Initial implementation of the new Base Game Template and some starting modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
This commit is contained in:
Areloch 2017-02-24 02:40:56 -06:00
parent 5c8a82180b
commit 1ed8b05169
1572 changed files with 146699 additions and 85 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// The Shape Editor tool can provide some simple hints about which nodes and
// sequences are required/desired for a particular type of shape to work with
// Torque. The following objects define the node and sequence hints, and the
// Shape Editor gui marks them as present or not-present in the current shape.
new SimGroup (ShapeHintControls)
{
};
new SimGroup (ShapeHintGroup)
{
new ScriptObject()
{
objectType = "ShapeBase";
node0 = "cam" TAB "This node is used as the 3rd person camera position.";
node1 = "eye" TAB "This node is used as the 1st person camera position.";
node2 = "ear" TAB "This node is where the SFX listener is mounted on (if missing, eye is used).";
node3 = "mount0-31" TAB "Nodes used for mounting ShapeBaseImages to this object";
node4 = "AIRepairNode" TAB "unused";
sequence0 = "Visibility" TAB "2 frame sequence used to show object damage (start=no damage, end=fully damaged)";
sequence1 = "Damage" TAB "Sequence used to show object damage (start=no damage, end=fully damaged)";
};
new ScriptObject()
{
objectType = "ShapeBaseImageData";
node0 = "ejectPoint" TAB "Node from which shell casings are emitted (for weapon ShapeImages)";
node1 = "muzzlePoint" TAB "Node used to fire projectiles and particles (for weapon ShapeImages)";
node2 = "retractionPoint" TAB "Nearest point to use as muzzle when up against a wall (and muzzle node is inside wall)";
node3 = "mountPoint" TAB "Where to attach to on this object";
sequence0 = "ambient" TAB "Cyclic sequence to play while image is mounted";
sequence1 = "spin" TAB "Cyclic sequence to play while image is mounted";
};
new ScriptObject()
{
objectType = "Player";
node0 = "Bip01 Pelvis" TAB "";
node1 = "Bip01 Spine" TAB "";
node2 = "Bip01 Spine1" TAB "";
node3 = "Bip01 Spine2" TAB "";
node4 = "Bip01 Neck" TAB "";
node5 = "Bip01 Head" TAB "";
sequence0 = "head" TAB "Vertical head movement (for looking) (start=full up, end=full down)";
sequence1 = "headside" TAB "Horizontal head movement (for looking) (start=full left, end=full right)";
sequence2 = "look" TAB "Vertical arm movement (for looking) (start=full up, end=full down)";
sequence3 = "light_recoil" TAB "Player has been hit lightly";
sequence4 = "medium_recoil" TAB "Player has been hit moderately hard";
sequence5 = "heavy_recoil" TAB "Player has been hit hard";
sequence6 = "root" TAB "Player is not moving";
sequence7 = "run" TAB "Player is running forward";
sequence8 = "back" TAB "Player is running backward";
sequence9 = "side" TAB "Player is running sideways left (strafing)";
sequence9 = "side_right" TAB "Player is running sideways right (strafing)";
sequence10 = "crouch_root" TAB "Player is crouched and not moving";
sequence11 = "crouch_forward" TAB "Player is crouched and moving forward";
sequence11 = "crouch_backward" TAB "Player is crouched and moving backward";
sequence11 = "crouch_side" TAB "Player is crouched and moving sideways left";
sequence11 = "crouch_right" TAB "Player is crouched and moving sideways right";
sequence12 = "prone_root" TAB "Player is lying down and not moving";
sequence13 = "prone_forward" TAB "Player is lying down and moving forward";
sequence13 = "prone_backward" TAB "Player is lying down and moving backward";
sequence14 = "swim_root" TAB "Player is swimming and not moving";
sequence15 = "swim_forward" TAB "Player is swimming and moving forward";
sequence16 = "swim_backward" TAB "Player is swimming and moving backward";
sequence17 = "swim_left" TAB "Player is swimming and moving left";
sequence18 = "swim_right" TAB "Player is swimming and moving right";
sequence19 = "fall" TAB "Player is falling";
sequence20 = "jump" TAB "Player has jumped from a moving start";
sequence21 = "standjump" TAB "Player has jumped from a standing start";
sequence22 = "land" TAB "Player has landed after falling";
sequence23 = "jet" TAB "Player is jetting";
sequence24 = "death1-11" TAB "Player has been killed (only one of these will play)";
};
new ScriptObject()
{
objectType = "WheeledVehicle";
node0 = "hub0-7" TAB "Placement node for wheel X";
sequence0 = "spring0-7" TAB "Spring suspension for wheel X (start=fully compressed, end=fully extended)";
sequence1 = "steering" TAB "Steering mechanism (start=full left, end=full right)";
sequence2 = "brakelight" TAB "Sequence to play when braking (start=brakes off, end=brakes on)";
};
new ScriptObject()
{
objectType = "HoverVehicle";
node0 = "JetNozzle0-3" TAB "Nodes for jet engine exhaust particle emission";
node1 = "JetNozzleX" TAB "Nodes for jet engine exhaust particle emission";
sequence0 = "activateBack" TAB "Non-cyclic sequence to play when vehicle first starts moving backwards";
sequence1 = "maintainBack" TAB "Cyclic sequence to play when vehicle continues moving backwards";
};
new ScriptObject()
{
objectType = "FlyingVehicle";
node0 = "JetNozzle0-3" TAB "Nodes for jet engine exhaust particle emission";
node1 = "JetNozzleX" TAB "Nodes for jet engine exhaust particle emission";
node2 = "JetNozzleY" TAB "Nodes for jet engine exhaust particle emission";
node3 = "contrail0-3" TAB "Nodes for contrail particle emission";
sequence0 = "activateBack" TAB "Sequence to play when vehicle first starts thrusting backwards";
sequence1 = "maintainBack" TAB "Cyclic sequence to play when vehicle continues thrusting backwards";
sequence2 = "activateBot" TAB "Non-cyclic sequence to play when vehicle first starts thrusting upwards";
sequence3 = "maintainBot" TAB "Cyclic sequence to play when vehicle continues thrusting upwards";
};
new ScriptObject()
{
objectType = "Projectile";
sequence0 = "activate" TAB "Non-cyclic sequence to play when projectile is first created";
sequence1 = "maintain" TAB "Cyclic sequence to play for remainder of projectile lifetime";
};
};