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en:outils_rc2 [2016/12/26 11:28] – [tga2dds] Domperssen:outils_rc2 [2021/12/03 18:19] (current) – external edit 127.0.0.1
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 ===== animation_set_builder ===== ===== animation_set_builder =====
   animation_set_builder [animation_set.animset] [animation.anim]   animation_set_builder [animation_set.animset] [animation.anim]
-//This command line add or replace the animation.anim animation into the animation_set.animset animation set//+//This command line add or replaces the "animation.animanimation into the "animation_set.animsetanimation set//
  
-That's all we can know.+That's all we know for now!!
  
 This tool is used for 3D. This tool is used for 3D.
 ===== anim_builder ===== ===== anim_builder =====
   anim_builder [directoryIn] [pathOut] [parameter_file]    anim_builder [directoryIn] [pathOut] [parameter_file] 
-Bonne chance !+Good luck!
  
-Used to build animations? In the "3D" tools.+Used to build animations with "3D" tools? :)
 ===== assoc_mem ===== ===== assoc_mem =====
 ===== bnp_make ===== ===== bnp_make =====
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 Bnp_make allows to de/package the ''.bnp'' Bnp_make allows to de/package the ''.bnp''
  
-The parameters are: /p to create, /u for depackager /l to list.+The parameters are: "/pto create, "/ufor depackager and "/lto list.
  
 <code bash> <code bash>
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 ===== build_coarse_mesh ===== ===== build_coarse_mesh =====
 ===== build_far_bank ===== ===== build_far_bank =====
-Cet outil sert à créer des textures éloignées pour les quatre saisons. +This tool is used to create distant textures for all the four seasons!!
 We use the file * .bank (simple, without declination of season: ''desert.bank'') as source. We use the file * .bank (simple, without declination of season: ''desert.bank'') as source.
  
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 </WRAP> </WRAP>
  
-To create file ''desert_au.farbank'' in ''database/landscape/_texture_tiles/desert_au/'':+To create the file ''desert_au.farbank'' in ''database/landscape/_texture_tiles/desert_au/'':
  
-   * You must have exactly the same hierarchy of subdirectories with the texture files with the same names as in ''database/landscape/_texture_tiles/desert/'' but with a suffix ''_au''(for example ''desert_sable_01 .tga ''-> ''desert_sable_01_au.tga''); +   * You must have exactly the same hierarchy of subdirectories with the texture files, and also with the same names as in ''database/landscape/_texture_tiles/desert/'' but with a suffix ''_au''(for example ''desert_sable_01 .tga ''-> ''desert_sable_01_au.tga''); 
-   * You must have already created the .bank file, which will be in our example desert.bank, located at ''database/landscape/_texture_tiles/desert/''.+   * You must already have created the ".bankfile, which (in our example) will be "desert.bank", located at ''database/landscape/_texture_tiles/desert/''.
  
 We then move to the directory ''database/landscape/_texture_tiles/desert_au/'' and we generate the file farbank: We then move to the directory ''database/landscape/_texture_tiles/desert_au/'' and we generate the file farbank:
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 ==== The zviewer.cfg file ==== ==== The zviewer.cfg file ====
 The directory where the program runs must contain the ZVIEWER.CFG file The directory where the program runs must contain the ZVIEWER.CFG file
-Which contains the configuration parameters. Without this file no zone will be +which contains the configuration parameters. Without this file, __no zone will be 
-Displayed. +Displayed.__ 
-When there is no configuration file at runtimefile type is +When there is **no** configuration file at __runtime__then the file type is 
-Generated.+generated.
  
 Example of config: Example of config:
  
-  * FullScreen = 0; //0 : windowed / 1 : fullscreen //+  * FullScreen = 0; //0:windowed/1:fullscreen //
   * Width = 800;    // Width of the window.//   * Width = 800;    // Width of the window.//
   * Height = 600;   // Height of the window.//   * Height = 600;   // Height of the window.//
-  * Depth = 32; // Number of colors (32bits,24bits,...)//+  * Depth = 32; // Number of colors (32bits,24bits).(16 bits??) //
   * Position = { 1088.9, -925.7, -1234.0 };   //Initial position(x,y,z). Corresponds to the coordinates in Max (Generic Units). The position is automatically snapped to the ground whatever the coordinate in z.//   * Position = { 1088.9, -925.7, -1234.0 };   //Initial position(x,y,z). Corresponds to the coordinates in Max (Generic Units). The position is automatically snapped to the ground whatever the coordinate in z.//
   * EyesHeight = 1.80;   // Eye height for Walk mode.//   * EyesHeight = 1.80;   // Eye height for Walk mode.//
   * Background = { 100, 100, 255 };  // Color background rgb.//   * Background = { 100, 100, 255 };  // Color background rgb.//
-  * ZFar = 1000.0;          // Distance of clipping. The greater the distance, the farther you see. //       +  * ZFar = 1000.0;  // Distance of clipping. The greater the distance, the farther you see.//       
-  * LandscapeTileNear = 50.0;       //Value of near. The larger the value, the closer the area is to large.+  * LandscapeTileNear = 50.0;      // Value of near. The larger the value, the closer the area is to "large".//
   * LandscapeThreshold = 0.001;    // Threshold used for adaptive subdivision. When the value increases, the quality of the subdivision decreases(reduces the calculation time). Set to minimum by default(0.001).//   * LandscapeThreshold = 0.001;    // Threshold used for adaptive subdivision. When the value increases, the quality of the subdivision decreases(reduces the calculation time). Set to minimum by default(0.001).//
   * BanksPath = "C:\WINDOWS\Bureau\zviewer\" ;  //Path of banks(<bank>.bank and <bank>.farbank).//   * BanksPath = "C:\WINDOWS\Bureau\zviewer\" ;  //Path of banks(<bank>.bank and <bank>.farbank).//
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    * FreeLook mode allows you to move in the direction of the look(same as cstrike).    * FreeLook mode allows you to move in the direction of the look(same as cstrike).
-   * In Walk mode the movement is at ground levelat eye level. The user remains glued to the floor.+   * In Walk mode the movement is at ground level and at eye level. The user remains glued to the floor.
  
-The mouse makes it possible to orient the eye in all directions. The keyboard allows you to move.+The mouse makes it possible to orient the eye in all directions. The keyboard allows you to move!
  
  
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