Basic prototyping module initial upload

This commit is contained in:
Areloch 2020-10-16 22:12:05 -05:00
parent 0763ad9649
commit c0203e13e9
64 changed files with 519 additions and 0 deletions

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="DetailBlue"
scriptFile="@assetFile=DetailBlue.cs"
imageMap0="@Asset=Prototyping:DetailBlue_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/DetailBlue.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(DetailBlue) {
mapTo="DetailBlue";
DiffuseMapAsset = "Prototyping:DetailBlue_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="FloorGray"
scriptFile="@assetFile=FloorGray.cs"
imageMap0="@Asset=Prototyping:FloorGray_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/FloorGray.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(FloorGray) {
mapTo="FloorGray";
DiffuseMapAsset = "Prototyping:FloorGray_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="InteractiveRed"
scriptFile="@assetFile=InteractiveRed.cs"
imageMap0="@Asset=Prototyping:InteractiveRed_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/InteractiveRed.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(InteractiveRed) {
mapTo="InteractiveRed";
DiffuseMapAsset = "Prototyping:InteractiveRed_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureBrown"
scriptFile="@assetFile=NatureBrown.cs"
imageMap0="@Asset=Prototyping:NatureBrown_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NatureBrown.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(NatureBrown) {
mapTo="NatureBrown";
DiffuseMapAsset = "Prototyping:NatureBrown_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NatureGreen"
scriptFile="@assetFile=NatureGreen.cs"
imageMap0="@Asset=Prototyping:NatureGreen_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NatureGreen.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(NatureGreen) {
mapTo="NatureGreen";
DiffuseMapAsset = "Prototyping:NatureGreen_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="NullPink"
scriptFile="@assetFile=NullPink.cs"
imageMap0="@Asset=Prototyping:NullPink_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/NullPink.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(NullPink) {
mapTo="NullPink";
DiffuseMapAsset = "Prototyping:NullPink_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TrimYellow"
scriptFile="@assetFile=TrimYellow.cs"
imageMap0="@Asset=Prototyping:TrimYellow_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/TrimYellow.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(TrimYellow) {
mapTo="TrimYellow";
DiffuseMapAsset = "Prototyping:TrimYellow_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WallOrange"
scriptFile="@assetFile=WallOrange.cs"
imageMap0="@Asset=Prototyping:WallOrange_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/WallOrange.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(WallOrange) {
mapTo="WallOrange";
DiffuseMapAsset = "Prototyping:WallOrange_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="WaterBlue"
scriptFile="@assetFile=WaterBlue.cs"
imageMap0="@Asset=Prototyping:WaterBlue_ALBEDO"
originalFilePath="D:/Gamedev/art/Blockout/WaterBlue.png" />

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//--- OBJECT WRITE BEGIN ---
singleton Material(WaterBlue) {
mapTo="WaterBlue";
DiffuseMapAsset = "Prototyping:WaterBlue_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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function Prototyping::onCreate(%this)
{
}
function Prototyping::onDestroy(%this)
{
}
//This is called when the server is initially set up by the game application
function Prototyping::initServer(%this)
{
}
//This is called when the server is created for an actual game/map to be played
function Prototyping::onCreateGameServer(%this)
{
}
//This is called when the server is shut down due to the game/map being exited
function Prototyping::onDestroyGameServer(%this)
{
}
//This is called when the client is initially set up by the game application
function Prototyping::initClient(%this)
{
}
//This is called when a client connects to a server
function Prototyping::onCreateClientConnection(%this)
{
}
//This is called when a client disconnects from a server
function Prototyping::onDestroyClientConnection(%this)
{
}

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<ModuleDefinition
canSave="true"
canSaveDynamicFields="true"
ModuleId="Prototyping"
VersionId="1"
Group="Game"
scriptFile="Prototyping.cs"
CreateFunction="onCreate"
DestroyFunction="onDestroy">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
</ModuleDefinition>

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(ConePrimitive_fbx) {
baseShape = "./ConePrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(CubePrimitive_fbx) {
baseShape = "./CubePrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(CylinderPrimitive_fbx) {
baseShape = "./CylinderPrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(SpherePrimitive_fbx) {
baseShape = "./SpherePrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(TorusPrimitive_fbx) {
baseShape = "./TorusPrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(TubePrimitive_fbx) {
baseShape = "./TubePrimitive.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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

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//--- OBJECT WRITE BEGIN ---
singleton Material(kork_chan) {
mapTo="kork_chan";
DiffuseMapAsset = "Prototyping:kork_chan_ALBEDO";
};
//--- OBJECT WRITE END ---

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<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" />

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//--- OBJECT WRITE BEGIN ---
new TSShapeConstructor(kork_chanShape_fbx) {
baseShape = "./kork_chanShape.fbx";
upAxis = "DEFAULT";
unit = "-1";
LODType = "TrailingNumber";
singleDetailSize = "0";
IgnoreNodeScale = "0";
AdjustCenter = "0";
AdjustFloor = "0";
forceUpdateMaterials = "0";
convertLeftHanded = "0";
calcTangentSpace = "0";
genUVCoords = "0";
transformUVCoords = "0";
flipUVCoords = "1";
findInstances = "0";
limitBoneWeights = "0";
JoinIdenticalVerts = "1";
reverseWindingOrder = "1";
invertNormals = "0";
removeRedundantMats = "1";
animTiming = "Seconds";
animFPS = "2";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

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<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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singleton Material(DetailBlue)
{
mapTo = "DetailBlue";
diffuseColor[0] = "0.8 0.8 0.8 1";
DiffuseMap[0] = "data/Prototyping/Materials/DetailBlue.png";
translucentBlendOp = "None";
};