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rule_sets [2015/08/25 21:26] (current)
anarch16sync created
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 +====== Rule Sets ======
  
 +Rule sets describe the visual look and layout of a level such as the [[Layouts]] used, how those [[Layouts]] get organized in to a level, and more cosmetic aspects such as lighting and environmental effects. Level Rule Sets are edited using the [[Level Rule Sets Editor]].
 +----
 +
 +===== Properties =====
 +
 +^ NAME ^ TYPE ^ DESCRIPTION |
 +| NAME | (STRING) | The rule set name
 +| LEVELNAME | (TRANSLATE) | The display name for the level as it appears in game |
 +| GENERATION_TYPE | (INTEGER) | Level generation type (DUNGEON = 0, OUTDOOR = 1) |
 +| TILEBASIS | (FLOAT) | The size of a side of a floor tile in this rule set |
 +| CHUNKWIDTHBASIS | (FLOAT) | The number of tiles wide a chunk will be (total width is TILEBASIS x CHUNKWIDTHBASIS) |
 +| CHUNKHEIGHTBASIS | (FLOAT) | The number of tiles high a chunk will be (total width is TILEBASIS x CHUNKHEIGHTBASIS) |
 +| CAMERAMULT | (FLOAT) | Multiplier for the camera distance on this level |
 +| ANGLEOFFSET | (FLOAT) | Offset for the camera angle for this level |
 +| ACTIVERANGEMOD | (FLOAT) | Additive modifier for AI active range for this level. |
 +| MINCHUNKS | (INTEGER) | Minimum number of chunks to use when generating a '​Dungeon'​ type level (versus Outside). ​ Does not include entrance or exit chunks. |
 +| MAXCHUNKS | (INTEGER) | Maximum number of chunks to use when generating a '​Dungeon'​ type level (versus Outside). ​ Does not include entrance or exit chunks. |
 +| REQUIRESEXIT | (BOOL) | If true, the level is required to have an exit.  Any random level created must have an exit or it is invalid and discarded. |
 +| RANDOMIZED | (BOOL) | If true, the level is created randomly. ​ Explicit layouts aren't used. |
 +| RANDOMIZEAFTERLOAD | (BOOL) | If true, the level will load an explicit layout (see below) then fill in any open exits left in the explicit layout. |
 +| POPULATE | (BOOL) | If true, the level will be populated with monsters, etc. based on the spawn classes specified by the dungeon stratum which is using this rule set. |
 +| ORTHOGRAPHICSHADOWS | (BOOL) | If true, the level will have orthographic shadows on units. |
 +| DONTSTORE | (BOOL) | If true, the level isn't stored in the player'​s level history. |
 +| HASPATHING | (BOOL) | If true, the level has pathing. ​ (this is used to turn off pathing on the main menu levels) |
 +| FORCEPVP | (BOOL) | If true, PVP will always be enabled on this level. |
 +| DISALLOWPVP | (BOOL) | If true, PVP will never be enabled on this level. |
 +| HASAUTOMAP | (BOOL) | If true, the level will have an automap. |
 +| SHOWFLOORNUMBER | (BOOL) | If true, the level name will show the floor number |
 +| MUSIC | (STRING) | The music file to play on the level. |
 +| TORCHLIGHT | (STRING) | The texture to use for the torchlight (aka lantern, player light, projector, etc) |
 +| WATER | (STRING) | The mesh to use for water if there'​s water in the level (or lava, etc).  Renders before the level. |
 +| MIDWATER | (STRING) | The mesh to use for the mid-water. ​ Renders after the level and before the post-water |
 +| POSTWATER | (STRING) | The mesh to use for the post-water. ​ Renders after the level and after the mid-water |
 +| SKYBOX | (STRING) | Mesh to use at the level skybox |
 +| ALIASSET | (STRING) | The [[Level Aliases| alias]] to use. |
 +| LEVELPARTICLE | (STRING) | The environmental layout. ​ This can contain weather effects, time-of-day lighting, etc |
 +| SHADOWFADE | (STRING) | The texture to use for the shadow fade. |
 +| LIGHTMASK | (STRING) | The texture to use for the light mask. |
 +| RIMLIGHT | (STRING) | The texture to use for the character rim light. |
 +| MAINMENURULES | (STRING) | If a player reaches this level, the main menu will use this rule set in the main menu/​character select. ​ (At least in TL1) |
 +| AUTOMAP_WIDTH | (FLOAT) | Width of the auto map on this level |
 +| AUTOMAP_HEIGHT | (FLOAT) | Height of the auto map on this level |
 +| AUTOMAP_ANGLE | (FLOAT) | Rotation of the automap on this level |
 +| REGIONBOUNDS X | (FLOAT) |  |
 +| REGIONBOUNDS Y | (FLOAT) |  |
 +| REGIONBOUNDS Z | (FLOAT) |  |
 +| DIRECTIONAL X | (FLOAT) | Position for the directional light. ​ The angle of the directional is represented by looking at the origin from this position. |
 +| DIRECTIONAL Y | ::: | ::: |
 +| DIRECTIONAL Z | ::: | ::: |
 +| DIRECTIONAL INTENSITY | (FLOAT) | Intensity multiplier for the directional light |
 +| DIRECTIONAL RED | (INTEGER) | RGB color channels for the directional light |
 +| DIRECTIONAL GREEN | ::: | ::: |
 +| DIRECTIONAL BLUE | ::: | ::: |
 +| FILL X | (FLOAT) | Position for the fill light. ​ The angle of the fill is represented by looking at the origin from this position. (usually from below to "​fill"​ the under-sides of objects) |
 +| FILL Y | ::: | ::: |
 +| FILL Z | ::: | ::: |
 +| FILL INTENSITY | (FLOAT) | Intensity multiplier for the fill light |
 +| FILL RED | (INTEGER) | RGB color channels for the fill light |
 +| FILL GREEN | ::: | ::: |
 +| FILL BLUE | ::: | ::: |
 +| AMBIENT RED | (INTEGER) | RGB color channels for the ambient light |
 +| AMBIENT GREEN | ::: | ::: |
 +| AMBIENT BLUE | ::: | ::: |
 +| MATERIAL AMBIENT RED | (INTEGER) | RGB color channels for the material ambient light |
 +| MATERIAL AMBIENT GREEN | ::: | ::: |
 +| MATERIAL AMBIENT BLUE | ::: | ::: |
 +| LIGHTMAP RED | (INTEGER) | RGB color channels for the light map.  This is the color to which the light mask will blend from the torchlight texture |
 +| LIGHTMAP GREEN | ::: | ::: |
 +| LIGHTMAP BLUE | ::: | ::: |
 +| FOG RED | (INTEGER) | RGB color channels for the fog color |
 +| FOG GREEN | ::: | ::: |
 +| FOG BLUE | ::: | ::: |
 +| FOG START | (INTEGER) | Distance from the camera where the fog begins (start of the linear gradient) |
 +| FOG END | (INTEGER) | Distance from the camera where the fog ends (end of the linear gradient). ​ After this point everything will be 100% fog color|
 +
 +==== Explicit Layouts ====
 +{{ http://​docs.runicgames.com/​w/​images/​2/​2b/​Explicitlayout.PNG}} Explicit layouts are (not to be confused with the myriad other ways we use the term "​layout"​) describe how chunk types are arranged in the level. ​ These are typically used for outdoor levels and single room levels like boss rooms. ​ If you're making a normal, dungeon level, the rule set should set RANDOMIZED to true.  If you want some pre-defined structure, but want the game to fill in the blanks, you can place the predefined chunks in an explicit layout and mark the rule set RANDOMIZEAFTERLOAD to true.  If a rule set is not '​RANDOMIZED',​ the game will randomly use one of the defined explicit layouts to define the arrangement of chunk types in the level. ​ The data looks like the data below, but if you use the [[Level Rule Sets Editor]] you shouldn'​t really have to worry about it.  ​
 +
 +<​code>​
 +[LAYOUT]
 + [CHUNK_RANDOM]
 + <​STRING>​TYPE:​1X1_CONCAVE_N1E2_LAKE_SW_SE
 + <​FLOAT>​X:​264
 + <​FLOAT>​Y:​0
 + <​FLOAT>​Z:​-176
 + [/​CHUNK_RANDOM]
 + [CHUNK_RANDOM]
 + <​STRING>​TYPE:​1X1_WALL_N0E2W2_LAKE_NE_SW_SE
 + <​FLOAT>​X:​176
 + <​FLOAT>​Y:​0
 + <​FLOAT>​Z:​-176
 + [/​CHUNK_RANDOM]
 + [CHUNK_RANDOM]
 + <​STRING>​TYPE:​1X1_OPEN_N0S0E0W0_LAKE_NE_SE
 + <​FLOAT>​X:​176
 + <​FLOAT>​Y:​0
 + <​FLOAT>​Z:​-88
 + [/​CHUNK_RANDOM]
 + [CHUNK_RANDOM]
 + <​STRING>​TYPE:​1X1_OPEN_N0S0E0W0_LAKE_SE
 + <​FLOAT>​X:​176
 + <​FLOAT>​Y:​0
 + <​FLOAT>​Z:​0
 + [/​CHUNK_RANDOM]
 +[/LAYOUT]
 +</​code>​
 +
 +==== Chunk Types ====
 +See [[Chunk Types]]
 +
 +==== Themes ====
 +See [[Themes]].
 +
 +==== Feature Tags ====
 +See [[Feature Tags]]
rule_sets.txt · Last modified: 2015/08/25 21:26 by anarch16sync