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added documentation of .ent format
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@43 8a3a26a2-13c4-0310-b231-cf6edde360e5
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@ -19,6 +19,92 @@ along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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///\file
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///\brief EntityClass plugin that supports the .ent xml entity-definition format.
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///
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/// the .ent xml format expresses entity-definitions.
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///
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/// <!-- defines an entity which cannot have brushes grouped with it -->
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/// <point name="[name of entity type]" colour="[RGB floating-point colour shown in editor]"
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/// box="[minXYZ maxXYZ floating point bounding-box]" model="[model path]">
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/// <!-- attribute definitions go here -->
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/// </point>
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///
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/// <!-- defines an entity which can have brushes grouped with it -->
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/// <group name="[name of entity type]" colour="[RGB floating-point colour shown in editor]">
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/// <!-- attribute definitions go here -->
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/// </group>
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///
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///
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/// the attributes of an entity type are defined like this:
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///
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/// <[name of attribute type]
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/// key="[entity key name]"
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/// name="[name shown in gui]"
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/// value="[default entity key value]"
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/// >[comment text shown in gui]</[name of attribute type]>
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///
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/// each attribute type has a specialised attribute-editor GUI
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///
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/// currently-supported attribute types:
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///
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/// string a string
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/// array an array of strings - value is a semi-colon-delimited string
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/// integer an integer value
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/// boolean an integer - shows as a checkbox - true = non-zero
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/// integer2 two integer values
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/// integer3 three integer values
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/// real3 three floating-point values
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/// angle specialisation of real - Yaw angle
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/// direction specialisation of real - Yaw angle, -1 = down, -2 = up
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/// angles specialisation of real3 - Pitch Yaw Roll
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/// color specialisation of real3 - RGB floating-point colour
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/// target a string that uniquely identifies an entity or group of entities
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/// targetname a string that uniquely identifies an entity or group of entities
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/// sound the VFS path to a sound file
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/// texture the VFS path to a texture file or a shader name
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/// model the VFS path to a model file
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/// skin the VFS path to a skin file
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///
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///
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/// flag attributes define a flag in the spawnflags key:
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///
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/// <flag
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/// key="[flag name]"
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/// name="[name shown in gui]"
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/// bit="[bit-index in spawnflags]"
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/// >[comment text shown in gui]<flag>
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///
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/// the default value for a flag bit is always 0.
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///
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///
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/// List attributes have a set of valid values.
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/// Create new list attribute types like this:
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///
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/// <list name="[name of list attribute type]">
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/// <item name="[first name shown in menu]" value="[entity key value]"/>
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/// <item name="[second name shown in menu]" value="[entity key value]"/>
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/// </list>
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///
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/// these can then be used as attribute types.
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///
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///
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/// An attribute definition should specify a default value that corresponds
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/// with the default value given by the game. If the default value is not
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/// specified in the attribute definition, it is assumed to be an empty string.
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///
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/// If the currently-selected entity in Radiant does not specify a value for
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/// the key of an attribute, the default value from the attribute-definition
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/// will be displayed in the attribute-editor and used when visualising the
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/// entity in the preview windows. E.g. the Doom3 "light" entity has a
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/// "light_radius" key. Light entities without a "light_radius" key are
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/// displayed in Doom3 with a radius of 300. The default value for the
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/// "light_radius" attribute definition should be specified as "300 300 300".
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///
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#include "eclass_xml.h"
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#include "ieclass.h"
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