anachronox-sdk/docs/envmap/step4-entities.html
2002-01-21 00:00:00 +00:00

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<TITLE>Step 4: Applying Environment Mapping to Entities</TITLE>
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<H1>Step 4: Applying Environment Mapping to Entities</H1>
<P>Now that your new environment map is in <B>
anoxdata/graphics/env/</B>, we need to apply them to some
entities. Simply add to an entity the key <B>"envmap"</B> and
the value <B>"<I>basename</I>"</B> where <I>basename</I> is the
basename of your environmental map.</P>
<P>For example, if you created the two environmental textures
<B>blue_ft.png</B> and <B>blue_bk.png</B>, the basename is
therefore <B>blue</B> and you would have something like this in
your map file:</P>
<PRE class="cmd">
// entity 1 layer 000
{
"classname" "mys_white_torus2"
"origin" "-253 -1 109"
"newscaling" "1"
"sequence" "667:3"
<B>"envmap" "blue"</B>
}
</PRE>
<P>You can add this key/value pair through any of the
established methods of modifying entities in Anachronox:
through NoxDroppings, through IONRadiant, or some direct
map-modification tool (notepad and others). See the
documentation for each of these on how to add or modify entity
key/value pairs.</P>
<P>Compile the map, load it up, and it should be there!</P>
<H4>Final Notes</H4>
<P>Right now, setting the environment map for an entity is not
supported by Planet scripting or APE scripting. If you want a
script to access a reflective object, you need to grab an
object that is already in a level that has the <B>envmap</B>
key set. Since we want reflective objects for mystech effects,
support for these tools is planned in the near future.</P>
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