Cleans up the ExampleModule to have up-to-date examples of module init'ing, game modes, levels and basic input logic

Cleans up prototyping module to trim unneeded extra scripts and files
Adds PlayerBot model to Prototyping module
Adds metalGray material to Prototyping module
Fixes issue where logic wasn't changed for forcing AB preview images to regenerate
Removes unneeded legacy lines from editor template level
Removes unneeded extra asset import config
Disables terrain material name field from editing in terrain material editor for now to prevent bad behavior
Adds mapTo line to newly created material asset definitions to ensure shapes doing mapTo lookups can properly utilize the materials
This commit is contained in:
JeffR 2022-05-31 00:26:20 -05:00
parent e896e663d4
commit 27b20c14d7
98 changed files with 1337 additions and 1725 deletions

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="DetailBlue"
scriptFile="@assetFile=DetailBlue.tscript"
materialDefinitionName="DetailBlue"
imageMap0="@Asset=Prototyping:DetailBlue_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/DetailBlue.png" />
imageMap0="@asset=Prototyping:DetailBlue_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/DetailBlue.png">
<Material
Name="DetailBlue"
mapTo="DetailBlue">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:DetailBlue_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(DetailBlue) {
mapTo="DetailBlue";
DiffuseMapAsset = "Prototyping:DetailBlue_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="DetailBlue_ALBEDO"
imageFile="@assetFile=DetailBlue.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/DetailBlue.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/DetailBlue.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="FloorGray"
scriptFile="@assetFile=FloorGray.tscript"
materialDefinitionName="FloorGray"
imageMap0="@Asset=Prototyping:FloorGray_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/FloorGray.png" />
imageMap0="@asset=Prototyping:FloorGray_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/FloorGray.png">
<Material
Name="FloorGray"
mapTo="FloorGray">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:FloorGray_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(FloorGray) {
mapTo="FloorGray";
DiffuseMapAsset = "Prototyping:FloorGray_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="FloorGray_ALBEDO"
imageFile="@assetFile=FloorGray.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/FloorGray.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/FloorGray.png"/>

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@ -1 +0,0 @@
<MaterialAsset canSave="true" canSaveDynamicFields="true" AssetName="Glass" scriptFile="@assetFile=Glass.tscript" materialDefinitionName="Glass" VersionId="1"/>

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@ -1,192 +0,0 @@
//--- OBJECT WRITE BEGIN ---
new Material(Glass) {
diffuseColor[0] = "1 1 1 1";
diffuseColor[1] = "1 1 1 1";
diffuseColor[2] = "1 1 1 1";
diffuseColor[3] = "1 1 1 1";
diffuseMapSRGB[0] = "1";
diffuseMapSRGB[1] = "1";
diffuseMapSRGB[2] = "1";
diffuseMapSRGB[3] = "1";
detailScale[0] = "2 2";
detailScale[1] = "2 2";
detailScale[2] = "2 2";
detailScale[3] = "2 2";
detailNormalMapStrength[0] = "1";
detailNormalMapStrength[1] = "1";
detailNormalMapStrength[2] = "1";
detailNormalMapStrength[3] = "1";
roughness[0] = "1";
roughness[1] = "1";
roughness[2] = "1";
roughness[3] = "1";
metalness[0] = "0";
metalness[1] = "0";
metalness[2] = "0";
metalness[3] = "0";
glowMul[0] = "0";
glowMul[1] = "0";
glowMul[2] = "0";
glowMul[3] = "0";
accuEnabled[0] = "0";
accuEnabled[1] = "0";
accuEnabled[2] = "0";
accuEnabled[3] = "0";
accuScale[0] = "1";
accuScale[1] = "1";
accuScale[2] = "1";
accuScale[3] = "1";
accuDirection[0] = "1";
accuDirection[1] = "1";
accuDirection[2] = "1";
accuDirection[3] = "1";
accuStrength[0] = "0.6";
accuStrength[1] = "0.6";
accuStrength[2] = "0.6";
accuStrength[3] = "0.6";
accuCoverage[0] = "0.9";
accuCoverage[1] = "0.9";
accuCoverage[2] = "0.9";
accuCoverage[3] = "0.9";
accuSpecular[0] = "16";
accuSpecular[1] = "16";
accuSpecular[2] = "16";
accuSpecular[3] = "16";
isSRGB[0] = "0";
isSRGB[1] = "0";
isSRGB[2] = "0";
isSRGB[3] = "0";
invertRoughness[0] = "0";
invertRoughness[1] = "0";
invertRoughness[2] = "0";
invertRoughness[3] = "0";
roughnessChan[0] = "0";
roughnessChan[1] = "0";
roughnessChan[2] = "0";
roughnessChan[3] = "0";
AOChan[0] = "1";
AOChan[1] = "1";
AOChan[2] = "1";
AOChan[3] = "1";
metalChan[0] = "2";
metalChan[1] = "2";
metalChan[2] = "2";
metalChan[3] = "2";
glow[0] = "0";
glow[1] = "0";
glow[2] = "0";
glow[3] = "0";
parallaxScale[0] = "0";
parallaxScale[1] = "0";
parallaxScale[2] = "0";
parallaxScale[3] = "0";
useAnisotropic[0] = "1";
useAnisotropic[1] = "1";
useAnisotropic[2] = "1";
useAnisotropic[3] = "1";
vertLit[0] = "0";
vertLit[1] = "0";
vertLit[2] = "0";
vertLit[3] = "0";
vertColor[0] = "0";
vertColor[1] = "0";
vertColor[2] = "0";
vertColor[3] = "0";
minnaertConstant[0] = "-1";
minnaertConstant[1] = "-1";
minnaertConstant[2] = "-1";
minnaertConstant[3] = "-1";
subSurface[0] = "0";
subSurface[1] = "0";
subSurface[2] = "0";
subSurface[3] = "0";
subSurfaceColor[0] = "1 0.2 0.2 1";
subSurfaceColor[1] = "1 0.2 0.2 1";
subSurfaceColor[2] = "1 0.2 0.2 1";
subSurfaceColor[3] = "1 0.2 0.2 1";
subSurfaceRolloff[0] = "0.2";
subSurfaceRolloff[1] = "0.2";
subSurfaceRolloff[2] = "0.2";
subSurfaceRolloff[3] = "0.2";
emissive[0] = "0";
emissive[1] = "0";
emissive[2] = "0";
emissive[3] = "0";
doubleSided = "0";
animFlags[0] = "0x00000000";
animFlags[1] = "0x00000000";
animFlags[2] = "0x00000000";
animFlags[3] = "0x00000000";
scrollDir[0] = "0 0";
scrollDir[1] = "0 0";
scrollDir[2] = "0 0";
scrollDir[3] = "0 0";
scrollSpeed[0] = "0";
scrollSpeed[1] = "0";
scrollSpeed[2] = "0";
scrollSpeed[3] = "0";
rotSpeed[0] = "0";
rotSpeed[1] = "0";
rotSpeed[2] = "0";
rotSpeed[3] = "0";
rotPivotOffset[0] = "0 0";
rotPivotOffset[1] = "0 0";
rotPivotOffset[2] = "0 0";
rotPivotOffset[3] = "0 0";
waveType[0] = "Sin";
waveType[1] = "Sin";
waveType[2] = "Sin";
waveType[3] = "Sin";
waveFreq[0] = "0";
waveFreq[1] = "0";
waveFreq[2] = "0";
waveFreq[3] = "0";
waveAmp[0] = "0";
waveAmp[1] = "0";
waveAmp[2] = "0";
waveAmp[3] = "0";
sequenceFramePerSec[0] = "0";
sequenceFramePerSec[1] = "0";
sequenceFramePerSec[2] = "0";
sequenceFramePerSec[3] = "0";
sequenceSegmentSize[0] = "0";
sequenceSegmentSize[1] = "0";
sequenceSegmentSize[2] = "0";
sequenceSegmentSize[3] = "0";
cellIndex[0] = "0 0";
cellIndex[1] = "0 0";
cellIndex[2] = "0 0";
cellIndex[3] = "0 0";
cellLayout[0] = "0 0";
cellLayout[1] = "0 0";
cellLayout[2] = "0 0";
cellLayout[3] = "0 0";
cellSize[0] = "0";
cellSize[1] = "0";
cellSize[2] = "0";
cellSize[3] = "0";
bumpAtlas[0] = "0";
bumpAtlas[1] = "0";
bumpAtlas[2] = "0";
bumpAtlas[3] = "0";
castShadows = "1";
planarReflection = "0";
translucent = "1";
translucentBlendOp = "PreMul";
translucentZWrite = "0";
alphaTest = "0";
alphaRef = "1";
dynamicCubemap = "0";
showFootprints = "1";
showDust = "0";
effectColor[0] = "0 0 0 0";
effectColor[1] = "0 0 0 0";
footstepSoundId = "-1";
impactSoundId = "-1";
ImpactFXIndex = "-1";
canSave = "1";
canSaveDynamicFields = "1";
DiffuseMapAsset[0] = "Prototyping:WaterBlue_ALBEDO";
originalAssetName = "Glass";
};
//--- OBJECT WRITE END ---

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="InteractiveRed"
scriptFile="@assetFile=InteractiveRed.tscript"
materialDefinitionName="InteractiveRed"
imageMap0="@Asset=Prototyping:InteractiveRed_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/InteractiveRed.png" />
imageMap0="@asset=Prototyping:InteractiveRed_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/InteractiveRed.png">
<Material
Name="InteractiveRed"
mapTo="InteractiveRed">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:InteractiveRed_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(InteractiveRed) {
mapTo="InteractiveRed";
DiffuseMapAsset = "Prototyping:InteractiveRed_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="InteractiveRed_ALBEDO"
imageFile="@assetFile=InteractiveRed.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/InteractiveRed.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/InteractiveRed.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureBrown"
scriptFile="@assetFile=NatureBrown.tscript"
materialDefinitionName="NatureBrown"
imageMap0="@Asset=Prototyping:NatureBrown_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NatureBrown.png" />
imageMap0="@asset=Prototyping:NatureBrown_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NatureBrown.png">
<Material
Name="NatureBrown"
mapTo="NatureBrown">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:NatureBrown_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(NatureBrown) {
mapTo="NatureBrown";
DiffuseMapAsset = "Prototyping:NatureBrown_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureBrown_ALBEDO"
imageFile="@assetFile=NatureBrown.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/NatureBrown.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NatureBrown.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureGreen"
scriptFile="@assetFile=NatureGreen.tscript"
materialDefinitionName="NatureGreen"
imageMap0="@Asset=Prototyping:NatureGreen_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NatureGreen.png" />
imageMap0="@asset=Prototyping:NatureGreen_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NatureGreen.png">
<Material
Name="NatureGreen"
mapTo="NatureGreen">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:NatureGreen_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(NatureGreen) {
mapTo="NatureGreen";
DiffuseMapAsset = "Prototyping:NatureGreen_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureGreen_ALBEDO"
imageFile="@assetFile=NatureGreen.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/NatureGreen.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NatureGreen.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NullPink"
scriptFile="@assetFile=NullPink.tscript"
materialDefinitionName="NullPink"
imageMap0="@Asset=Prototyping:NullPink_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NullPink.png" />
imageMap0="@asset=Prototyping:NullPink_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NullPink.png">
<Material
Name="NullPink"
mapTo="NullPink">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:NullPink_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(NullPink) {
mapTo="NullPink";
DiffuseMapAsset = "Prototyping:NullPink_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NullPink_ALBEDO"
imageFile="@assetFile=NullPink.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/NullPink.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/NullPink.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TrimYellow"
scriptFile="@assetFile=TrimYellow.tscript"
materialDefinitionName="TrimYellow"
imageMap0="@Asset=Prototyping:TrimYellow_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/TrimYellow.png" />
imageMap0="@asset=Prototyping:TrimYellow_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/TrimYellow.png">
<Material
Name="TrimYellow"
mapTo="TrimYellow">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:TrimYellow_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(TrimYellow) {
mapTo="TrimYellow";
DiffuseMapAsset = "Prototyping:TrimYellow_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TrimYellow_ALBEDO"
imageFile="@assetFile=TrimYellow.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/TrimYellow.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/TrimYellow.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WallOrange"
scriptFile="@assetFile=WallOrange.tscript"
materialDefinitionName="WallOrange"
imageMap0="@Asset=Prototyping:WallOrange_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/WallOrange.png" />
imageMap0="@asset=Prototyping:WallOrange_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/WallOrange.png">
<Material
Name="WallOrange"
mapTo="WallOrange">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:WallOrange_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(WallOrange) {
mapTo="WallOrange";
DiffuseMapAsset = "Prototyping:WallOrange_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WallOrange_ALBEDO"
imageFile="@assetFile=WallOrange.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/WallOrange.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/WallOrange.png"/>

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@ -1,8 +1,14 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WaterBlue"
scriptFile="@assetFile=WaterBlue.tscript"
materialDefinitionName="WaterBlue"
imageMap0="@Asset=Prototyping:WaterBlue_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/WaterBlue.png" />
imageMap0="@asset=Prototyping:WaterBlue_ALBEDO"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/WaterBlue.png">
<Material
Name="WaterBlue"
mapTo="WaterBlue">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:WaterBlue_ALBEDO"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(WaterBlue) {
mapTo="WaterBlue";
DiffuseMapAsset = "Prototyping:WaterBlue_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,9 +1,4 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WaterBlue_ALBEDO"
imageFile="@assetFile=WaterBlue.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/art/Blockout/WaterBlue.png" />
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/Materials/WaterBlue.png"/>

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@ -0,0 +1,15 @@
<MaterialAsset
AssetName="metalGray"
materialDefinitionName="metalGray"
VersionId="1">
<Material
Name="metalGray"
mapTo="metalGray">
<Material.Stages>
<Stages_beginarray
DiffuseColor="0.545725 0.53948 0.53948 1"
Roughness="0.745098"
Metalness="1"/>
</Material.Stages>
</Material>
</MaterialAsset>

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@ -1,6 +1,4 @@
<ModuleDefinition
canSave="true"
canSaveDynamicFields="true"
ModuleId="Prototyping"
VersionId="1"
Group="Game"
@ -8,8 +6,6 @@
CreateFunction="onCreate"
DestroyFunction="onDestroy">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
Recurse="true"/>
</ModuleDefinition>

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@ -9,15 +9,24 @@ function Prototyping::onDestroy(%this)
//This is called when the server is initially set up by the game application
function Prototyping::initServer(%this)
{
%this.queueExec("./scripts/car");
}
//This is called when the server is created for an actual game/map to be played
function Prototyping::onCreateGameServer(%this)
{
%this.registerDatablock("./datablocks/hoverboat.tscript");
%this.registerDatablock("./datablocks/car.tscript");
%this.registerDatablock("./datablocks/flier.tscript");
//These are common managed data files. For any datablock-based stuff that gets generated by the editors
//(that doesn't have a specific associated file, like data for a player class) will go into these.
//So we'll register them now if they exist.
if(isFile("./scripts/managedData/managedDatablocks." @ $TorqueScriptFileExtension))
%this.registerDatablock("./scripts/managedData/managedDatablocks");
if(isFile("./scripts/managedData/managedForestItemData." @ $TorqueScriptFileExtension))
%this.registerDatablock("./scripts/managedData/managedForestItemData");
if(isFile("./scripts/managedData/managedForestBrushData." @ $TorqueScriptFileExtension))
%this.registerDatablock("./scripts/managedData/managedForestBrushData");
if(isFile("./scripts/managedData/managedParticleEmitterData." @ $TorqueScriptFileExtension))
%this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
if(isFile("./scripts/managedData/managedParticleData." @ $TorqueScriptFileExtension))
%this.registerDatablock("./scripts/managedData/managedParticleData");
}
//This is called when the server is shut down due to the game/map being exited

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@ -1,220 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
/*
datablock SFXProfile(cheetahEngine)
{
preload = "1";
description = "AudioCloseLoop3D";
fileName = "data/FPSGameplay/sound/cheetah/cheetah_engine.ogg";
};
datablock SFXProfile(cheetahSqueal)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/cheetah_squeal.ogg";
};
datablock SFXProfile(hardImpact)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/hardImpact.ogg";
};
datablock SFXProfile(softImpact)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
};
datablock SFXProfile(DirtKickup)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
};
datablock SFXProfile(CheetahTurretFireSound)
{
//filename = "data/FPSGameplay/sound/cheetah/turret_firing.wav";
filename = "data/FPSGameplay/sound/turret/wpn_turret_fire.wav";
description = BulletFireDesc;
preload = true;
};
datablock ParticleData(CheetahTireParticle)
{
textureName = "data/FPSGameplay/art/particles/dustParticle";
dragCoefficient = "1.99902";
gravityCoefficient = "-0.100122";
inheritedVelFactor = "0.0998043";
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 400;
colors[0] = "0.456693 0.354331 0.259843 1";
colors[1] = "0.456693 0.456693 0.354331 0";
sizes[0] = "0.997986";
sizes[1] = "3.99805";
sizes[2] = "1.0";
sizes[3] = "1.0";
times[0] = "0.0";
times[1] = "1";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(CheetahTireEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "14.57";
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "CheetahTireParticle";
blendStyle = "ADDITIVE";
};*/
//-----------------------------------------------------------------------------
// Information extacted from the shape.
//
// Wheel Sequences
// spring# Wheel spring motion: time 0 = wheel fully extended,
// the hub must be displaced, but not directly animated
// as it will be rotated in code.
// Other Sequences
// steering Wheel steering: time 0 = full right, 0.5 = center
// breakLight Break light, time 0 = off, 1 = breaking
//
// Wheel Nodes
// hub# Wheel hub, the hub must be in it's upper position
// from which the springs are mounted.
//
// The steering and animation sequences are optional.
// The center of the shape acts as the center of mass for the car.
//-----------------------------------------------------------------------------
datablock WheeledVehicleTire(CarTire)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeAsset = "Prototyping:carwheel";
staticFriction = 4.2;
kineticFriction = "1";
// Spring that generates lateral tire forces
lateralForce = 18000;
lateralDamping = 6000;
lateralRelaxation = 1;
// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
radius = "0.609998";
};
datablock WheeledVehicleSpring(CarSpring)
{
// Wheel suspension properties
length = 0.5; // Suspension travel
force = 2800; // Spring force
damping = 3600; // Spring damping
antiSwayForce = 3; // Lateral anti-sway force
};
datablock WheeledVehicleData(Car)
{
category = "Vehicles";
emap = 1;
mountPose[0] = sitting;
numMountPoints = 6;
useEyePoint = true; // Use the vehicle's camera node rather than the player's
maxSteeringAngle = 0.585; // Maximum steering angle, should match animation
// 3rd person camera settings
cameraRoll = false; // Roll the camera with the vehicle
cameraMaxDist = 7.8; // Far distance from vehicle
cameraOffset = 1.0; // Vertical offset from camera mount point
cameraLag = "0.3"; // Velocity lag of camera
cameraDecay = 1.25; // Decay per sec. rate of velocity lag
// Rigid Body
mass = "400";
massCenter = "0 0.5 0"; // Center of mass for rigid body
massBox = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.6; // Drag coefficient
bodyFriction = 0.6;
bodyRestitution = 0.4;
minImpactSpeed = 5; // Impacts over this invoke the script callback
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
integration = 8; // Physics integration: TickSec/Rate
collisionTol = "0.1"; // Collision distance tolerance
contactTol = "0.4"; // Contact velocity tolerance
// Engine
engineTorque = 4300; // Engine power
engineBrake = "5000"; // Braking when throttle is 0
brakeTorque = "10000"; // When brakes are applied
maxWheelSpeed = 50; // Engine scale by current speed / max speed
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
// Sounds
//engineSound = cheetahEngine;
//squealSound = cheetahSqueal;
//softImpactSound = softImpact;
//hardImpactSound = hardImpact;
// Dynamic fields accessed via script
nameTag = 'Cheetah';
maxDismountSpeed = 10;
maxMountSpeed = 5;
mountPose0 = "sitting";
// tireEmitter = "CheetahTireEmitter";
// dustEmitter = "CheetahTireEmitter";
dustHeight = "1";
// Mount slots
turretSlot = 1;
rightBrakeSlot = 2;
leftBrakeSlot = 3;
dragForce = "0.01";
ShapeAsset = "Prototyping:car";
};

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@ -1,147 +0,0 @@
//Flying Vehicle
//---------------------------------------------------------------------------------------
datablock FlyingVehicleData(Flier)
{
spawnOffset = "0 0 2";
category = "Vehicles";
shapeAsset = "Prototyping:flier";
multipassenger = false;
computeCRC = true;
//debrisShapeName = "~/data/shapes/vehicles/Drone/flyer.dts";
//debris = DroneShapeDebris;
//renderWhenDestroyed = false;
drag = 0.15;
density = 3.0;
mountPose[0] = sitting;
numMountPoints = 1;
isProtectedMountPoint[0] = true;
cameraMaxDist = 0.5;
cameraOffset = 4.5;
cameraLag = 0.0;
cameraRoll = true; // Roll the camera with the vehicle
// explosion = DroneVehicleExplosion;
explosionDamage = 10.5;
explosionRadius = 15.0;
maxDamage = 50.40;
destroyedLevel = 50.40;
isShielded = true;
energyPerDamagePoint = 160;
maxEnergy = 280; // Afterburner and any energy weapon pool
rechargeRate = 0.8;
minDrag = 30; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 10; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 10; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 200; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 200; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
integration = 6; // Physics integration: TickSec/Rate
collisionTol = 0.2; // Collision distance tolerance
contactTol = 0.1;
// Maneuvering
maxSteeringAngle = 3; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 2400; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 50; // Steering jets (force applied when you move the mouse)
steeringRollForce = 10; // Steering jets (how much you heel over when you turn)
rollForce = 80; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 45; // Height off the ground at rest
createHoverHeight = 45; // Height off the ground when created
maxForwardSpeed = 60; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 28; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 2.8; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 3.0;
// Rigid body
mass = 30; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 1.0; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 2000; // Don't mess with this.
softImpactSpeed = 3; // Sound hooks. This is the soft hit.
hardImpactSpeed = 15; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 15; // The speed your contrail shows up at.
//trailEmitter = DroneContrailEmitter;
//forwardJetEmitter = DroneJetEmitter;
//downJetEmitter = DroneJetEmitter;
//
//jetSound = DroneThrustSound;
//engineSound = DroneEngineSound;
//softImpactSound = DroneSoftImpactSound;
//hardImpactSound = DroneHardImpactSound;
//
//softSplashSoundVelocity = 10.0;
//mediumSplashSoundVelocity = 15.0;
//hardSplashSoundVelocity = 20.0;
//exitSplashSoundVelocity = 10.0;
//exitingWater = DroneExitWaterMediumSound;
//impactWaterEasy = DroneImpactWaterSoftSound;
//impactWaterMedium = DroneImpactWaterMediumSound;
//impactWaterHard = DroneImpactWaterMediumSound;
//waterWakeSound = DroneWakeMediumSplashSound;
// dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
// damageEmitter[0] = LightDamageSmoke;
// damageEmitter[1] = HeavyDamageSmoke;
// damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 3;
//
//max[RocketAmmo] = 1000;
minMountDist = 2;
//splashEmitter[0] = VehicleFoamDropletsEmitter;
//splashEmitter[1] = VehicleFoamEmitter;
//shieldImpact = VehicleShieldImpact;
//cmdCategory = "Tactical";
//cmdIcon = CMDFlyingScoutIcon;
//cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
//targetNameTag = 'Drone';
//targetTypeTag = 'FlyingVehicle';
//sensorData = AWACPulseSensor;
//sensorRadius = AWACPulseSensor.detectRadius;
//sensorColor = "255 194 9";
checkRadius = 5.5;
observeParameters = "0 0 0";
shieldEffectScale = "0.937 1.125 0.60";
};

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@ -1,67 +0,0 @@
datablock HoverVehicleData(hoverboat)
{
spawnOffset = "0 0 1";
floatingGravMag = 55.5;
ShapeAsset = "Prototyping:hoverboat";
category = "Vehicles";
emap = 1;
category = "Vehicle";
drag = 0.2;
density = 0.3;
hoverHeight = 3; // Height off the ground at rest
createHoverHeight = 3;
integration = 4; // Physics integration: TickSec/Rate
collisionTol = 0.3; // Collision distance tolerance
contactTol = 0.2; // Contact velocity tolerance
cameraMaxDist = "4.23615";
cameraOffset = 5.7;
cameraLag = 5.5;
explosionDamage = 0.5;
explosionRadius = 5;
rechargeRate = 0.7;
energyPerDamagePoint = 75;
maxEnergy = 650;
minJetEnergy = 165;
jetEnergyDrain = 1.3;
// Rigid Body
mass = "2";
bodyFriction = 0.1;
bodyRestitution = 0.3;
softImpactSpeed = 20; // Play SoftImpact Sound
hardImpactSpeed = 28; // Play HardImpact Sound
dragForce = 1.0;
// dragForce = 25 / 45.0;
vertFactor = 0.8;
floatingThrustFactor = 0.5;
mainThrustForce = "20";
reverseThrustForce = "10";
strafeThrustForce = "25";
turboFactor = 1.5;
brakingForce = "20";
brakingActivationSpeed = 30;
stabLenMin = "1.5"; //was 3
stabLenMax = "2.5"; //was 4
stabSpringConstant = "25";
stabDampingConstant = 28;
gyroDrag = 18; // 16
//gyroForce = 50;
normalForce = "30";
restorativeForce = "19000";
steeringForce = "30";
rollForce = "0";
pitchForce = 30;
};

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@ -1,20 +0,0 @@
function Car::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.setWheelTire(0,CarTire);
%obj.setWheelTire(1,CarTire);
%obj.setWheelTire(2,CarTire);
%obj.setWheelTire(3,CarTire);
// Setup the car with some tires & springs
for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
{
%obj.setWheelPowered(%i, true);
%obj.setWheelSpring(%i, CarSpring);
}
// Steer with the front tires
%obj.setWheelSteering(0, 1);
%obj.setWheelSteering(1, 1);
}

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@ -1,19 +0,0 @@
function Flier::onDamage(%this, %obj, %delta)
{
Parent::onDamage(%this, %obj);
%currentDamage = %obj.getDamageLevel();
if(%currentDamage > %obj.destroyedLevel)
{
if(%obj.getDamageState() !$= "Destroyed")
{
if(%obj.respawnTime !$= "")
%obj.marker.schedule = %obj.marker.data.schedule(%obj.respawnTime, "respawn", %obj.marker);
%obj.setDamageState(Destroyed);
}
}
else
{
if(%obj.getDamageState() !$= "Enabled")
%obj.setDamageState(Enabled);
}
}

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singleton TSShapeConstructor(Playerbotdae)
{
baseShapeAsset = "Prototyping:Playerbot_shape";
singleDetailSize = "0";
neverImportMat = "DefaultMaterial ColorEffect*";
flipUVCoords = "0";
JoinIdenticalVerts = "0";
reverseWindingOrder = "0";
removeRedundantMats = "0";
animFPS = "2";
};

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@ -0,0 +1,7 @@
<ShapeAsset
AssetName="Playerbot_shape"
fileName="@assetFile=Playerbot.dae"
constuctorFileName="@assetFile=Playerbot.tscript"
materialSlot0="@asset=Prototyping:metalGray"
materialSlot1="@asset=Prototyping:interactiveRed"
originalFilePath="C:/dev/Resources/Art/Playerbot.dae"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ConePrimitive"
fileName="@assetFile=ConePrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/ConePrimitive.fbx" />

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="ConePrimitive_shape"
fileName="@assetFile=ConePrimitive.fbx"
constuctorFileName="@assetFile=ConePrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/ConePrimitive.fbx"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="CubePrimitive"
fileName="@assetFile=CubePrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/CubePrimitive.fbx" />

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="CubePrimitive_shape"
fileName="@assetFile=CubePrimitive.fbx"
constuctorFileName="@assetFile=CubePrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/CubePrimitive.fbx"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="CylinderPrimitive"
fileName="@assetFile=CylinderPrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/CylinderPrimitive.fbx" />

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<ShapeAsset
AssetName="CylinderPrimitive_shape"
fileName="@assetFile=CylinderPrimitive.fbx"
constuctorFileName="@assetFile=CylinderPrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/CylinderPrimitive.fbx"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="SpherePrimitive"
fileName="@assetFile=SpherePrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/SpherePrimitive.fbx" />

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="SpherePrimitive_shape"
fileName="@assetFile=SpherePrimitive.fbx"
constuctorFileName="@assetFile=SpherePrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/SpherePrimitive.fbx"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TorusPrimitive"
fileName="@assetFile=TorusPrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/TorusPrimitive.fbx" />

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="TorusPrimitive_shape"
fileName="@assetFile=TorusPrimitive.fbx"
constuctorFileName="@assetFile=TorusPrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/TorusPrimitive.fbx"/>

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@ -1,6 +0,0 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TubePrimitive"
fileName="@assetFile=TubePrimitive.fbx"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/TubePrimitive.fbx" />

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="TubePrimitive_shape"
fileName="@assetFile=TubePrimitive.fbx"
constuctorFileName="@assetFile=TubePrimitive.tscript"
materialSlot0="@asset=Prototyping:DetailBlue"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Primitives/TubePrimitive.fbx"/>

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@ -1 +0,0 @@
<ShapeAsset canSave="true" canSaveDynamicFields="true" AssetName="Car" fileName="@assetFile=car.dae" constuctorFileName="@assetFile=car.tscript"/>

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@ -0,0 +1,6 @@
<ShapeAsset
AssetName="car_shape"
fileName="@assetFile=car.dae"
constuctorFileName="@assetFile=car.tscript"
materialSlot0="@asset=Prototyping:InteractiveRed"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Vehicles/car.dae"/>

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@ -1 +0,0 @@
<ShapeAsset canSave="true" canSaveDynamicFields="true" AssetName="carwheel" fileName="@assetFile=carwheel.dae" constuctorFileName="@assetFile=carwheel.tscript"/>

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<ShapeAsset
AssetName="carwheel_shape"
fileName="@assetFile=carwheel.dae"
constuctorFileName="@assetFile=carwheel.tscript"
materialSlot0="@asset=Prototyping:InteractiveRed"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Vehicles/carwheel.dae"/>

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@ -1 +0,0 @@
<ShapeAsset canSave="true" canSaveDynamicFields="true" AssetName="flier" fileName="@assetFile=flier.dae" constuctorFileName="@assetFile=flier.tscript"/>

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<ShapeAsset
AssetName="flier_shape"
fileName="@assetFile=flier.dae"
constuctorFileName="@assetFile=flier.tscript"
materialSlot0="@asset=Prototyping:InteractiveRed"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Vehicles/flier.dae"/>

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@ -1 +0,0 @@
<ShapeAsset canSave="true" canSaveDynamicFields="true" AssetName="hoverboat" fileName="@assetFile=hoverboat.dae" constuctorFileName="@assetFile=hoverboat.tscript"/>

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<ShapeAsset
AssetName="hoverboat_shape"
fileName="@assetFile=hoverboat.dae"
constuctorFileName="@assetFile=hoverboat.tscript"
materialSlot0="@asset=Prototyping:InteractiveRed"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/Vehicles/hoverboat.dae"/>

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="kork_chan"
scriptFile="@assetFile=kork_chan.tscript"
materialDefinitionName="kork_chan"
imageMap0="@Asset=Prototyping:kork_chan_ALBEDO"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes" />

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@ -1,6 +0,0 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(kork_chan) {
mapTo="kork_chan";
DiffuseMapAsset = "Prototyping:kork_chan_ALBEDO";
};
//--- OBJECT WRITE END ---

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@ -1,7 +1,6 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="kork_chanShape"
fileName="@assetFile=kork_chanShape.fbx"
materialSlot0="@Asset=Prototyping:kork_chan"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/kork_chanShape.fbx" />
constuctorFileName="@assetFile=kork_chanShape.tscript"
materialSlot0="@asset=Prototyping:kork_chan_mat"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/kork_chanShape.fbx"/>

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@ -1,9 +0,0 @@
<ImageAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="kork_chan_ALBEDO"
imageFile="@assetFile=kork_chan.png"
UseMips="true"
isHDRImage="false"
imageType="Albedo"
originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes/kork_chan.png" />

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@ -0,0 +1,4 @@
<ImageAsset
AssetName="kork_chan_image"
imageFile="@assetFile=kork_chan.png"
originalFilePath="C:/dev/T3D/PRs/MiscFixes20220525/Templates/BaseGame/game/data/Prototyping/shapes/kork_chan.png"/>

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<MaterialAsset
AssetName="kork_chan_mat"
materialDefinitionName="kork_chan_mat"
imageMap0="@asset=Prototyping:kork_chan_image">
<Material
Name="kork_chan_mat"
mapTo="kork_chan">
<Material.Stages>
<Stages_beginarray
DiffuseMapAsset="Prototyping:kork_chan_image"/>
</Material.Stages>
</Material>
</MaterialAsset>