's data is indicated by the first . In other words, all data from the start of through to the offset given by the first is the data associated with this section. without children are just raw binary data for that type. For example, a float is four bytes of the float, a Vector3 is 3 consecutive floats, a Matrix 12 float. ▪ int number. ▪ int32 number, representing the offset relative to the start of section (and not as relative to the start of the file). The type of each section's data is indicated in the high bits of the following section (and not in its own). This is the reason for the final after . For the precise number of bits used for indicating types and the constant mappings for the various supported types, see file src/ lib/resmgr/packed_section.hpp. ▪ Binary data block of the data for this section, and the data for each child section concatenated together. ▪ 104 Data starts at the of the previous record (or the of the if this is the first record), and ends at the of this record. ▪ int16 number, representing the index (and not a byte offset) in section (relative to the start of the file). Index count starts at 0. In PackedSection files, integers are slightly optimised (e.g., if value is zero, then no data will be stored; if value fits in an int8, then 1 byte will be stored, and so on). 105 Chapter 27. paths.xml The following folders contain versions of paths.xml: ▪ bigworld/tools/exporter/3dsmax ▪ bigworld/tools/exporter/maya ▪ bigworld/tools/misc ▪ bigworld/tools/modeleditor ▪ bigworld/tools/particleeditor ▪ bigworld/tools/worldeditor ▪ fantasydemo/game The grammar of paths.xml is listed below: * folders Grammar of paths.xml The list below describes the tags in paths.xml: ▪ Path Specifies (either with drive letter or not) the folder or Zip file to be added to path list. 106 Chapter 28. .primitives Defined in various sub-folders under the resource tree (for example, /environments, /flora, /sets/vehicles, etc...), the .primitives files use BinSection (for details on grammar of BinSection files, see BinSection files on page 7 ) to have discrete bits of binary data saved in one file using the BigWorld file system. The primitive file can contain vertex data, index data, and BSP data. 28.1. Vertex data section The section with vertex data contains a small header, followed by the raw vertex data. Described in BNF format, the file has the following format (the asterisk character —*— indicates that the previous section might appear zero or more times.): .primitives file format in BNF grammar — Vertex data section The list below describes the sections in the file: ▪ Number of vertices. ▪ Actual vertex data, with size equal to sizeof vertex * . ▪ 64-byte field, containing the name of the vertex format (e.g., xyznuv, xyznuvtb, etc...). 28.2. Index data section The section with index data contains a small header and the raw index data, followed by the primitive groups. The primitive groups define the batches with different materials in the triangle list (these are the same primitive groups referenced from the .visual file — for details on grammar of .visual files, see .visual on page 119 ). Described in BNF format, the file has the following format (the asterisk character —*— indicates that the previous section might appear zero or more times): ::= * 1 ::= .primitives file format in BNF grammar — Index data section 107 BSP data section 1 . contains sections The list below describes the sections in the file: ▪ 64-byte field, containing the type of index list. Possible values are list (which mean a 16-bit index list), and list32 (which means a 32-bit index list). ▪ Number of triangles rendered in this group. ▪ Number of vertices used by the triangles in this group. ▪ Integer number containing the number of indices. ▪ Integer number containing the number of primitive groups. ▪ Actual index data, with size equal to 2* (if is list), or 4* (if is list32). ▪ Actual primitive groups data, with size equal to 16*. This section contains sections . ▪ First index used by this group of triangles. ▪ First vertex used by the triangles in this group. 28.3. BSP data section The section with BSP data contains a small header, followed by the raw BSP data. Described in BNF format, the file has the following format (the asterisk character —*— indicates that the previous section might appear zero or more times): ::=
* * *
::= ::= ::= * ::= ::= ::= 108 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. BSP data section ::= ::= * .primitives file format in BNF grammar — BSP data section The list below describes the sections in the file: ▪ 4-byte unsigned integer containing the number of bytes in the subsequent blob of binary data. ▪ Float value equal to the dot product of and . ▪ 1-bit flag indicating if node has a back child. ▪ 1-bit flag indicating if node has a front child. ▪ 1-bit flag indicating if all triangles lie on the node's plane ▪ 4-byte number 0x00505342 containing version number in the last byte ▪ 4-byte unsigned integer containing maximum size of all lists. ▪ Normal to plane's front. ▪ 2-byte unsigned integer containing the number of sections in current section. ▪ 4-byte unsigned integer containing the number of nodes in . ▪ 4-byte unsigned integer containing the number of triangles in . ▪ 5-bit reserved number 10100. ▪ 2-byte unsigned integer containing the index to the section. ▪ 109 BSP data section XYZ position of the triangle's vertices. ▪ 4-byte unsigned integer containing user-defined key associated with data. ▪ Vector composed of 3 float values. 110 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 29. shadows.xml Located under bigworld/res/system/data, this file is used by the 3D game engine to configure various shadowing capabilities. The grammar is listed below: true|false float float float integer integer Grammar of shadow configuration file The list below describes the tags in the shadow configuration file: ▪ bufferSize Size of the shadow texture. ▪ distance Shadow cut-off distance. ▪ enabled Toggles the availability of shadows in the engine. ▪ fadeStart Distance from which shadow will start to face. It will face until reaches distance. ▪ intensity Maximum shadow intensity. Value ranges from 0 (fully transparent) to 1 (fully opaque). ▪ maxCount Maximum number of simultaneous dynamic shadows casters in a scene. This is the default value, but it is possible to set a smaller amount via graphics settings. The options available are derived by bit shifting this value towards zero. 111 Chapter 30. space.settings Contains environment settings, bounding rectangle of grid squares, etc... Mentioned in document Client Programming Guide's section Chunks, Implementation files. The grammar for space.settings is described below: file file ? float ? ? float ? float ? float ? float ? float ? float float float float ? float float float float ? float float float float ? float ? [true|false] ? float float float ? float float float ? integer integer integer integer Grammar of space.settings The list below describes the tags in space.settings: ▪ bounds The bounds in X- and Z-axis - the Y here is actually Z-axis in world space. The unit is the grid size. ▪ farPlane Space's far plane. ▪ maxX (section bounds) Max grid bounds in X ▪ maxY (section bounds) Max grid bounds in Z ▪ minX (section bounds) Min grid bounds in X 112 ▪ minY (section bounds) Min grid bounds in Z ▪ singleDir If this is set to true, all chunk files will reside in one folder. If this is set to false, all chunk files will be put into different folders ( for large space ) ▪ skyGradientDome Sky configuration file.A The path is relative to game's resource folder — . ▪ startDirection The direction a player faced when he starts game ▪ startPosition The position a player in when he starts game ▪ timeOfDay Sky configuration file.A The path is relative to game's resource folder — . A — For details, see the document Client Programming Guide's section 3D Engine (Moo), Features, Lighting, Light maps, Sky light map. For details on file's grammar, see “.xml” on page 145 . 113 Chapter 31. .texanim Animated textures can be applied to material via ModelEditor. For details, see the document Content Creation Manual's lesson Create and Apply Animated Texture Maps → Applying animated texture map to a material. The grammar of .texanim files is listed below: +[a-z] integer + folder/file Grammar of .texanim The list below describes the tags in file .xml: ▪ frames Order of textures to be played in a loop for the animated texture. ▪ fps Number of frames per second to be displayed. ▪ texture Texture to be displayed in a specific frame. Frames are labelled from a to z, and can be played in any order (specified in frames tag), or repeated as part of a loop. If no frames tag is specified, then the textures are replayed in the order in which they appear in the file. 114 Chapter 32. .texformat Located under various folders under the tree, texture_detail_levels.xml and .texformat files are divided into filename matching criteria, and conversion rules. For more details, see the document Client Programming Guide's section 3D Engine (Moo) → Textures → Texture detail levels/compression. For details on how SpeedTree uses .texformat files to implement LOD, see the document Content Tools Reference Guide's section WorldEditor→ SpeedTree → Level Of Detail. The grammar for the texture detail level configuration file is described below: + * * * ? ? ? ? ? ? ? ? ? string string string integer integer integer string integer true|false true|false integer integer Grammar of texture detail level configuration file The list below describes the tags in the texture detail level configuration file: ▪ contains Filename match criterion. Filename substring that must be matched to apply the conversion rule. ▪ detailLevel Tag for detail level conversion rules. ▪ format Conversion rule. Indicates is mipmaps are stored along the horizontal axis. If set to true and mipCount is non-zero, then mipmaps are stored along the horizontal axis of the texture; otherwise, they are stored along vertical axis. ▪ horizontalMips Conversion rule. Indicates is mipmaps are stored along the horizontal axis. If set to true and mipCount is non-zero, then mipmaps are stored along the horizontal axis of the texture; otherwise, they are stored along vertical axis. 115 ▪ maxDim Conversion rule. The maximum width/height dimension that the converted texture might have. ▪ minDim Conversion rule. The minimum width/height dimension that the converted texture might have. ▪ mipCount Conversion rule. Number of mipmaps stored when precomputed mipmaps are stored in a single source texture. ▪ mipSize Conversion rule. Size of the topmost level of the mipmap, along the axis determined by the horizontalMips value. ▪ noFilter Instructs Moo what filter to use when auto-generating mipmaps: if true, then point filtering will be used; if false, then box filtering will be used. ▪ postfix Filename match criterion. Filename postfix that must be matched for the conversion rule to be applied. ▪ prefix Filename match criterion. Path/filename prefix that must be matched to apply the conversion rule. ▪ reduceDim Conversion rule. The number of times to halve the dimensions of the texture. ▪ lodMode Texture Quality Setting Modifier. This modifier tweaks how the texture responds to the texture quality setting which varies from 0 (highest) to 2 (lowest). How this modifier tweaks the quality setting is described in the following table. lodMode 0 (disabled) 1 (normal) 2 (low bias) 3 (high bias) 116 texture quality setting 0 1 2 0 0 0 0 1 2 0 1 1 0 0 1 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 33. texture_detail_levels.xml For details, see .texformat on page 115 . 117 Chapter 34. ual_config.xml This file configures various aspects of the appearance, layout, and working of the Asset Browser on the BigWorld tools that use it (WorldEditor, ModelEditor, and ParticleEditor), and is located under bigworld/ tools//resources/ual. Mentioned in document Content Tools Reference Guide's section Asset Browser, Customisation, the tags in this file are documented in bigworld/tools/worldeditor/resources/ual/ual_config.xml. 118 Chapter 35. .visual Defined in various sub-folders under the resource tree (for example, /environments, /flora, /sets/vehicles, etc...), the .visual file format specification is illustrated below: NodeSection 1 [true|false] + string object.vertices object.indices + integer EffectMaterial 2 float float float float float float *PortalSection 3 * float float float float ?PortalSection 4 Grammar of visual file 1 2 3 4 See “NodeSection” on page 121 . See EffectMaterial section on page 27 . See “PortalSection” on page 121 . See “PortalSection” on page 121 . The list below describes the tags in the visual file: ▪ boundary Section describing the planes surrounding the visual, much like the boundingBox section. These planes define a convex hull around the visual. ▪ boundingBox Minimum and maximum XYZ coordinates of the model's bounding box. If visual has skinned vertices or animation, then this section is the visual's initial pose's bounding box. ▪ d (section boundary) 119 Distance along the normal between boundary and origin. ▪ EffectMaterial For details, see EffectMaterial section on page 27 . ▪ geometry (section renderSet) List of geometries used by this renderSet. ▪ material (section renderSet/geometry/primitiveGroup) Properties for the primitive group's material, such as shader, collision flags, maps, etc... ▪ max (section boundingBox) Maximum extents of model's bounding box ▪ min (section boundingBox) Minimum extents of model's bounding box ▪ node (section renderSet) Node referenced by this renderSet. ▪ NodeSection For details, see “NodeSection” on page 121 . ▪ normal (section boundary) Normal of the plane surrounding the visual. ▪ PortalSection (main section, and boundary) For details, see “PortalSection” on page 121 . ▪ primitive (section renderSet/geometry) The name of the primitives used by this geometry (loaded from .primitives file — for details on this file's grammar, see .primitives on page 107 ). ▪ primitiveGroup (section renderSet/geometry) Settings for primitive group. Primitive group is a group of triangles that share the same material properties. ▪ renderSet Section for one or more objects with same transforms. ▪ treatAsWorldSpaceObject (section renderSet) Determines if lighting and other position-based properties are passed to shader in world space. ▪ vertices (section renderSet/geometry) The name of the vertices used by this geometry (loaded from .primitives file — for details on this file's grammar, see .primitives on page 107 ). 120 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. NodeSection 35.1. NodeSection The grammar for the NodeSection is described below: string float float float float float float float float float float float float *NodeSection Grammar of NodeSection in visual file The list below describes the tags in NodeSection: ▪ identifier Node's unique ID. The root node must be called Scene Root. ▪ row0, row1, row2, row3 Node's transform matrices. ▪ transform 3x4 matrix defining node's transform relative to the parent node. 35.2. PortalSection Portals describe the line of sight into neighbouring chunk, and should be present only in shells. The grammar for the PortalSection is described below: [heaven|invasive|Empty] +3 float float float float float float Grammar of PortalSection in visual file The list below describes the tags in PortalSection: ▪ point XYZ coordinates of one of portal's corners. 121 PortalSection ▪ type Describes the type of portal being defined. Can have the following values: ▪ heaven Outside lighting will be applied to shell, and from inside it you will be able to see outside chunks. ▪ invasive Portal will have same properties as a heaven portal, but shell will also be visible from outside chunks. ▪ Empty Portal will be purely a connecting one. This type can only be linked to other connecting portals. ▪ uAxis The cross vector for the coordinate system of the portal points. The up vector is calculated by taking the cross product of the boundary's normal and the uAxis. 122 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 36. visual_rules.xml Used by 3ds Max and Maya visual exporters to validate the files before exporting, the set of rules is defined in bigworld/tools/res/visual_rules.xml. For more details, see the document Content Tools Reference Guide's chapter 3ds Max and Maya Exporters. The grammar of visual_rules.xml is listed below: * ? ? ? ? ? ? ? ? ? ? ? ? ? * ? string string normal|static|static with nodes folder string float float float float float float integer integer integer true|false float float float float float string true|false Grammar of bigworld/tools/res/visual_rules.xml The list below describes the tags in file visual_rules.xml: ▪ checkUnknownHardPoints Specified if the hard point not specified in the set of tags should be flagged as error. ▪ exportAs Specifies how to save the visual. Can have one of the following values: normal, static, or static with nodes. ▪ fileSpec Matching criteria (using wildcards) specifying the visuals for which this rule applies to. This option is not inherited via the tag parent. ▪ hardPoint Name of the hard point that the visual must have. The set of hard points to check against is the one formed by all hard points mentioned in all parents. This tag may be defined multiple times for the same rule. ▪ identifier Name of the rule. ▪ maxNodesPerRenderSetA 123 Maximum nodes allowed per renderset, i.e., how many bones each geometric element is allowed to use for skinning. ▪ maxSizeA Maximum size of the visual in metres. ▪ maxTrianglesA Maximum number of triangles in the visual. ▪ minSizeA Minimum size of the visual in metres. ▪ minTrianglesA Minimum number of triangles in the visual. ▪ parent Name of the rule from which to inherit options. For each option, the plug-in will search up the hierarchy until it finds a match for it. The options path and fileSpec are not inherited. ▪ path Resource folder which visuals this rule applies to. This option is not inherited via the tag parent. ▪ portalDistanceA Number of which the distance between the origin and the portal must be a multiple of. ▪ portalOffsetA Number of which the centre of the portal must be a multiple of on the portal plane. ▪ portals Specifies if the visual may have portals. ▪ portalSnapA Number of which the bounding box of the portal must be a multiple of. A value must be specified for each dimension. A — A value of zero indicates that the option should not be checked 124 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Chapter 37. .xml Various BigWorld files use the XML format, and this chapter describes the grammar of the following ones: ▪ Lens effect configuration files — For details, see “.xml” on page 125 . ▪ Enumeration files — For details, see “.xml” on page 127 . ▪ Flora configuration files — For details, see “.xml” on page 128 . ▪ Graphics settings configuration files — For details, see “.xml” on page 131 . ▪ Light configuration files — For details, see “.xml” on page 132 . ▪ Mouse cursor configuration files — For details, see “.xml” on page 134 . ▪ Particle system files — For details, see “.xml” on page 135 . ▪ Sky configuration files — For details, see “.xml” on page 145 . 37.1. .xml Used by the client engine to configure lens effects, these files are located under fantasydemo/res/ environments/fx. The grammar of .xml files is listed below: float float float * ? * float folder/file float float float float float float float float folder/file float float float float float float Grammar of fantasydemo/res/environments/fx/.xml The list below describes the tags in .xml: ▪ area 125 .xml Radius in pixels of the flare that will be used for occlusion calculations. By default, this value is 1, as used for point lens effects. Area lens effects such as the sun require a larger value. ▪ depth Distance along the vector from the light source to the centre of the screen. If set to 1.0, the flare will be displayed directly on the light source. If set to anything less than 1.0, flare will be moved somewhere along the vector. Values below 0.0 are valid, and will place the flare on the other side of the pivot point (0.0, the centre of the screen). ▪ fadeSpeed Speed in which the lens effect's flares will fade in/out. Larger numbers result in slower fade in/out speeds. ▪ Flare The flares to use for the lens effect. If multiple flares are specified, then the flare which occlusionLevel most closely matches the current visibility will be rendered on the screen. ▪ height size sets both height and width, therefore set either size or both height and width. Clip Coordinates range from (-1,-1) to (1,1) so a size of 2.0 represents the entire screen. Height of the lens flare in clip coordinates. Clip coordinates range from (-1,-1) to (1,1), and so a height of 2.0 represents the entire screen. ▪ maxDistance Distance up to which flare will still be seen. This value also applies to secondary flares. ▪ occlusionLevel Value between 0.0 and 1.0 specifying the percentage of the lens effect that needs to be visible in order for this flare to be rendered. All occlusionLevel values between flares must be unique — flares with duplicate occlusionLevel values are not loaded. ▪ rgba Colour value to tint the lens flare's texture map. This colour is multiplied by the values in the texture. ▪ secondaries Tag for section specifying secondary flares. Secondary flares are displayed whenever the primary flare is displayed. Set the depth value for secondary flares to something other than 1.0 for the best results (although a value of 1.0 is still valid). ▪ size size sets both height and width, therefore set either size or both height and width. 126 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml Clip Coordinates range from (-1,-1) to (1,1) so a size of 2.0 represents the entire screen. Size (height and width) of the lens flare in clip coordinates. ▪ type Material generated by ModelEditor used to describe the flare. For details on grammar of materials, see .mfm on page 45 . ▪ width size sets both height and width, therefore set either size or both height and width. Clip Coordinates range from (-1,-1) to (1,1) so a size of 2.0 represents the entire screen. Width of the lens flare in clip coordinates. 37.2. .xml BigWorld's enumeration files (dxenum.xml and .xml) provide descriptions for enumerated values defined in DirectX, so that they can be used in source files (such as FX files) and BigWorld tools (such as ModelEditor). BigWorld uses the enumeration file specified in /resources.xml's section system/dxenum (for details on this file, see the document Client Programming Guide's section Overview → Configuration files → File resources.xml). It is initially set to system/data/dxenum.xml, which is the file shipped with BigWorld. For details on the implementation of enumeration for material properties in WorldEditor and ModelEditor, see the document Client Programming Guide's section 3D Engine (Moo) → Textures → Texture detail levels/ compression. The grammar for the enumeration file is described below: + + string number string * enum_name Grammar of enumeration file The list below describes the tags in the enumeration file: ▪ ALIAS Name of the enumeration which entries the current enum_alias will use. Value must be the enum_name of another enumeration specified in the file. 127 .xml ▪ DESC Description of the entry. ▪ ENTRY Tag for section specifying a value entry for the enumeration. ▪ enum_alias Name of an enumeration for which the entries have already been specified as part of another enumeration. ▪ enum_name Name by which to refer to the enumeration. ▪ NAME Name by which to refer to the enumeration entry. For example, FALSE for VALUE of 1, or BLENDFACTOR for VALUE of 14. ▪ VALUE Numeric value of the entry. 37.3. .xml Flora configuration files have their location set by the floraXML tag in /resources.xml. The XML flora file defines among other things, the light map to be used, plus the ecotypes and noise generation functions. For details on flora light maps, see the document Client Programming Guide's section 3D Engine (Moo) → Features → Lighting → Flora light map. For more details on /resources.xml, see the document Client Programming Guide's section Overview → Configuration files → File resources.xml. The format of this file is described below: ?LightMapSection 1 integer integer integer ? * file ? string * * file tag * file 128 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml ? float [GeneratorSection|VisualSection] Grammar of the flora configuration file 1 See LightMapSection on page 43 . The grammar for the GeneratorSection is described below: [empty | visual 1 | chooseMax] VisualSection *[NoiseSection | RandomSection | FixedSection] Grammar of flora configuration file's GeneratorSection 1 Please note that the keyword visual may appear as a value for the generator section (see the grammar above), or as a regular tag (see the grammar for VisualSection below) The grammar for the VisualSection is described below: * 1 file ? float Grammar of flora configuration file's VisualSection The grammar for the NoiseSection is described below: * float GeneratorSection Grammar of flora configuration file's NoiseSection The grammar for the RandomSection is described below: float_btwn_0_and_1 Grammar of flora configuration file's RandomSection The grammar for the FixedSection is described below: 129 .xml float_btwn_0_and_1 Grammar of flora configuration file's FixedSection The list below describes the tags in the flora configuration file: ▪ chooseMax One of the possible values for tag generator. If this type is specified, then it will define one more value sub-generators (possible values: noise, random, and fixed). Section specifying functions that generate values between 0 and 1. The one that generates the highest value will be used. ▪ ecotype Arbitrary name identifying the ecotype. More than one texture can be associated with the ecotype. An ecotype might have a sound_tag associated with it, as well as a detail object (returned by generator section). The ecotype of a part of the terrain is determined by the texture with the highest blend applied to it. ▪ ecotypes List of ecotypes. ▪ fixed One of the possible value sub-generators that can be specified if generator is chooseMax. Value would normally be between 0 and 1, although higher values can be specified to make sure that this generator is always chosen. ▪ flex Amount of flexion to be applied for visual, in relation to standard shader amount. ▪ frequency Perlin noise frequency. Value must be between 0 and 1. ▪ generator Specifies the parameters for choosing the detail objects to be randomly placed and oriented over the ecotype. Script bigworld/tools/WorldEditor/resources/scripts/ Ecotypes.py can be used to specify the rules of placement (i.e., how steep should the terrain be before the object is not placed, etc...). ▪ LightMapSection For details, see LightMapSection on page 43 . ▪ noise 130 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml One of the possible value sub-generators that can be specified if generator is chooseMax. Higher output value produces larger and fewer patches. ▪ random One of the possible value sub-generators that can be specified if generator is chooseMax. This returns a random value between 0 and 1. ▪ sound_tag Identifies the movement sound that should be played by a 3rd party engine. Please note that currently BigWorld does not support sounds. ▪ texture One of a list of terrain textures that will produce the given ecotype. Note that it should be a DDS file, as this is the type of file stored in the terrain data. Script bigworld/tools/WorldEditor/resources/scripts/ Ecotypes.py uses these entries to match terrain textures with ecotypes. ▪ texture_height Maximum height of flora visuals. ▪ texture_width Maximum width of flora visuals. ▪ vb_size Size of the vertex buffer (in bytes). ▪ visual ▪ As tag File containing information about one of a list of flora visuals that is to be used for this ecotype. Ecotypes may contain more than one visual. In this case, visuals are used on a rotating basis, starting at the top of the list. For more details, see .visual on page 119 . ▪ As value for generator section One of the possible value sub-generators that can be specified if generator is chooseMax. Specifies that visuals will be used as flora objects. It may contain a list of visuals, which are used on a rotating basis, starting at the top of the list. 37.4. .xml The graphics settings configuration files have their location set by the graphicsSettingsXML tag in resources.xml (for details, see the document Client Programming Guide's section Overview → Configuration files → File resources.xml). 131 .xml The XML graphics settings file hosts the customisable options of the client's graphics settings feature — for details, see the document Client Programming Guide's section 3D Engine (Moo) → Graphics settings. The grammar of this .xml is described below: + + Grammar of .xml configuration file The list below describes the tags in .xml: ▪ flora Section for setting flora density labels and distance from camera. For details, see the document Client Programming Guide's section 3D Engine (Moo) → Graphics settings → Customising options → FLORA_DENSITY. ▪ farPlane Section for setting far plane labels and distance from camera. For details, see the document Client Programming Guide's section 3D Engine (Moo) → Graphics settings. Customising options → FAR_PLANE. 37.5. .xml Mentioned in: ▪ Document Content Tools Reference Guide's section WorldEditor → Assets → Lights. ▪ Document Content Creation Manual's lesson Add Lights to the World. The grammar for the XML light configuration files for ambient lights is described below: ? 132 float float float float Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml Grammar of XML light configuration file — Ambient lights The grammar for the XML light configuration files for directional lights is described below: float float float float float float ? [true|false] ? [true|false] ? [true|false] ? float Grammar of XML light configuration file — Directional lights The grammar for the XML light configuration files for flares is described below: file float float float float float float Grammar of XML light configuration file — Flares The grammar for the XML light configuration files for omni lights is described below: ? ? ? ? float float float float float float float float [true|false] [true|false] [true|false] float Grammar of XML light configuration file — Omni lights The grammar for the XML light configuration files for spot lights is described below: float float float float float float float float float float float float ? [true|false] 133 .xml ? ? ? [true|false] [true|false] float Grammar of XML light configuration file — Spot lights The list below describes the tags in the MVL light configuration file: ▪ colour (Available for ambientLight, directionalLight, flare, omniLight, and spotlight) Colour of the light. ▪ cosConeAngle (Available for spotlight) Cosine of the angle of light's cone. ▪ direction (Available for directionalLight and spotlight) Direction at which light will be projected. ▪ dynamic (Available for directionalLight, omniLight, and spotlight) Specifies that light should be applied to dynamic, i.e., moving objects. ▪ innerRadius (Available for omniLight, and spotlight) Area over which the light will be at full intensity. ▪ outerRadius (Available for omniLight, and spotlight) Total area influenced by light. ▪ position (Available for flare, omniLight, and spotlight) XYZ point of origin for the light. ▪ resource (Available for flare) Configuration file for the flare effect. ▪ specular (Available for directionalLight, omniLight, and spotlight) Boolean specifying whether light should be applied to materials with a specular map specified. ▪ static (Available for directionalLight, omniLight, and spotlight) Boolean specifying whether light should be applied to static, i.e., scene objects. 37.6. .xml Used by the client engine to define the shapes of mouse cursor available from within the game, the mouse cursor definition file can be specified in tag gui/cursorDefinitions in res/resources.xml, but defaults to res/gui/mouse_cursor.xml (the tags are documented in the file itself — for details, see Client Programming Guide's section Overview → Configuration files → File resources.xml). For details on how to control the behaviour and appearance of mouse cursor via game scripts, see the document Client Programming Guide's section Graphical User Interface (GUI) → Mouse cursor. 134 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml The grammar of .xml files is listed below: * integer integer folder/file Grammar of .xml The list below describes the tags in file .xml: ▪ cursor_name Arbitrary value identifying the type of cursor. For example, FantasyDemo's mouse cursor definition file (res/gui/ mouse_cursors.xml) is shipped with the following cursor names: ▪ arrow ▪ drag ▪ no ▪ point ▪ hotspot XY location of the cursor icon's hotspot in the respective texture. ▪ texture Image file to be associated to the icon type. 37.7. .xml Generated by ParticleEditor (for more details, see Content Tools Reference Guide's chapter ParticleEditor), the grammar for .xml files is described below: + integer integer float [true|false] float float float float float float float float float float float *Source *Sink 1 2 135 Sub system components *Barrier *Force *Stream *Jitter *Scaler *TintShader *NodeClamp *Orbitor *Flare *Collide *MatrixSwarm *Magnet *Splat { Amp | Blur | Mesh | Sprite | Trail } 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Grammar of .xml 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 See “SourceComponent” on page 137 . See “SinkComponent” on page 138 . See “BarrierComponent” on page 138 . See “ForceComponent” on page 139 . See “StreamComponent” on page 139 . See “JitterComponent” on page 139 . See “ScalerComponent” on page 140 . See “TintShaderComponent” on page 140 . See “NodeClampComponent” on page 140 . See “OrbitorComponent” on page 141 . See “FlareComponent” on page 141 . See “CollideComponent” on page 141 . See “MatrixSwarmComponent” on page 142 . See “MagnetComponent” on page 142 . See “SplatComponent” on page 142 . See “AmpParticleRenderer” on page 142 . See “BlurParticleRenderer” on page 143 . See “MeshParticleRenderer” on page 143 . See “SpriteParticleRenderer” on page 143 . See “TrailParticleRenderer” on page 144 . 37.7.1. Sub system components The sub-sections below describe the 15 possible sub system components of the particle system (they are described in the order in which they appear in ParticleEditor's Add Component drop-down list box): ▪ SourceComponent — See “SourceComponent” on page 137 . ▪ SinkComponent — See “SinkComponent” on page 138 . ▪ BarrierComponent — See “BarrierComponent” on page 138 . ▪ ForceComponent — See “ForceComponent” on page 139 . 136 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Sub system components ▪ StreamComponent — See “StreamComponent” on page 139 . ▪ JitterComponent — See “JitterComponent” on page 139 . ▪ ScalerComponent — See “ScalerComponent” on page 140 . ▪ TintShaderComponent — See “TintShaderComponent” on page 140 . ▪ NodeClampComponent — See “NodeClampComponent” on page 140 . ▪ OrbitorComponent — See “OrbitorComponent” on page 141 . ▪ FlareComponent — See “FlareComponent” on page 141 . ▪ CollideComponent — See “CollideComponent” on page 141 . ▪ MatrixSwarmComponent — See “MatrixSwarmComponent” on page 142 . ▪ MagnetComponent — See “MagnetComponent” on page 142 . ▪ SplatComponent — See “SplatComponent” on page 142 . 37.7.1.1. SourceComponent The grammar for the SourceComponent is described below: float float string 1 {BoxVectorGenerator | 2 CylinderVectorGenerator | 3 LineVectorGenerator | 4 PointVectorGenerator | 5 SphereVectorGenerator } {BoxVectorGenerator | 6 CylinderVectorGenerator | 7 LineVectorGenerator | 8 PointVectorGenerator | 9 SphereVectorGenerator } 10 [true|false] [true|false] [true|false} float float float float float float float float integer float float float float float float float float float [true|false} float 137 Sub system components float [true|false] float Grammar of SourceComponent in .xml 1 2 3 4 5 6 7 8 9 10 See “BoxVectorGenerator” on page 144 . See “CylinderVectorGenerator” on page 144 . See “LineVectorGenerator” on page 145 . See “PointVectorGenerator” on page 145 . See “SphereVectorGenerator” on page 145 . See “BoxVectorGenerator” on page 144 . See “CylinderVectorGenerator” on page 144 . See “LineVectorGenerator” on page 145 . See “PointVectorGenerator” on page 145 . See “SphereVectorGenerator” on page 145 . 37.7.1.2. SinkComponent The grammar for the SinkComponent is described below: float float string float float Grammar of SinkComponent in .xml 37.7.1.3. BarrierComponent The grammar for the BarrierComponent is described below: float float string [1|2|3] 1 [0|1|2] 2 float float float float float float float Grammar of BarrierComponent in .xml 1 Possible values: ▪ 1 — Vertical cylinder ▪ 2 — Box 13 138 ▪ 3 — Sphere Possible values: Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Sub system components ▪ 0 — Bounce ▪ 1 — Remove ▪ 2 — Allow 37.7.1.4. ForceComponent The grammar for the ForceComponent is described below: float float string float float float Grammar of ForceComponent in .xml 37.7.1.5. StreamComponent The grammar for the StreamComponent is described below: float float string float float float float Grammar of StreamComponent in .xml 37.7.1.6. JitterComponent The grammar for the JitterComponent is described below: float float string [true|false] [true|false] {BoxVectorGenerator | CylinderVectorGenerator | LineVectorGenerator | PointVectorGenerator | SphereVectorGenerator } {BoxVectorGenerator | CylinderVectorGenerator | LineVectorGenerator | PointVectorGenerator | SphereVectorGenerator } 1 2 3 4 5 6 7 8 9 10 139 Sub system components Grammar of JitterComponent in .xml 1 2 3 4 5 6 7 8 9 10 See “BoxVectorGenerator” on page 144 . See “CylinderVectorGenerator” on page 144 . See “LineVectorGenerator” on page 145 . See “PointVectorGenerator” on page 145 . See “SphereVectorGenerator” on page 145 . See “BoxVectorGenerator” on page 144 . See “CylinderVectorGenerator” on page 144 . See “LineVectorGenerator” on page 145 . See “PointVectorGenerator” on page 145 . See “SphereVectorGenerator” on page 145 . 37.7.1.7. ScalerComponent The grammar for the ScalerComponent is described below: float float string float float Grammar of ScalerComponent in .xml 37.7.1.8. TintShaderComponent The grammar for the TintShaderComponent is described below: * float float string [true|false] float float float float float Grammar of TintShaderComponent in .xml 37.7.1.9. NodeClampComponent The grammar for the NodeClampComponent is described below: 140 float float Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Sub system components string [true|false] Grammar of NodeClampComponent in .xml 37.7.1.10. OrbitorComponent The grammar for the OrbitorComponent is described below: float float string float float float float [true|false] Grammar of OrbitorComponent in .xml 37.7.1.11. FlareComponent The grammar for the FlareComponent is described below: float float string folder/file integer [true|false] [true|false] Grammar of FlareComponent in .xml 37.7.1.12. CollideComponent The grammar for the CollideComponent is described below: float float string [true|false] float float float integer string [true|false] [true|false] Grammar of CollideComponent in .xml 141 Particle renderers 37.7.1.13. MatrixSwarmComponent The grammar for the MatrixSwarmComponent is described below: float float string Grammar of MatrixSwarmComponent in .xml 37.7.1.14. MagnetComponent The grammar for the MagnetComponent is described below: float float string float float Grammar of MagnetComponent in .xml 37.7.1.15. SplatComponent The grammar for the SplatComponent is described below: float float string Grammar of SplatComponent in .xml+ 37.7.2. Particle renderers The sub-sections below describe the 5 possible vector generator for position and velocity: ▪ AmpParticleRenderer — See “AmpParticleRenderer” on page 142 . ▪ BlurParticleRenderer — See “BlurParticleRenderer” on page 143 . ▪ SpriteParticleRenderer — See “SpriteParticleRenderer” on page 143 . ▪ MeshParticleRenderer — See “MeshParticleRenderer” on page 143 . ▪ TrailParticleRenderer — See “TrailParticleRenderer” on page 144 . ▪ VisualParticleRenderer — See “VisualParticleRenderer” on page 144 . 37.7.2.1. AmpParticleRenderer The grammar for the AmpParticleRenderer is described below: 142 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. Particle renderers [true|false] [true|false] folder/file float float integer float [true|false] Grammar of AmpParticleRenderer in .xml 37.7.2.2. BlurParticleRenderer The grammar for the BlurParticleRenderer is described below: [true|false] [true|false] folder/file float float Grammar of BlurParticleRenderer in .xml 37.7.2.3. MeshParticleRenderer The grammar for the MeshParticleRenderer is described below: [true|false] [true|false] folder/file [true|false] integer integer Grammar of MeshParticleRenderer in .xml 37.7.2.4. SpriteParticleRenderer The grammar for the SpriteParticleRenderer is described below: [true|false] [true|false] folder/file integer integer float Grammar of SpriteParticleRenderer in .xml 143 Position/velocity vector generators 37.7.2.5. TrailParticleRenderer The grammar for the TrailParticleRenderer is described below: [true|false] [true|false] folder/file float integer integer Grammar of TrailParticleRenderer in .xml 37.7.2.6. VisualParticleRenderer The grammar for the VisualParticleRenderer is described below: [true|false] [true|false] folder/file Grammar of VisualParticleRenderer in .xml 37.7.3. Position/velocity vector generators The sub-sections below describe the 5 possible vector generator for position and velocity: ▪ BoxVectorGenerator — See “BoxVectorGenerator” on page 144 . ▪ CylinderVectorGenerator — See “CylinderVectorGenerator” on page 144 . ▪ LineVectorGenerator — See “LineVectorGenerator” on page 145 . ▪ PointVectorGenerator — See “PointVectorGenerator” on page 145 . ▪ SphereVectorGenerator — See “SphereVectorGenerator” on page 145 . 37.7.3.1. BoxVectorGenerator The grammar for the BoxVectorGenerator is described below: BoxVectorGenerator float float float float float float Grammar of BoxVectorGenerator in .xml 37.7.3.2. CylinderVectorGenerator The grammar for the CylinderVectorGenerator is described below: 144 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml CylinderVectorGenerator float float float float float float float float float float float float float float Grammar of CylinderVectorGenerator in .xml 37.7.3.3. LineVectorGenerator The grammar for the LineVectorGenerator is described below: LineVectorGenerator float float float float float float Grammar of LineVectorGenerator in .xml 37.7.3.4. PointVectorGenerator The grammar for the PointVectorGenerator is described below: PointVectorGenerator float float float Grammar of PointVectorGenerator in .xml 37.7.3.5. SphereVectorGenerator The grammar for the SphereVectorGenerator is described below: SphereVectorGenerator float float float float float Grammar of SphereVectorGenerator in .xml 37.8. .xml Sky configuration files are used by spaces, and can be located in any folder of your choice, as their location is set by the timeOfDay tag in /spaces//space.settings (for details on this file's grammar, see space.settings on page 112 ). Mentioned in the document Client Programming Guide's sections Terrain → Cloud shadows → Tweaking and 3D Engine (Moo) → Features → Lighting → Light maps → Sky light map. 145 .xml The grammar is listed below: ?LightMapSection file float float float float float float integer 1 float float float float + float float float float + Grammar of sky configuration file 1 See LightMapSection on page 43 . The list below describes the tags in the sky configuration file: ▪ ambientKey Section specifying colour that should be used to evenly light all models at the specified time. The ambient lighting is an approximation of global bounce lighting, and hence comes from all directions (is directionless) ▪ angle Angle of the sun (in degrees). It determines the sun's path across de sky. ▪ colour Base colour that the respective light source (sun or ambient) should produce. ▪ day_night_cycle Section containing settings that configure the lighting at various times of the day, as well as how quickly hours pass. 146 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence. .xml ▪ farPlane Camera far plane for all spaces using this sky definition file. This will be overridden on a per-space basis if there is a farplane entry in the space.settings file (for details, see space.settings on page 112 ). ▪ hourLength Number of real seconds that a game hour will last. ▪ lightKey Section specifying colour that the sun should produce at the specified time. ▪ LightMapSection For details, see LightMapSection on page 43 . ▪ mieAmountA Amount of mie (forward) scattering in the sky. Set this to larger values to increase the amount of light that is added to the sky when looking in the direction of the sun. ▪ moonAngle Angle of the moon (in degrees). It determines the moon's path across de sky. ▪ power Exponent for the mie (forward) scattering in the sky. Set this to a higher value to create a more focused corona around the sun. ▪ sunHeightEffectA Unit-less value that adds mie (forward) scattering as the sun rises in the sky. ▪ texture File containing texture, which displays the colour gradient of the sky over time. Vertical line displays the sky gradient at a particular time. Horizontal line displays a point in the sky along the day. ▪ time Time (in 24-hour format) at which the respective light should be used. ▪ turbidityFactorA Overall multiplier for mie (forward) scattering in the sky. Set this to a higher value to represent more particulate matter in the sky (and thus see more forward scattering of light in the direction of the sun). ▪ turbidityOffsetA 147 .xml Overall offset for mie (forward) scattering in the sky. ▪ vertexHeightEffectA Unit-less value that adds mie (forward) scattering depending on the height of the vertex in the sky. Higher values produce more scattering on the horizon. A — Advanced setting. Should only be modified by advanced users. 148 Copyright 1999-2008 BigWorld Pty. Ltd. All rights reserved. Proprietary commercial in confidence.

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Red Matrix Column               : 0.43607 0.22249 0.01392
Green Matrix Column             : 0.38515 0.71687 0.09708
Blue Matrix Column              : 0.14307 0.06061 0.7141
Device Mfg Desc                 : IEC http://www.iec.ch
Device Model Desc               : IEC 61966-2.1 Default RGB colour space - sRGB
Viewing Cond Desc               : Reference Viewing Condition in IEC61966-2.1
Viewing Cond Illuminant         : 19.6445 20.3718 16.8089
Viewing Cond Surround           : 3.92889 4.07439 3.36179
Viewing Cond Illuminant Type    : D50
Luminance                       : 76.03647 80 87.12462
Measurement Observer            : CIE 1931
Measurement Backing             : 0 0 0
Measurement Geometry            : Unknown
Measurement Flare               : 0.999%
Measurement Illuminant          : D65
Technology                      : Cathode Ray Tube Display
Red Tone Reproduction Curve     : (Binary data 2060 bytes, use -b option to extract)
Green Tone Reproduction Curve   : (Binary data 2060 bytes, use -b option to extract)
Blue Tone Reproduction Curve    : (Binary data 2060 bytes, use -b option to extract)
Page Mode                       : UseOutlines
Date                            : 2008:10:16 17:09:16+11:00
PDF Version                     : 1.4
Producer                        : Apache FOP Version 0.93
Create Date                     : 2008:10:16 17:09:16+11:00
EXIF Metadata provided by EXIF.tools

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