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Swampdonkey


Posts : 33
Location : N/A
Posted : 11/30/2007 8:36:16 AM  

This is the current documented information pretaining to version 1.0.
Please note that these docs are subject to change any time.

GrassParty-Blitz3D Edition Version 1.0

callable commads ( call these funtions in your main application )
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gp_InitGrassEngine(x1#, z1#, x2#, z2#, grids, emitter) ;-- this must be called to start the engine, given values are: x1 - lower left 3d posiiton of your map, z1 - lower left 3d positin of your map, x2 - upper right 3d posiiton of your map, z2 - upper right 3d position of your map, grids - tells the engine how may grid points you wish to use, must be an EVEN number( 20,26,32 etc) (lower amt means less points and more pressure on the engine, but faster, large maps should consider a starting point of about 100 grid points, play with value to see how it works with your map) ( emitter is optionla, send your 3dsound emitter ID to hear grass sounds in the engine )
gp_LoadGrass(x,y,z,meshname$, skinname$) ;-- loads a grass entity and returns an ID for it ( send this command x, y, and z positions for the entity )
gp_GrassUpdate(Entity) ;-- this is called once per loop, pass it the entity you wish the grass system to interact with ( can be a camera or blitz mesh )
gp_GrassYaw(gpGrass) ;-- this will angle a grass entity on the specified Yaw amount, yaw is saved to the grid ( use this to turn a grass entity for random look )
gp_GrassScale(gpGrassID, scale#) ;-- set scale for a grass ID
gp_GrassColor(gpGrassID, r ,g , b) ;-- set color for a grass ID
gp_GrassAlpha(gpGrassID, alpha#) ;-- override the global alpha setting and set the entities customized alpha with this function
gp_GrassAddWindGust(GrassID, amt#) ;-- increases the grass entites speed and force to wind influence, slowly degrades ovetime (use this from objects moving through grass)
gp_GrassCollisionCheck(ent, dist#, type, amt#=0) ;-- Ent is the entity to check against the grass, returns number of grass entites collided ; returns all grass ID's in a list ( gp_Collided ) ; dist# is the distance from the entity to grass a collision occurs. Type = the type of collision reaction (1=wave, 2=flatten, 3=wave+flat). AMT# - Optionally you may send additional wind gust to the entity if collision was found.
gp_SaveGpMap(filename$) ;-- saves the current state of a map to a filename ( can include a path if you wish )
gp_LoadGpMap(filename$) ;-- loads a saved map state from the filename ( can include a path if you like )
gp_UnloadGrassSystem() ;-- call this to clear the grass system from memory ( used for zoning to new maps etc..)
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Grassparty Globals, change these to suit your needs
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Global gp_MaxGrass=33000 ;-- max grass entites allowed on this map ( each increment consumes a foothold in memory)
Global gp_DebugMode=False ;-- run grassparty in debugmode, will show grid and grid points on your map ( true/false)
Global gp_MediaPath$="gpMedia" ;-- path the the grass media, no /'s (slashes)
Global gp_SndEmitter=True ;-- if true, 3d sounds will emit where needed, set to false to turn this feature OFF.
Global gp_SndWavey=False ;-- if set to true then sounds will be played on wavey grass collision detection
Global gp_AddViewDist# =200 ;-- grassparty has a built in distance determiner but you may increase or decrease the amount with this vlaue, setting it to a postivie number will increase the FOV range of the grid points.
Global gp_LoadPerCycle=5 ;-- this allows you to throttlel the rate at which entites are dumped into an open grid point, lower numbers are usually best as they eliminate jumpy grid swapping
Global gp_Alpha#=1 ;-- max EntityAlpha a grass entity will reach
Global gp_WindForce#=2.8 ;-- overall window force applied to grass( note this is the starting point, each grass contains its on force and speed settings)
Global gp_WindSpeed#=2.2 ;-- overall wind speed applied to grass ( note this is the starting point, each grass contains its on force and speed settings)
Global gp_FlatTime=15000 ;-- millisecs a grass entity stays flattened ( set to -1 for indefinite ) (1000=1 second)
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