318 lines
9.1 KiB
HTML
318 lines
9.1 KiB
HTML
<HTML>
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<HEAD>
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<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
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<TITLE>Anachronox Editing Documentation</TITLE>
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</HEAD>
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<BODY BGCOLOR="#000000" TEXT="#EFEFEF" LINK="#00FFFF" ALINK="#FFFFFF" VLINK="#05F3D0">
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<CENTER>
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<P>
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<FONT FACE="Helvetica">
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<FONT COLOR="#0055DD"><B>The Basics: Keymaps and Anim Defines</B>
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</FONT>
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</CENTER>
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<P>
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<HR>
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<BR>
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<P>
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<PRE>
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ESDF – movement keys
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A - up
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Z - down
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CTRL – drop node
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SPACE – select Node in brackets
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SHIFT – Highlights selected track
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Left & right Arrow keys – cycle through nodes on path
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Delete – deletes selected node
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Insert – inserts a node (on current path BEFORE selected node)
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Home – goes to fist node on path
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End – goes to last node on path
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PageUp – cycles up 10 Paths
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PageDown - cycles down 10 Paths
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PageUp (IN TEXT MODE) – COPY!!!
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PageDown (IN TEXT MODE) – PASTE!!!
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Backspace – Hide interface
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\ - Hide the spline path from 3d world
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T – goes up one path
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G – goes up one path
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Shift T – goes up a subpath (ONLY when in 3d mode)
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Shift G – goes down a subpath (ONLY when in 3d mode)
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Shift R – goes directly to director path, hit again to return
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F5 Play script from beginning
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F6 Play script from yellow bar on tineline
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F7 play script with no camera
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F8 STOP script
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1 – adjust POSITION of selected node
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SHIFT – Move Node Slow
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ALT – Mode Node fast
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IN 2d editing – adjusts value
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Mouse 2 (HOLD & DRAG) + up or down – Moves node away or near from screen
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3 – Adjust velocity
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mouse movement – adjusts direction
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Mouse 2 (HOLD & DRAG) – Adjusts value
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IN 2d editing – adjusts angle of value
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5 – Select relative cylinder (ONLY in map JOEY or BATTLESIZE) (ONLY USED for relative(battle)scripts)
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[] - select different cylinders
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NOTE: SELECT the cylinder button on left
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7 (3d Mode) – COPY selected to node to position of previous node (VERY HANDY)
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7 (2d\timeline Mode) – COPY text of previous node (VERY handy)
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9 – centers node properly. Used ONLY in battle scripting.
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TAB – TOGGLES between 2d and 3d mode
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Mouse 1 (LMB)– SELECTS node on timeline, confirms position, velocity, etc
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Middle mouse button (TAB) – TOGGLES between 2d and 3d mode
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Mouse 2 (RMB) (HOLD & DRAG) - adjusts value in certain modes
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SHIFT+RMB + left or right– expands or contracts timeline.
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NOTE: MIDDLE MOUSE button must be set as ‘middle mouse button’ in your windows mouse control panel settings.
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ALT + RMB (ON TIMELINE) – IN POINT
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ALT + LMB (ON TIMELINE) – OUT POINT
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Where hitting INSERT would insert ‘Blank’ time
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Where hitting DELETE would delete ‘Blank’ time
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Buttons on side
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ALL – shows all paths
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NONE – hides all path
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REL – show selected path and any associated by focus paths
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RELATIVE MODE – used to visually inspect assigned relativity cylinders. BATTLE only
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CURRENT ONLY – Only shows selected path
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SHOW INACTIVE - worhtless
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TIME ALPHA – fades paths in and out depending on where cursor is on timeline. HANDY!
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ALL FOCUS - ?
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DRAW DUDE – Places a dude model on top of path. Use A3model command instead, it’s better
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DRAW VELGRAPH – turn velocity graph on and off
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DRAW CYL – draws relativity cylinders. BATTLE only. ONLY in map joey or battllesize.
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EXTRA UI – removes certain UI from view
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DEPTH TEST - ?
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OOW COUNT - ?
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Useful Master track commands
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TARGET=[targetname]
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PATHTARGET=[targetname]
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SKY=[skyname]
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FOG=[density, r, g, b, time is ms]
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EQUAKE=[0,yaw,pitch,roll,x,y,z]
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MAP=[mapname, FROM(mapname no spaces), CINEMATIC (optional)]
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TIMESCALE=[value (0.1 – 6?)]
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CON=[any console commands]
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SETAMBIENTCOLOR=[r,g,b]
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SETAMBIENTDIR=[x,y,z]
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SEQUENCE=[ape sequence number]
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CLOSEWINDOW=[ape sequence number]
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GAMEVAR=[gamevariable, value (0 = unset)]
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FLASH=[hexvalue,time in secs]
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FLASHSTYLE=[1 is alpha type, 0 is regular type]
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PAUSELEVELMUSIC
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RESUMELEVELMUSIC
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SOUNDCENTER=[path,volume(0-1)]
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SOUNDCENTERLOOP=[path,volume(0-1)]
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SOUNDCENTERSTOP=[path]
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MASTERFADE=[?]
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Battle master track commands
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DISPLAYDAMAGE
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Cmd line commands
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NEWENT=[entity.dat classname]
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FLOOR=[0,1]
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LIGHTING=0=[R(0-1)]= [G(0-1)]= [B(0-1)]
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DIFFUSE=[hexvalue(color),X,Y,Zdirection]
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LIGHTSRC=[track number]
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ANIMONCE=[animid, animSUBid, flush(0,1)]
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ANIMLOOP=[animid, animSUBid, flush(0,1)]
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ANIMHOLD=[animid, animSUBid, flush(0,1)]
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ANIMFRAME=[animid, animSUBid, framenum, flush(0,1)]
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ANIMCLEAR
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SOUNDONCE=[path, channel (1-4), flush, volume, attenuation]
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SOUNDLOOP=[path, channel (1-4), flush, volume, attenuation]
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SOUNDCLEAR
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SOUNDCLEAR=[channel]
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SOUNDFADE=[channel, startvalue(0-1), endvalue(0-1), time in ms]
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SOUNDPITCH=[channel, startvalue(1 is default) , endvalue, time in ms]
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PLAYDIALOGUE=[path.scn]
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MORPHMODEX=[morphchannel, speed, forward/reverse(1,0), value(how far the morph goes)]
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ROTV= [x,y,z]
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ROTA= [x,y,z]
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ROTCLEAR
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HIDDEN=[0,1]
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LINKENT=[sequence number of entity OR PlayerChar(0-2,X), open focus(0,1), focus cubic path]
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LINKCLASS=[entity.dat classname, open focus(0,1), focus cubic path]
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SWAPMDL=[model path, [permanent(optional)]
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ALPHA=[value of alpha (0-1), alpha-type(1,2)]
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ALPHALERP=[starting alpha(0-1), ending alpha(0-1), alpha-type(1,2), time in seconds]
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COLORLERP=[r1],[g1],[b1],[r2],[g2],[b2],[time in secs]
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SCROLLTEX=[x,y]
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ENTQUAKE=[x,y,z]
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ENVMAP
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NP
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NPSIMPLE
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NPFF
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NPKILL
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STICKFROM=[name],[parent_surface],[child_track],[child_surface]
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STICKTO=[name],[child_surface],[parent_track],[parent_surface]
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UNSTICK=[name]
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PROCVAL
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BEAM
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UNLINK
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RELENT=SOURCE,1,2
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RELENT=TARGET,1,4
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Battle Cmd line commands
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LINKBATTLE
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RADIUS_ATTACK
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MARKMONSTER
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SOUNDPAIN
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Some useful console commands
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DUMPANIMINFO [model path]
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a3model
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a3model [model path]
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a3model clear
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a3model clearall
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r_drawtext 0 (1)
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r_mapsizewarning
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Msound_perf (1-4)
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Flushparticles
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shownames [model path]
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Battle commands
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Some useful APE commands
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ui_loopambient [scriptname]
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ui_playambient [scriptname]
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ui_playscene [scriptname]
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ui_chainscripts [scriptname]
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ui_stopscene [scriptname]
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ui_stopambient [scriptname]
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#define ANIM_ID_INVALID 0
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#define ANIM_ID_AMB 1 // sub = 'A' 'B'
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#define ANIM_ID_WALK 2 // sub = don't care
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#define ANIM_ID_RUN 3 // sub = don't care
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#define ANIM_ID_TALK 4 // sub = 'A' 'B'
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#define ANIM_ID_GEST 5 // sub = 'A'..'J' only.
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#define ANIM_ID_TURN 6 // sub = 'L' or 'R'
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#define ANIM_ID_JUMP 7 // sub = 'A' 'B'
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#define ANIM_ID_A2W 8 // sub = 'A' 'B'
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#define ANIM_ID_W2A 9 // sub = 'L' or 'R'
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#define ANIM_ID_ATAK1 10 // sub = 'A' 'B'
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#define ANIM_ID_ATAK2 11 // sub = 'A' 'B'
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#define ANIM_ID_ATAK3 12 // sub = 'A' 'B'
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#define ANIM_ID_ATAK4 13 // sub = 'A' 'B'
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#define ANIM_ID_ATAK5 14 // sub = 'A' 'B'
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#define ANIM_ID_ATAK6 15 // sub = 'A' 'B'
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#define ANIM_ID_ATAK7 16 // sub = 'A' 'B'
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#define ANIM_ID_ATAK8 17 // sub = 'A' 'B'
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#define ANIM_ID_ATAK9 18 // sub = 'A' 'B'
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#define ANIM_ID_ATAK10 19 // sub = 'A' 'B'
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#define ANIM_ID_ATAKR1 20 // sub = 'A' 'B'
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#define ANIM_ID_ATAKR2 21 // sub = 'A' 'B'
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#define ANIM_ID_ATAKR3 22 // sub = 'A' 'B'
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#define ANIM_ID_ATAKR4 23 // sub = 'A' 'B'
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#define ANIM_ID_ATAKR5 24 // sub = 'A' 'B'
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#define ANIM_ID_DIE 25 // sub = 'A' 'B'
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#define ANIM_ID_HIT 26 // sub = 'A' 'B'
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#define ANIM_ID_STUN 27 // sub = 'A' 'B'
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#define ANIM_ID_ATAKAMB 28 // sub = 'A' 'B'
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#define ANIM_ID_WIN 29 // sub = 'A' 'B'
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#define ANIM_ID_ATAKGEST 30 // sub = 'A' 'B'
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#define ANIM_ID_USE1 31 // sub = 'A' 'B'
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#define ANIM_ID_USE2 32 // sub = 'A' 'B'
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#define ANIM_ID_TOSS1 33 // sub = 'A' 'B'
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#define ANIM_ID_TOSS2 34 // sub = 'A' 'B'
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#define ANIM_ID_THROW1 35 // sub = 'A' 'B'
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#define ANIM_ID_THROW2 36 // sub = 'A' 'B'
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#define ANIM_ID_CAST1 37 // sub = 'A' 'B'
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#define ANIM_ID_CAST2 38 // sub = 'A' 'B'
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#define ANIM_ID_A2ATAK1 39 // sub = 'A' 'B'
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#define ANIM_ID_A2ATAK2 40 // sub = 'A' 'B'
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#define ANIM_ID_STAND 41 // sub = 'A' 'B'
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#define ANIM_ID_GRAB 42 // sub = 'L' 'M' 'H'
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#define ANIM_ID_CINE 43 // sub = an char
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#define ANIM_ID_ATAK11 44 // sub = 'A' 'B'
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#define ANIM_ID_ATAK12 45 // sub = 'A' 'B'
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#define ANIM_ID_HEAL 46 // sub = 'A' 'B'
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#define ANIM_ID_PICK 47 // sub = 'A' 'B'
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#define ANIM_ID_LOOKR 48 // sub = 'A' 'B'
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#define ANIM_ID_LOOKL 49 // sub = 'A' 'B'
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#define ANIM_ID_CLIMB 50 // ???
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#define ANIM_ID_CINE2 51 // sub = 'A' - 'Z'
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#define ANIM_ID_SIT 52
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#define ANIM_ID_ATAK_M 53
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#define ANIM_ID_SKILL 54
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#define ANIM_ID_WSKILL 55
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#define ANIM_ID_DART 56
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#define ANIM_ID_WAIT 57 // battle anims
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#define ANIM_ID_W2ATAK 58
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#define ANIM_ID_A2WAIT 59
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#define ANIM_ID_BSKILL1 60 // battle skills
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#define ANIM_ID_BSKILL2 61
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#define ANIM_ID_BSKILL3 62
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#define ANIM_ID_BSKILL4 63
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#define ANIM_ID_BSKILL5 64
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#define ANIM_ID_BSKILL6 65
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</PRE>
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<P> <P>
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</BODY>
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</HTML>
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