JurassicParkTrespasser/jp2_pc/Tools/MAXScript/ObjProps_rollouts.ms

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2018-01-01 22:07:24 +00:00
-- ObjectProps Rollouts
-- ****************************************************************************************************
-- Settings Rollout
-- ****************************************************************************************************
rollout SettingsRollout "Object Settings"
(
group "Alpha Colors"
(
dropDownList AlphaColorList items:#("Alpha Channel 0", "Alpha Channel 1", "Alpha Channel 2", "Alpha Channel 3", "Alpha Channel 4", "Alpha Channel 5", "Alpha Channel 6", "Alpha Channel 7", "Alpha Channel 8", "Alpha Channel 9", "Alpha Channel 10","Alpha Channel 11","Alpha Channel 12","Alpha Channel 13","Alpha Channel 14","Alpha Channel 15")
pickbutton DeriveAlpha "Derive settings from object"
colorpicker AlphaColor "Color:"color:[222,230,255]
spinner AlphaLevel "Alpha:" range:[0,1,0.25] type:#float fieldwidth:35
)
button close "Close"
on DeriveAlpha picked obj do
(
CObj = obj
if classOf CObj.mat == standardMaterial then
(
CMat = cObj.mat
AlphaColor.color = CMat.Diffuse
AlphaLevel.value = (CMat.Opacity as float / 100.0)
) else (
MessageBox "Object Must have a standard material assigned to it!"
)
)
on close pressed do
removeRollout SettingsRollout
)
-- ***********************
-- Terrain Texture Rollout
-- ***********************
rollout TerrainTextureRollout "Terrain Texture"
(
DropDownList SoundPropertiesList "Sound Materials :"
spinner TextureLevel "Texture Level: " range:[1,20,1] type:#integer fieldwidth:45 enabled:true
button close "Close"
on TerrainTextureRollout open do
if (TerrainMaterialTypesArray = (LoadSoundTypes())) != undefined do (SoundPropertiesList.items = TerrainMaterialTypesArray)
on close pressed do
removeRollout TerrainTextureRollout
)
-- ***********************
-- Rendering Properties Rollout
-- ***********************
rollout RenderingRollout "Rendering Properties"
(
-- these are the material type default values
-- (cos (0.3 * 180 / pi))
local DefaultMat = #(1.0, 0.0, 1.0, false, false, 1.0, 0),
ShinyMat = #(1, 1.9, 0.980067, false, false, 1, 0), -- 0.2
MetalMat = #(0.2, 1.10, 0.955337, false, false, 1, 0), -- 0.3
WaterMat = #(1, 1.8, 1.0, true, true, 1.33, 0),
MirrorMat = #(0, 2, 1.0, true, false, 1, 0),
PrelitMat = #(0, 0, 1.0, false, false, 1, 1.0),
DinoSkinMat = #(1, 1.3, 0.98, false, false, 1, 1.0),
CurrentDDLObjectArray
local RenderDefaults = #(#(1,1,true,0.025,true,true,false,0.0,false,24,0,0,0,0,1,1,0,false,false))
checkbox IgnorePhysics "Ignore Physics Props"
group "Rendering Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Settings")
button GenerateDefaults "Generate Defaults" width:140
)
group "Surface Type"
(
DropDownList SurfaceFlags items:#("Default", "Shiny", "Metal", "Water", "Mirror", "PreLit", "Dino Skin")
)
group "Surface Parameters"
(
DropDownList SurfaceCurvatureFlags "Surface Curvature:" items:#("MAX Normals","Flat Shaded", "Average Normals (curved)", "Infer Normals") selection:4
checkbox SurfaceCurved "Curved"
checkbox SurfaceBumpMaps "Use Bump Maps" checked:true
spinner SurfaceBumpiness "Bump Strength:" range:[0,10,0.025] fieldwidth:45 align:#left
checkbox SurfaceMipMap "MipMap" checked:true
checkbox SurfaceCacheIntersecting "Cache Intersect"
checkbox SurfaceVisible "Visible" checked:true
checkbox SurfaceCastsShadows "Casts Shadows" checked:true
checkbox SurfacePlanted "Planted"
spinner SurfacePlantedHeight "Height:" enabled:false fieldwidth:45
spinner CullDistance "Object Culling:" range:[0,2000,0] type:#float fieldwidth:45
spinner ShadowCullDistance "Shadow Culling:" range:[0,2000,0] type:#float fieldwidth:45
checkbox SurfaceAlwaysFace "Always Face"
)
group "Mesh Loading"
(
checkbox Wrap "Wrap" checked:true
checkbox Merge "Merge" checked:true offset:[48,-20]
checkbox Split "Split" offset:[100,-20]
)
group "Animation"
(
checkbox UseAnimatedTextures "Use Animated Textures" checked:false
button GetIFL "Load IFL File" width:140 enabled:false
spinner fps "fps:" range:[0.1,30,24] type:#float enabled:false
label animblank0 "UV Coordinate Animation:"
spinner DeltaX "Delta U (per sec): " range:[0,50,0] fieldwidth:45
spinner DeltaY "Delta V (per sec): " range:[0,50,0] fieldwidth:45
)
group "Advanced Surface Params"
(
checkButton EnableAdvancedParams "Enable" align:#left
spinner MaterialDiffuse "Diffuse:" range:[0,2,1.0] type:#float fieldwidth:35 enabled:false offset:[0,-23]
spinner MaterialSpecular "Specular:" range:[0,2,0] type:#float fieldwidth:35 enabled:false
spinner MaterialSpecularAngle "Specular Angle:" range:[0,1,1] type:#float fieldwidth:35 enabled:false
spinner MaterialRefractIndex "Refract Index:" range:[1,100,1] type:#float fieldwidth:35 enabled:false
spinner MaterialEmissive "Emissive:" range:[0,1,0] type:#float fieldwidth:35 enabled:false
checkbox MaterialReflect "Reflect" enabled:false align:#left
checkbox MaterialRefract "Refract" enabled:false align:#right offset:[0,-20]
)
group "Detail Reduction"
(
spinner DetailSwitchPoint "Switch at: " range:[1,600,120] type:#integer align:#left fieldwidth:45
RadioButtons DetailAxis "Axis" labels:#("X","Y","Z") columns:3 align:#left default:3
DropDownList DetailReductionObjectList "Object List:" items:#()
button AddDetailReductionObject "Add" width:70 offset:[-37,0]
button RemoveDetailReductionObject "Remove" width:70 offset:[37,-26]
)
button closeRollout "Close"
on DefaultsList selected s do
(
SurfaceFlags.selection = RenderDefaults[s][1]
SurfaceCurvatureFlags.selection = RenderDefaults[s][2]
SurfaceBumpMaps.checked = RenderDefaults[s][3]
SurfaceBumpiness.value = RenderDefaults[s][4]
SurfaceVisible.checked = RenderDefaults[s][5]
SurfaceCastsShadows.checked = RenderDefaults[s][6]
SurfacePlanted.checked = RenderDefaults[s][7]
SurfacePlantedHeight.value = RenderDefaults[s][8]
UseAnimatedTextures.checked = RenderDefaults[s][9]
fps.value = RenderDefaults[s][10]
DeltaX.value = RenderDefaults[s][11]
DeltaY.value = RenderDefaults[s][12]
MaterialDiffuse.value = RenderDefaults[s][13]
MaterialSpecular.value = RenderDefaults[s][14]
MaterialSpecularAngle.value = RenderDefaults[s][15]
MaterialRefractIndex.value = RenderDefaults[s][16]
MaterialEmissive.value = RenderDefaults[s][17]
MaterialReflect.checked = RenderDefaults[s][18]
MaterialRefract.checked = RenderDefaults[s][19]
)
on GenerateDefaults pressed do
(
CDefaults = #()
append CDefaults SurfaceFlags.selection
append CDefaults SurfaceCurvatureFlags.selection
append CDefaults SurfaceBumpMaps.checked
append CDefaults SurfaceBumpiness.value
append CDefaults SurfaceVisible.checked
append CDefaults SurfaceCastsShadows.checked
append CDefaults SurfacePlanted.checked
append CDefaults SurfacePlantedHeight.value
append CDefaults UseAnimatedTextures.checked
append CDefaults fps.value
append CDefaults DeltaX.value
append CDefaults DeltaY.value
append CDefaults MaterialDiffuse.value
append CDefaults MaterialSpecular.value
append CDefaults MaterialSpecularAngle.value
append CDefaults MaterialRefractIndex.value
append CDefaults MaterialEmissive.value
append CDefaults MaterialReflect.checked
append CDefaults MaterialRefract.checked
format "\n\n***********************************************************************************************\n"
format "***********************************************************************************************\n"
format "Rendering Defaults:\n"
format "%\n" CDefaults
format "***********************************************************************************************\n"
format "***********************************************************************************************\n\n\n"
)
on DetailReductionObjectList selected s do
(
if DRData[s] != undefined do
DetailSwitchPoint.value = DRData[s]
)
on DetailSwitchPoint changed state do
(
s = DetailReductionObjectList.selection
if CurrentDDLObjectArray[s] != undefined and CurrentDDLObjectArray[s] != "" do
DRData[s] = DetailSwitchPoint.value as integer
)
on AddDetailReductionObject pressed do
(
CurrentDDLObjectArray = DetailReductionObjectList.items
ObjArray = for obj in selection collect obj
for i = 1 to ObjArray.count do
(
if i >= 1 and i <= 4 do
(
MagicIndex = -1
CObj = ObjArray[i]
for i = 1 to CObj.name.count do if CObj.name[i] == "~" do MagicIndex = i
if MagicIndex != -1 then
(
DRValue = (substring CObj.name (MagicIndex + 4) 1) as integer
if (DRValue >= 1) and (DRValue <= 4) do
CurrentDDLObjectArray[DRValue] = CObj.name
)
else
MessageBox ("Unable to resolve\nDetail Reduction Level\nfrom object \"" + CObj.name + "\".")
)
)
for i = 1 to CurrentDDLObjectArray.count do
if CurrentDDLObjectArray[i] == undefined do CurrentDDLObjectArray[i] = ""
DetailReductionObjectList.items = CurrentDDLObjectArray
)
on RemoveDetailReductionObject pressed do
(
CurrentSelection = DetailReductionObjectList.selection
if CurrentDDLObjectArray.count >= 1 do
(
CurrentDDLObjectArray = DetailReductionObjectList.items
deleteitem CurrentDDLObjectArray CurrentSelection
DetailReductionObjectList.items = CurrentDDLObjectArray
DetailReductionObjectList.selection = 1
)
)
on SurfacePlanted changed state do
if SurfacePlanted.checked then
SurfacePlantedHeight.enabled = true
else
SurfacePlantedHeight.enabled = false
on closeRollout pressed do
removeRollout RenderingRollout
on GetIFL pressed do
(
if (IFLFile = getopenFileName caption:"Choose Image File List") != undefined do
(
IFL = #()
f = openFile IFLFile
while not eof f do
(
CLine = readline f
if CLine[CLine.count] == "\n" do (CLine = (substring CLine 1 (CLine.count - 1)))
if CLine.count > 4 do
if (substring CLine (CLine.count - 3) 1) == "." do
append IFL CLine
)
close f
if (IFL.count <= 32) and (IFL.count > 0) then
(
GetIFL.text = (FilenameFromPath IFLFile)
messageBox (IFL.count as string + " frames loaded.")
) else (
messageBox "More than 32 frames loaded!\nThat's too many frames!\n\nTry again."
IFL = #()
GetIFL.text = "Load IFL File"
)
)
)
on UseAnimatedTextures changed state do
if UseAnimatedTextures.checked then
GetIFL.enabled = fps.enabled = true
else
GetIFL.enabled = fps.enabled = false
on EnableAdvancedParams changed state do
(
if EnableAdvancedParams.checked == true then
(
if (QueryBox "Changing these values from their\ndefaults will cause more cluts to be created.\n\nDo you want to continue?") == true then
MaterialDiffuse.enabled = MaterialSpecular.enabled = MaterialSpecularAngle.enabled = MaterialReflect.enabled = MaterialRefract.enabled = MaterialRefractIndex.enabled = MaterialEmissive.enabled = true
else
EnableAdvancedParams.checked = false
) else (
MaterialDiffuse.enabled = MaterialSpecular.enabled = MaterialSpecularAngle.enabled = MaterialReflect.enabled = MaterialRefract.enabled = MaterialRefractIndex.enabled = MaterialEmissive.enabled = false
)
)
on SurfaceFlags selected s do
(
if s == 1 do
(
MaterialDiffuse.value = DefaultMat[1]
MaterialSpecular.value = DefaultMat[2]
MaterialSpecularAngle.value = DefaultMat[3]
MaterialReflect.checked = DefaultMat[4]
MaterialRefract.checked = DefaultMat[5]
MaterialRefractIndex.value = DefaultMat[6]
MaterialEmissive.value = DefaultMat[7]
)
if s == 2 do
(
MaterialDiffuse.value = ShinyMat[1]
MaterialSpecular.value = ShinyMat[2]
MaterialSpecularAngle.value = ShinyMat[3]
MaterialReflect.checked = ShinyMat[4]
MaterialRefract.checked = ShinyMat[5]
MaterialRefractIndex.value = ShinyMat[6]
MaterialEmissive.value = ShinyMat[7]
)
if s == 3 do
(
MaterialDiffuse.value = MetalMat[1]
MaterialSpecular.value = MetalMat[2]
MaterialSpecularAngle.value = MetalMat[3]
MaterialReflect.checked = MetalMat[4]
MaterialRefract.checked = MetalMat[5]
MaterialRefractIndex.value = MetalMat[6]
MaterialEmissive.value = MetalMat[7]
)
if s == 4 do
(
MaterialDiffuse.value = WaterMat[1]
MaterialSpecular.value = WaterMat[2]
MaterialSpecularAngle.value = WaterMat[3]
MaterialReflect.checked = WaterMat[4]
MaterialRefract.checked = WaterMat[5]
MaterialRefractIndex.value = WaterMat[6]
MaterialEmissive.value = WaterMat[7]
)
if s == 5 do
(
MaterialDiffuse.value = MirrorMat[1]
MaterialSpecular.value = MirrorMat[2]
MaterialSpecularAngle.value = MirrorMat[3]
MaterialReflect.checked = MirrorMat[4]
MaterialRefract.checked = MirrorMat[5]
MaterialRefractIndex.value = MirrorMat[6]
MaterialEmissive.value = MirrorMat[7]
)
if s == 6 do
(
MaterialDiffuse.value = PrelitMat[1]
MaterialSpecular.value = PrelitMat[2]
MaterialSpecularAngle.value = PrelitMat[3]
MaterialReflect.checked = PrelitMat[4]
MaterialRefract.checked = PrelitMat[5]
MaterialRefractIndex.value = PrelitMat[6]
MaterialEmissive.value = PrelitMat[7]
)
if s == 7 do
(
MaterialDiffuse.value = DinoSkinMat[1]
MaterialSpecular.value = DinoSkinMat[2]
MaterialSpecularAngle.value = DinoSkinMat[3]
MaterialReflect.checked = DinoSkinMat[4]
MaterialRefract.checked = DinoSkinMat[5]
MaterialRefractIndex.value = DinoSkinMat[6]
MaterialEmissive.value = DinoSkinMat[7]
)
)
)
-- ***********************
-- Physics Parameters Rollout
-- ***********************
rollout PhysicsRollout "Physics Properties"
(
local PhysicsDefaults = #(#(1,false,false,1,5,1,.5,.25,1,true))
checkBox IgnoreRendering "Ignore Render Params"
group "Physics Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defaults" width:140
)
group "Sound Material Types"
(
DropDownList SoundPropertiesList
)
group "Physics Flags"
(
checkbox PhysicsPropsTangible "Tangible"
checkbox PhysicsPropsMoveable "Moveable" offset:[70,-20]
)
group "Physics Parameters"
(
spinner PhysicsPropsDensity "Density:" range:[0,1000,0.1] type:#float fieldwidth:45 offset:[-35,0]
spinner PhysicsPropsFriction "Friction:" range:[0,10,5] type:#float fieldwidth:45 offset:[-35,0]
spinner PhysicsPropsElasticity "Elasticity:" range:[0,1000,0.2] type:#float fieldwidth:45 offset:[-35,0]
)
group "Water Disturbances"
(
spinner WDStrength "Strength:" range:[0,20,0.5] type:#float
spinner WDInterval "Interval:" range:[0.01,50,0.25] type:#float
spinner WDRadius "Radius:" range:[0.01,20,1] type:#float enabled:false
checkbox UseObjRadius "Use Object Radius" checked:true
)
group "Physics Bounding Boxes"
(
dropdownList PhysicsBoundingBoxList "Bounding Boxes"
pickbutton AddPhysicsBoundingBox "Add" width:70 offset:[-37,0]
button RemovePhysicsBoundingBox "Remove" width:70 offset:[37,-26]
button AddPhysicsBoundingBoxSelection "Add Sel" width:70 offset:[-37,0]
button ClearList "Clear List" width:70 offset:[37,-26]
)
button close "Close"
on DefaultsList selected s do
(
SoundPropertiesList.selection = PhysicsDefaults[s][1]
PhysicsPropsTangible.checked = PhysicsDefaults[s][2]
PhysicsPropsMoveable.checked = PhysicsDefaults[s][3]
PhysicsPropsDensity.value = PhysicsDefaults[s][4]
PhysicsPropsFriction.value = PhysicsDefaults[s][5]
PhysicsPropsElasticity.value = PhysicsDefaults[s][6]
WDStrength.value = PhysicsDefaults[s][7]
WDInterval.value = PhysicsDefaults[s][8]
WDRadius.value = PhysicsDefaults[s][9]
UseObjRadius.checked = PhysicsDefaults[s][10]
)
on GenerateDefaults pressed do
(
CDefaults = #()
append CDefaults SoundPropertiesList.selection
append CDefaults PhysicsPropsTangible.checked
append CDefaults PhysicsPropsMoveable.checked
append CDefaults PhysicsPropsDensity.value
append CDefaults PhysicsPropsFriction.value
append CDefaults PhysicsPropsElasticity.value
append CDefaults WDStrength.value
append CDefaults WDInterval.value
append CDefaults WDRadius.value
append CDefaults UseObjRadius.checked
format "\n\n***************************************************\n"
format "***************************************************\n"
format "Physics Defaults:\n"
format "%\n" CDefaults
format "***************************************************\n"
format "***************************************************\n\n\n"
)
on close pressed do
removeRollout PhysicsRollout
on PhysicsRollout open do
if (MaterialTypesArray = (LoadSoundTypes())) != undefined do (SoundPropertiesList.items = MaterialTypesArray)
-- if (MaterialTypesArray = (ReadAudioTxtFile 2)) != undefined do (SoundPropertiesList.items = MaterialTypesArray)
on SoundPropertiesList selected s do
CIndex = s
on UseObjRadius changed state do
if state then WDRadius.enabled = false else WDRadius.enabled = true
on ClearList pressed do
PhysicsBoundingBoxList.items = #()
on AddPhysicsBoundingBoxSelection pressed do
(
ObjArray = for obj in selection collect obj
oc = ObjArray.count
if oc <= 10 then
(
for i = 1 to oc do
(
CObj = ObjArray[i]
CurrentPhyBBoxArray = PhysicsBoundingBoxList.items
if CurrentPhyBBoxArray.count != 0 do (RemovePhysicsBoundingBox.enabled = true)
if IsBox CObj != true do (MessageBox "Picked object is not a Box!")
if findItem CurrentPhyBBoxArray CObj.name != 0 then
(
messageBox ("Object " + CObj.name + " is already in the list")
) else (
append CurrentPhyBBoxArray CObj.name
PhysicsBoundingBoxList.items = CurrentPhyBBoxArray
RemovePhysicsBoundingBox.enabled = true
PhysicsBoundingBoxList.selection = CurrentPhyBBoxArray.count
)
)
) else (
messageBox "You can't assign more than 10\nPhysics bounding boxes!"
)
)
on AddPhysicsBoundingBox picked obj do
(
CObj = obj
CurrentPhyBBoxArray = PhysicsBoundingBoxList.items
if CurrentPhyBBoxArray.count != 0 do (RemovePhysicsBoundingBox.enabled = true)
if IsBox CObj != true do (MessageBox "Picked object is not a Box!")
if findItem CurrentPhyBBoxArray CObj.name != 0 then
(
messageBox ("Object " + CObj.name + " is already in the list")
) else (
append CurrentPhyBBoxArray CObj.name
PhysicsBoundingBoxList.items = CurrentPhyBBoxArray
RemovePhysicsBoundingBox.enabled = true
PhysicsBoundingBoxList.selection = CurrentPhyBBoxArray.count
)
)
on RemovePhysicsBoundingBox pressed do
(
NewBoxSelection = #()
CurrentSelection = PhysicsBoundingBoxList.selection
CurrentPhyBBoxArray = PhysicsBoundingBoxList.items
for i = 1 to CurrentPhyBBoxArray.count do
if i != CurrentSelection do
append NewBoxSelection CurrentPhyBBoxArray[i]
PhysicsBoundingBoxList.items = NewBoxSelection
PhysicsBoundingBoxList.selection = 1
)
on LoadPhysicsProps pressed do
(
if (PhysicsPropsOpenFilename = getOpenFilename caption:"Choose Object Physics Properties File [.OPP]") != undefined do
(
f = openfile PhysicsPropsOpenFilename
MagicNumber = -1
while not eof f do
(
CLine = readline f
nc = CLine.count
-- find the colon :
for i = 1 to nc do
if substring CLine i 1 == ":" do MagicNumber = i
-- if : was found start parsing the line
if MagicNumber != -1 then
(
CParam = substring CLine 1 (MagicNumber - 1)
CSuffix = (substring CLine (MagicNumber + 1) ((nc - MagicNumber) - 1))
if CSuffix == "true" then CState = true
if CSuffix == "false" then CState = false
format "Suffix = %\n" CSuffix
if CParam == "Static" do (PhysicsPropertiesStatic.checked = CState)
if CParam == "Intangible" do (PhysicsPropertiesIntangible.checked = CState)
if CParam == "Moveable" do (PhysicsPropertiesMoveable.checked = CState)
if CParam == "Mass" do (PhysicsPropertiesMass.value = CSuffix as float)
if CParam == "Density" do (PhysicsPropertiesDensity.value = CSuffix as float)
if CParam == "Elasticity" do (PhysicsPropertiesElasticity.value = CSuffix as float)
if CParam == "Friction" do (PhysicsPropertiesFriction.value = CSuffix as float)
) else (
messageBox "Error - no : found"
)
)
)
close f
)
on SavePhysicsProps pressed do
(
PhysicsPropsSaveFilename = getsavefilename caption:"Choose Object Physics Properties File [.OPP]"
f = createfile PhysicsPropsSaveFilename
format "Static:%\n" PhysicsPropertiesStatic.state to:f
format "Intangible:%\n" PhysicsPropertiesIntangible.state to:f
format "Moveable:%\n" PhysicsPropertiesMoveable.state to:f
format "Mass:%\n" PhysicsPropertiesMass.value to:f
format "Density:%\n" PhysicsPropertiesDensity.value to:f
format "Elasticity:%\n" PhysicsPropertiesElasticity.value to:f
format "Friction:%\n" PhysicsPropertiesFriction.value to:f
close f
)
)
-- ***********************
-- Magnet Properties Rollout
-- ***********************
rollout MagnetsRollout "Magnet Properties"
(
local MagnetDefaults = #(#(false,false, 0, false, false, false))
group "Magnet Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defualts" width:140
)
group "Basic Magnet Parameters"
(
radiobuttons MagnetType "MagnetType" labels:#("General", "Hand Pickup", "Shoulder Hold") align:#left
checkbox MagnetBreakable "Breakable"
spinner MagnetBreakStrength "Break Strength:" range:[0,1000,0] type:#float enabled:false fieldwidth:45
checkbox MagnetInstance "Instance"
)
group "Degrees of Freedom"
(
checkbox MagnetDOF_X "X Axis"
checkbox MagnetDOF_Y "Y Axis"
checkbox MagnetDOF_Z "Z Axis"
)
group "Master/Slave Relationships"
(
label MasterLabel "Master:" align:#left offset:[-4,0]
pickbutton GetMasterObject offset:[0,-20] width:100 align:#right
label SlaveLabel "Slave:" align:#left offset:[-4,0]
pickbutton GetSlaveObject offset:[0,-20] width:100 align:#right
button ClearObjects "Clear Master/Slave Objects" width:140
)
button close "Close"
on DefaultsList selected s do
(
MagnetPickup.checked = MagnetDefaults[s][1]
MagnetBreakable.checked = MagnetDefaults[s][2]
MagnetBreakStrength.value = MagnetDefaults[s][3]
MagnetDOF_X.checked = MagnetDefaults[s][4]
MagnetDOF_Y.checked = MagnetDefaults[s][5]
MagnetDOF_Z.checked = MagnetDefaults[s][6]
)
on GenerateDefaults pressed do
(
CDefaults = #()
append CDefaults MagnetPickup.checked
append CDefaults MagnetBreakable.checked
append CDefaults MagnetBreakStrength.value
append CDefaults MagnetDOF_X.checked
append CDefaults MagnetDOF_Y.checked
append CDefaults MagnetDOF_Z.checked
format "\n\n***************************************************\n"
format "***************************************************\n"
format "Magnet Defaults:\n"
format "%\n" CDefaults
format "***************************************************\n"
format "***************************************************\n\n\n"
)
on ClearObjects pressed do GetMasterObject.text = GetSlaveObject.text = ""
on GetMasterObject picked obj do
GetMasterObject.text = obj.name
on GetSlaveObject picked obj do
(
GetSlaveObject.text = obj.name
if GetMasterObject.text == "" do
MessageBox "If no master object is defined,\nthe slave will be magneted to the world"
)
on close pressed do
removeRollout MagnetsRollout
on MagnetBreakable changed state do
(
if MagnetBreakable.checked then
MagnetBreakStrength.enabled = true
else
MagnetBreakStrength.enabled = false
)
)
-- ***********************
-- Trigger Properties Rollout
-- ***********************
rollout TriggersRollout "Trigger Properties"
(
local TriggerDefaults = #(#(1,2,0,1,false,100,0,0,"","",0,false,true,false,false,false,false,false,false,false))
group "Trigger Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defaults" width:140
)
group "Trigger Options"
(
dropdownList TriggerBoundingVolume "Bounding Volume Type:" items:#("Spherical", "Cube")
DropDownList TriggerActionTypeList "Action Type:" items:#("Voice Over", "Ambient", "Music", "Fade Music", "OverLay", "Fog", "Renderer", "Terrain", "Image Cache", "AI", "Physics", "Substitute Mesh", "Depth Sort", "Sky") selection:2
label blank3 ""
spinner TriggerFireDelay "Fire Delay:" range:[0,100,0] type:#float fieldwidth:35 offset:[-40,0]
spinner TriggerFireCount "Fire Count:" range:[1,100,1] type:#integer fieldwidth:35 offset:[-40,0]
checkbutton TriggerFireInfinite "Infinity" offset:[50,-23] width:38
spinner TriggerProbability "Probability:" range:[1,100,100] type:#integer fieldwidth:35 offset:[-40,0]
spinner CreatureEnterCount "Creature Enter Cnt:" range:[0,10,0] type:#integer fieldwidth:25
spinner CreatureLeaveCount "Creature Leave Cnt:" range:[0,10,0] type:#integer fieldwidth:25
dropDownList Identifier "Identifier:"
label PickTriggerActionObjectlabel "Object:" offset:[-50,0]
pickbutton PickTriggerActionObject offset:[23,-20] width:90
label ExpressionLabel "Expression:" align:#left
editText Expression
spinner TriggerAlphaChannel "Alpha Channel: " range:[0,15,0] type:#integer fieldwidth:35
label blank4 ""
CheckButton PlayerInTrigger "Player In Trigger" width:145
CheckButton PlayerEnterTrigger "Player Enter Trigger" width:145 checked:true
CheckButton PlayerLeaveTrigger "Player Leave Trigger" width:145
CheckButton CreatureInTrigger "Creature In Trigger" width:145 offset:[0,10]
CheckButton CreatureEnterTrigger "Creature Enter Trigger" width:145
CheckButton CreatureLeaveTrigger "Creature Leave Trigger" width:145
CheckButton ObjectInTrigger "Object In Trigger" width:145 offset:[0,10]
CheckButton ObjectEnterTrigger "Object Enter Trigger" width:145
CheckButton ObjectLeaveTrigger "Object Leave Trigger" width:145
pickButton ChooseActiveObject "Choose Active Object" width:145 offset:[0,20] enabled:false
label ActiveObjectLabel
)
button close "Close "
on DefaultsList selected s do
(
TriggerBoundingVolume.selection = TriggerDefaults[s][1]
TriggerActionTypeList.selection = TriggerDefaults[s][2]
TriggerFireDelay.value = TriggerDefaults[s][3]
TriggerFireCount.value = TriggerDefaults[s][4]
TriggerFireInfinite.checked = TriggerDefaults[s][5]
TriggerProbability.value = TriggerDefaults[s][6]
CreatureEnterCount.value = TriggerDefaults[s][7]
CreatureLeaveCount.value = TriggerDefaults[s][8]
GetTriggerActionFile.text = TriggerDefaults[s][9]
Expression.text = TriggerDefaults[s][10]
TriggerAlphaChannel.value = TriggerDefaults[s][11]
PlayerInTrigger.checked = TriggerDefaults[s][12]
PlayerEnterTrigger.checked = TriggerDefaults[s][13]
PlayerLeaveTrigger.checked = TriggerDefaults[s][14]
CreatureInTrigger.checked = TriggerDefaults[s][15]
CreatureEnterTrigger.checked = TriggerDefaults[s][16]
CreatureLeaveTrigger.checked = TriggerDefaults[s][17]
ObjectInTrigger.checked = TriggerDefaults[s][18]
ObjectEnterTrigger.checked = TriggerDefaults[s][19]
ObjectLeaveTrigger.checked = TriggerDefaults[s][20]
)
on GenerateDefaults pressed do
(
CDefaults = #()
append CDefaults TriggerBoundingVolume.selection
append CDefaults TriggerActionTypeList.selection
append CDefaults TriggerFireDelay.value
append CDefaults TriggerFireCount.value
append CDefaults TriggerFireInfinite.checked
append CDefaults TriggerProbability.value
append CDefaults CreatureEnterCount.value
append CDefaults CreatureLeaveCount.value
append CDefaults GetTriggerActionFile.text
append CDefaults Expression.text
append CDefaults TriggerAlphaChannel.value
append CDefaults PlayerInTrigger.checked
append CDefaults PlayerEnterTrigger.checked
append CDefaults PlayerLeaveTrigger.checked
append CDefaults CreatureInTrigger.checked
append CDefaults CreatureEnterTrigger.checked
append CDefaults CreatureLeaveTrigger.checked
append CDefaults ObjectInTrigger.checked
append CDefaults ObjectEnterTrigger.checked
append CDefaults ObjectLeaveTrigger.checked
format "\n\n*****************************************************************************************************\n"
format "*****************************************************************************************************\n"
format "Trigger Defaults:\n"
format "%\n" CDefaults
format "*****************************************************************************************************\n"
format "*****************************************************************************************************\n\n\n"
)
on close pressed do
removeRollout TriggersRollout
on TriggersRollout open do
if (MaterialTypesArray = (ReadAudioTxtFile 1)) != undefined do (Identifier.items = MaterialTypesArray)
on TriggerActionTypeList selected s do
(
if s == 1 do
(
addRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FadeMusicRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout SkyActionsRollout
SoundRollout.SpatialType.enabled = SoundRollout.Volume.enabled = SoundRollout.Attenuation.enabled = SoundRollout.FrustumAngle.enabled = SoundRollout.OutSideVolume.enabled = SoundRollout.MaxDistance.enabled = true
SoundRollout.LoopCount.enabled = SoundRollout.Looped.enabled = SoundRollout.EmitterLabel.enabled = SoundRollout.Emitter.enabled = false
SoundRollout.Attenuation.value = 0
SoundRollout.SpatialType.selection = 1
RemoveRollout DepthSortRollout
if (MaterialTypesArray = (ReadAudioTxtFile 3)) != undefined do (Identifier.items = MaterialTypesArray)
)
if s == 2 do
(
addRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FadeMusicRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout SkyActionsRollout
SoundRollout.SpatialType.enabled = SoundRollout.Looped.enabled = SoundRollout.Volume.enabled = SoundRollout.Attenuation.enabled = SoundRollout.FrustumAngle.enabled = SoundRollout.OutSideVolume.enabled = SoundRollout.MaxDistance.enabled = true
SoundRollout.LoopCount.enabled = SoundRollout.EmitterLabel.enabled = SoundRollout.Emitter.enabled = false
SoundRollout.Attenuation.value = 1
SoundRollout.SpatialType.selection = 2
RemoveRollout DepthSortRollout
if (MaterialTypesArray = (ReadAudioTxtFile 1)) != undefined do (Identifier.items = MaterialTypesArray)
)
if s == 3 do
(
addRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FadeMusicRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout SkyActionsRollout
SoundRollout.Looped.enabled = SoundRollout.Volume.enabled = SoundRollout.Attenuation.enabled = SoundRollout.MaxDistance.enabled = true
SoundRollout.LoopCount.enabled = SoundRollout.OutSideVolume.enabled = SoundRollout.FrustumAngle.enabled = SoundRollout.SpatialType.enabled = SoundRollout.EmitterLabel.enabled = SoundRollout.Emitter.enabled = false
SoundRollout.Attenuation.value = 0
SoundRollout.SpatialType.selection = 1
RemoveRollout DepthSortRollout
if (MaterialTypesArray = (ReadAudioTxtFile 3)) != undefined do (Identifier.items = MaterialTypesArray)
)
-- Fade Music
if s == 4 do
(
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
AddRollout FadeMusicRollout
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- Overlay Action
if s == 5 do
(
-- Not Hooked Up Yet
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- Fog
if s == 6 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
removeRollout AIRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
AddRollout FogRollout
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- Renderer Rollout
if s == 7 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
AddRollout RendererRollout
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- Terrain Actions
if s == 8 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout PhysicsActionsRollout
AddRollout TerrainActionsRollout rolledUp:true
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- Image Cache Actions
if s == 9 do
(
-- Not hooked up yet
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout DepthSortRollout
RemoveRollout SkyActionsRollout
)
-- AI
if s == 10 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout DepthSortRollout
AddRollout AIRollout
RemoveRollout SkyActionsRollout
)
-- Physics Actions
if s == 11 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout DepthSortRollout
AddRollout PhysicsActionsRollout rolledUp:true
RemoveRollout SkyActionsRollout
)
-- depth Sort Actions
if s == 13 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
AddRollout DepthSortRollout rolledUp:true
RemoveRollout SkyActionsRollout
)
-- Sky Actions
if s == 14 do
(
RemoveRollout FadeMusicRollout
RemoveRollout SoundRollout
RemoveRollout AIRollout
RemoveRollout FogRollout
RemoveRollout RendererRollout
RemoveRollout TerrainActionsRollout
RemoveRollout PhysicsActionsRollout
RemoveRollout DepthSortRollout
AddRollout SkyActionsRollout rolledUp:true
)
)
on ObjectInTrigger changed state do
(
if ObjectEnterTrigger.checked or ObjectLeaveTrigger.checked or ObjectInTrigger.checked then
ChooseActiveObject.enabled = true
else
ChooseActiveObject.enabled = false
)
on ObjectEnterTrigger changed state do
(
if ObjectEnterTrigger.checked or ObjectLeaveTrigger.checked or ObjectInTrigger.checked then
ChooseActiveObject.enabled = true
else
ChooseActiveObject.enabled = false
)
on ObjectLeaveTrigger changed state do
(
if ObjectEnterTrigger.checked or ObjectLeaveTrigger.checked or ObjectInTrigger.checked then
ChooseActiveObject.enabled = true
else
ChooseActiveObject.enabled = false
)
on ChooseActiveObject picked obj do
(
ActiveObject = obj.name
ActiveObjectLabel.text = ActiveObject
)
on TriggerFireInfinite changed state do
(
if TriggerFireInfinite.checked == true then
TriggerFireCount.enabled = false
else
TriggerFireCount.enabled = true
)
on PickTriggerActionObject picked obj do
(
TriggerActionObject = obj
PickTriggerActionObject.text = TriggerActionObject.name
)
)
-- ****************************************************************************************************
-- VoiceOver Rollout
-- ****************************************************************************************************
rollout SoundRollout "Sound Attributes"
(
local SoundDefaults = #(#(1,0,1,360,-15,0,true,false))
group "Sound Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defaults" width:140
)
DropDownList SpatialType "Spatial Type:" items:#("Stereo", "Pseudo 3D", "Real 3D")
spinner Volume "Volume: " range:[-100,0,0] type:#float fieldwidth:45
spinner Attenuation "Attenuation: " range:[0,100,1] type:#float fieldwidth:45
spinner FrustumAngle "Frustum Angle: " range:[0,360,360] type:#float fieldwidth:45
spinner OutSideVolume "Outside Volume: " range:[-100,0,-15] type:#float fieldwidth:45
spinner MaxVolDistance "Max Vol Distance" range:[0,1,0] type:#float fieldwidth:45
group ""
(
spinner MaxDistance "Max Distance:" range:[0,9999,0] fieldwidth:45 enabled:false
checkbox UseSizeOfEmitter "Use Size of Emitter" checked:true
)
checkbox Looped "Looped"
spinner LoopCount "Count" type:#integer range:[0,9999,0] align:#right offset:[0,-20] fieldwidth:35 enabled:false
label EmitterLabel "Emitter: " align:#left offset:[-10,0] enabled:false
PickButton Emitter " none " width:100 offset:[0,-20] align:#right enabled:false
button close "Close"
on Looped changed state do
if state then
LoopCount.enabled = true
else
LoopCount.enabled = false
on DefaultsList selected s do
(
SpatialType.selection = SoundDefaults[s][1]
Volume.value = SoundDefaults[s][2]
Attenuation.value = SoundDefaults[s][3]
FrustumAngle.value = SoundDefaults[s][4]
OutSideVolume.value = SoundDefaults[s][5]
MaxDistance.value = SoundDefaults[s][6]
UseSizeOfEmitter.checked = SoundDefaults[s][7]
Looped.checked = SoundDefaults[s][8]
)
on GenerateDefaults pressed do
(
Cdefaults = #()
append CDefaults SpatialType.selection
append CDefaults Volume.value
append CDefaults Attenuation.value
append CDefaults FrustumAngle.value
append CDefaults OutSideVolume.value
append CDefaults MaxDistance.value
append CDefaults UseSizeOfEmitter.checked
append CDefaults Looped.checked
format "\n\n***************************************************\n"
format "***************************************************\n"
format "Sound Defaults:\n"
format "%\n" CDefaults
format "***************************************************\n"
format "***************************************************\n\n\n"
)
on close pressed do
removeRollout SoundRollout
)
-- ***********************
-- Light Parameters Rollout
-- ***********************
rollout LightRollout "Light Parameters"
(
spinner Intensity "Intensity: " range:[0,1,1] type:#float
button close "Close"
on close pressed do
removeRollout LightRollout
)
-- ***********************
-- Gun Parameters Rollout
-- ***********************
rollout GunRollout "Gun Parameters"
(
local GunDefaults = #(
#(1,2,100,100)\
)
group "Gun Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defaults" width:140
)
spinner GunROF "ROF:" range:[0.1, 100, 1] fieldwidth:45
spinner GunDamage "Damage: " range:[0.1, 100, 2] fieldwidth:45
spinner GunRange "Range: " range:[0.1, 1000, 100] fieldwidth:45
spinner GunPush "Push: " range:[0.1, 1000, 100] fieldwidth:45
checkbox GunAutoFire "Auto Fire"
label BarrelLabel "Barrel:" align:#left offset:[-4,0]
pickbutton GunBarrel width:100 align:#right offset:[0,-20]
label MFlashOrgLabel "Flash Org:" align:#left offset:[-4,0]
pickbutton MFlashOrg width:80 align:#right offset:[0,-20]
label RecoilOrgLabel "Recoil Org:" align:#left offset:[-4,0]
pickbutton RecoilOrg width:80 align:#right offset:[0,-20]
DropDownList MFlashes "Muzzle Flash Objects:"
button AddMF "Add" width:70 offset:[-37,0]
button ClearMF "Clear" width:70 offset:[37,-26]
spinner MFlashDuration "Flash Duration:" range:[0,10,0] type:#float
spinner RecoilForce "Recoil Force:" range:[0,100,0] type:#float
checkbox RndRot "Random Rotate"
editText FireSample "Fire Sample:"
editText EmptyClipSample "Empty Clip:"
button close "Close"
on AddMF pressed do
(
CObjNames = MFlashes.items
sel = for obj in selection collect obj.name
for i = 1 to sel.count do
append CObjNames sel[i]
MFlashes.items = CObjNames
)
on ClearMF pressed do
MFlashes.items = #()
on RecoilOrg picked obj do
RecoilOrg.text = obj.name
on MFlashOrg picked obj do
MFlashOrg.text = obj.name
on GunBarrel picked obj do
GunBarrel.text = obj.name
on DefaultsList selected s do
(
GunROF.value = GunDefaults[s][1]
GunDamage.value = GunDefaults[s][2]
GunRange.value = GunDefaults[s][3]
GunPush.value = GunDefaults[s][4]
)
on generateDefaults pressed do
(
CDefaults = #()
append CDefaults GunROF.value
append CDefaults GunDamage.value
append CDefaults GunRange.value
append CDefaults GunPush.value
format "\n\n***************************************************\n"
format "***************************************************\n"
format "Gun Defaults:\n"
format "%\n" CDefaults
format "***************************************************\n"
format "***************************************************\n\n\n"
)
on close pressed do
removeRollout GunRollout
)
-- ***********************
-- AI Parameters Rollout
-- ***********************
rollout AIRollout "AI Action Parameters"
(
local AIDefaults = #(#(0,false,0,false,0,false,0,false,0,false,0,false,0,false,0,false))
group "AI Defaults"
(
DropDownList DefaultsList items:#("Initial Interface Defaults")
button GenerateDefaults "Generate Defaults" width:140
)
label TargetLabel "Target:" align:#left offset:[-4,0]
pickbutton AITarget width:100 align:#right offset:[0,-20]
spinner AIFear "Fear: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIFear align:#right offset:[10,-20]
spinner AILove "Love: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAILove align:#right offset:[10,-20]
spinner AIAnger "Anger: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIAnger align:#right offset:[10,-20]
spinner AIHunger "Hunger: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIHunger align:#right offset:[10,-20]
spinner AIThirst "Thirst: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIThirst align:#right offset:[10,-20]
spinner AIFatigue "Fatigue: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIFatigue align:#right offset:[10,-20]
spinner AIPain "Pain: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAIPain align:#right offset:[10,-20]
spinner AISolidity "Solidity: " range:[0,1,0] fieldwidth:35 offset:[-20,0]
checkbox UseAISolidity align:#right offset:[10,-20]
button close "Close"
on AITarget picked obj do
AITarget.text = obj.name
on DefaultsList selected s do
(
AIFear.value = AIDefaults[s][1]
UseAIFear.checked = AIDefaults[s][2]
AILove.value = AIDefaults[s][3]
UseAILove.checked = AIDefaults[s][4]
AIAnger.value = AIDefaults[s][5]
UseAIAnger.checked = AIDefaults[s][6]
AIHunger.value = AIDefaults[s][7]
UseAIHunger.checked = AIDefaults[s][8]
AIThirst.value = AIDefaults[s][9]
UseAIThirst.checked = AIDefaults[s][10]
AIFatigue.value = AIDefaults[s][11]
UseAIFatigue.checked = AIDefaults[s][12]
AIPain.value = AIDefaults[s][13]
UseAIPain.checked = AIDefaults[s][14]
AISolidity.value = AIDefaults[s][15]
UseAISolidity.checked = AIDefaults[s][16]
)
on generateDefaults pressed do
(
CDefaults = #()
append CDefaults AIFear.value
append CDefaults UseAIFear.checked
append CDefaults AILove.value
append CDefaults UseAILove.checked
append CDefaults AIAnger.value
append CDefaults UseAIAnger.checked
append CDefaults AIHunger.value
append CDefaults UseAIHunger.checked
append CDefaults AIThirst.value
append CDefaults UseAIThirst.checked
append CDefaults AIFatigue.value
append CDefaults UseAIFatigue.checked
append CDefaults AIPain.value
append CDefaults UseAIPain.checked
append CDefaults AISolidity.value
append CDefaults UseAISolidity.checked
format "\n\n***************************************************\n"
format "***************************************************\n"
format "AI Defaults:\n"
format "%\n" CDefaults
format "***************************************************\n"
format "***************************************************\n\n\n"
)
on AIFear changed state do UseAIFear.checked = true
on AILove changed state do UseAILove.checked = true
on AIAnger changed state do UseAIAnger.checked = true
on AIHunger changed state do UseAIHunger.checked = true
on AIThirst changed state do UseAIThirst.checked = true
on AIFatigue changed state do UseAIFatigue.checked = true
on AIPain changed state do UseAIPain.checked = true
on AISolidity changed state do UseAISolidity.checked = true
on close pressed do removerollout AIRollout
)
-- ***********************
-- Depth Sort Actions
-- ***********************
rollout DepthSortRollout "Depth Sort Actions"
(
group "Options"
(
spinner NearTol "Near Tol:" range:[0,1,0.0001] fieldwidth:35 offset:[-10,0]
checkbox UseNearTol offset:[17,-21] align:#right
spinner FarTol "Far Tol:" range:[0,1,0.078] fieldwidth:35 offset:[-10,0]
checkbox UseFarTol offset:[17,-21] align:#right
spinner NearZ "Near Z:" range:[0,1,.006] fieldwidth:35 offset:[-10,0]
checkbox UseNearZ offset:[17,-21] align:#right
spinner FarZ "Far Z:" range:[0,1,.33] fieldwidth:35 offset:[-10,0]
checkbox UseFarZ offset:[17,-21] align:#right
spinner FarZNo "Far Z No:" range:[0,1,.5] fieldwidth:35 offset:[-10,0]
checkbox UseFarZNo offset:[17,-21] align:#right
spinner SortPixTol "Sort Pixel Tol:" range:[0,1,0.64] fieldwidth:35 offset:[-10,0]
checkbox UseSortPixTol offset:[17,-21] align:#right
spinner MaxNumToSort "Max to Sort:" range:[100,2000,1100] type:#integer fieldwidth:35 offset:[-10,0]
checkbox UseMaxNumToSort offset:[17,-21] align:#right
spinner Sort2Part "Sort 2 Part at:" range:[100, 2000, 750] type:#integer fieldwidth:35 offset:[-10,0]
checkbox UseSort2Part offset:[17,-21] align:#right
spinner Sort4Part "Sort 4 Part at:" range:[100,2000, 1500] type:#integer fieldwidth:35 offset:[-10,0]
checkbox UseSort4Part offset:[17,-21] align:#right
)
group "Terrain Tolerances"
(
spinner TerrainNearTol "Terrain Near Tol:" range:[0,1,.00001] fieldwidth:35 offset:[-10,0]
checkbox UseTerrainNearTol offset:[17,-21] align:#right
spinner TerrainFarTol "Terrain Far Tol:" range:[0,1,.21] fieldwidth:35 offset:[-10,0]
checkbox UseTerrainFarTol offset:[17,-21] align:#right
spinner TerrainNearZ "Terrain Near Z:" range:[0,1,.0001] fieldwidth:35 offset:[-10,0]
checkbox UseTerrainNearZ offset:[17,-21] align:#right
spinner TerrainFarZ "Terrain Far Z:" range:[0,1,.29] fieldwidth:35 offset:[-10,0]
checkbox UseTerrainFarZ offset:[17,-21] align:#right
checkbox SeperateTol "Use Seperate Tol" offset:[22,0]
checkbox UseSeperateTol offset:[-3,-20] align:#left
)
button close "Close"
on close pressed do removeRollout DepthSortRollout
on NearTol changed state do UseNearTol.checked = true
on FarTol changed state do UseFarTol.checked = true
on NearZ changed state do UseNearZ.checked = true
on FarZ changed state do UseFarZ.checked = true
on FarZNo changed state do UseFarZNo.checked = true
on SortPixTol changed state do UseSortPixTol.checked = true
on MaxNumToSort changed state do UseMaxNumToSort.checked = true
on Sort2Part changed state do UseSort2Part.checked = true
on Sort4Part changed state do UseSort4Part.checked = true
on TerrainNearTol changed state do UseTerrainNearTol.checked = true
on TerrainFarTol changed state do UseTerrainFarTol.checked = true
on TerrainNearZ changed state do UseTerrainNearZ.checked = true
on TerrainFarZ changed state do UseTerrainFarZ.checked = true
on SeperateTol changed state do UseSeperateTol.checked = true
)
-- ***********************
-- Mesh Substitution Actions
-- ***********************
rollout MeshSubstRollout "Mesh Substitution Actions"
(
label Tl "Target: " align:#left offset:[-4,0]
pickbutton Target width:100 offset:[0,-20] align:#right
spinner Substitute "Substitute:" range:[0,20,0] type:#integer
button close "Close"
on close pressed do
removeRollout MeshSubstRollout
)
-- ***********************
-- Physics Actions
-- ***********************
rollout PhysicsActionsRollout "Physics Actions"
(
label Tl "Target: " align:#left offset:[-4,0]
pickbutton PhysicsTarget width:100 offset:[0,-20] align:#right
spinner XVel "X Velocity:" range:[-100,100,0] fieldwidth:35 offset:[-7,0]
checkbox UseXVel offset:[20,-20] align:#right
spinner YVel "Y Velocity:" range:[-100,100,0] fieldwidth:35 offset:[-7,0]
checkbox UseYVel offset:[20,-20] align:#right
spinner ZVel "Z Velocity:" range:[-100,100,0] fieldwidth:35 offset:[-7,0]
checkbox UseZVel offset:[20,-20] align:#right
Pickbutton ChooseTape "Choose Tape Object" width:140 filter:TpFltr
label l1 "Values are in M per sec scale"
on PhysicsTarget picked obj do
PhysicsTarget.text = obj.name
on ChooseTape picked obj do
(
vec = (obj.target.pos - obj.pos)
XVel.value = vec.x
YVel.value = vec.y
ZVel.value = vec.z
UseXVel.checked = true
UseYVel.checked = true
UseZVel.checked = true
)
on XVel changed state do UseXVel.checked = true
on YVel changed state do UseYVel.checked = true
on ZVel changed state do UseZVel.checked = true
button close "Close"
on close pressed do removeRollout PhysicsActionsRollout
)
-- ***********************
-- Terrain Actions
-- ***********************
rollout TerrainActionsRollout "Terrain Actions"
(
spinner PixelTol "Pixel Tolerance:" range:[1,10,0] fieldwidth:35 offset:[-7,0]
checkbox UsePixelTol offset:[20,-20] align:#right
spinner PixelTolRelax "Pixel Tol Far:" range:[5,50,0] fieldwidth:35 offset:[-7,0]
checkbox UsePixelTolRelax offset:[20,-20] align:#right
spinner EvalDelayFactor "Eval Delay Factor:" range:[0,20,0] fieldwidth:35 offset:[-7,0]
checkbox UseEvalDelayFactor offset:[20,-20] align:#right
spinner TexelsPerMeter "Texels per Meter:" range:[0.25,128,32] fieldwidth:35 offset:[-7,0]
checkbox UseTexelsPerMeter offset:[20,-20] align:#right
spinner TexelsPerPixel "Texels per Pixel:" range:[0.01,2,0.4] fieldwidth:35 offset:[-7,0]
checkbox UseTexelsPerPixel offset:[20,-20] align:#right
spinner DistanceMultiply "Distance Multiply:" range:[0,100,1] fieldwidth:35 offset:[-7,0]
checkbox UseDistanceMultiply offset:[20,-20] align:#right
spinner MinNodeSize "Min Node Size:" range:[1,4096,8] fieldwidth:35 offset:[-7,0]
checkbox UseMinNodeSize offset:[20,-20] align:#right
spinner MaxSizeTexture "Max Size Texture:" range:[1,4096,512] fieldwidth:35 offset:[-7,0]
checkbox UseMaxSizeTexture offset:[20,-20] align:#right
spinner MaxSizeShadow "Max Size Shadow:" range:[1,4096,256] fieldwidth:35 offset:[-7,0]
checkbox UseMaxSizeShadow offset:[20,-20] align:#right
spinner MaxSizeMvShadow "Max Size Mv Shdw:" range:[1,4096,128] fieldwidth:35 offset:[-7,0]
checkbox UseMaxSizeMvShadow offset:[20,-20] align:#right
spinner TextureLifetime "Texture Lifetime:" range:[0,100,20] type:#integer fieldwidth:35 offset:[-7,0]
checkbox UseTextureLifetime offset:[20,-20] align:#right
checkbox Dynamic "Dynamic" offset:[20,0]
checkbox UseDynamic offset:[-8,-20] align:#left
checkbox TextureStatic "Texture Static" offset:[20,0]
checkbox UseTextureStatic offset:[-8,-20] align:#left
checkbox PerTriangle "Per Triangle" offset:[20,0]
checkbox UsePerTriangle offset:[-8,-20] align:#left
checkbox AdjustForOrientation "Adjust for Orientation" offset:[20,0]
checkbox UseAdjustForOrientation offset:[-8,-20] align:#left
checkbox AdjustForDistance "Adjust for Distance" offset:[20,0]
checkbox UseAdjustForDistance offset:[-8,-20] align:#left
checkbox PurgeDistance "Purge Distance" offset:[20,0]
checkbox UsePurgeDistance offset:[-8,-20] align:#left
on PixelTol changed state do UsePixelTol.checked = true
on PixelTolRelax changed state do UsePixelTolRelax.checked = true
on EvalDelayFactor changed state do UseEvalDelayFactor.checked = true
on TexelsPerMeter changed state do UseTexelsPerMeter.checked = true
on TexelsPerPixel changed state do UseTexelsPerPixel.checked = true
on DistanceMultiply changed state do UseDistanceMultiply.checked = true
on MinNodeSize changed state do UseMinNodeSize.checked = true
on MaxSizeTexture changed state do UseMaxSizeTexture.checked = true
on MaxSizeShadow changed state do UseMaxSizeShadow.checked = true
on MaxSizeMvShadow changed state do UseMaxSizeMvShadow.checked = true
on TextureLifetime changed state do UseTextureLifetime.checked = true
on Dynamic changed state do UseDynamic.checked = true
on TextureStatic changed state do UseTextureStatic.checked = true
on PerTriangle changed state do UsePerTriangle.checked = true
on AdjustForOrientation changed state do UseAdjustForOrientation.checked = true
on AdjustForDistance changed state do UseAdjustForDistance.checked = true
on PurgeDistance changed state do UsePurgeDistance.checked = true
button close "Close"
on close pressed do removeRollout TerrainActionsRollout
)
-- ***********************
-- Image Cache Actions
-- ***********************
rollout ImageCacheRollout "Image Cache Actions"
(
spinner PixelRatio "Pixel Ratio: " fieldwidth:35 offset:[-20,5]
checkbox UsePixelRatio offset:[10,-20] align:#right
spinner MinPixels "Min Pixels: " type:#integer
checkbox UseMinPixels offset:[10,-20] align:#right
spinner CacheAge "Cache Age: " type:#integer
checkbox UseCacheAge offset:[10,-20] align:#right
checkbox cacheActive "Cache Active" checked:true
checkbox cacheIntersect "Cache Intersect"
button close "Close"
on close pressed do
removeRollout ImageCacheRollout
)
-- ***********************
-- Renderer Actions
-- ***********************
rollout RendererRollout "Renderer Actions"
(
spinner AmbientLight "Ambient Light:" range:[0,1,.2] fieldwidth:35 offset:[-20,5]
checkbox UseAmbientLight offset:[10,-20] align:#right
spinner FarClip "Far Clip Plane:" range:[0.001,5000,1000] fieldwidth:35 offset:[-20,5]
checkbox UseFarClip offset:[10,-20] align:#right
spinner NearClip "Near Clip Plane:" range:[0.001,5000,0.1] fieldwidth:35 offset:[-20,5]
checkbox UseNearClip offset:[10,-20] align:#right
group "Object Culling"
(
spinner CullMaxDist "Distance:" range:[10,1000,800] fieldwidth:45 offset:[-20,5]
checkbox UseCullMaxDist offset:[10,-20] align:#right
spinner CullMaxRadius "Radius:" range:[0.1,10,8] fieldwidth:45 offset:[-20,5]
checkbox UseCullMaxRadius offset:[10,-20] align:#right
spinner CullMaxDistShadow "Dist Shdw:" range:[10,100,100] fieldwidth:45 offset:[-20,5]
checkbox UseCullMaxDistShadow offset:[10,-20] align:#right
spinner CullMaxRadiusShadow "Radius Shdw:" range:[0.1,10,4] fieldwidth:45 offset:[-20,5]
checkbox UseCullMaxRadiusShadow offset:[10,-20] align:#right
)
button close "Close"
on AmbientLight changed state do UseAmbientLight.checked = true
on CullMaxDist changed state do UseCullMaxDist.checked = true
on CullMaxRadius changed state do UseCullMaxRadius.checked = true
on CullMaxDistShadow changed state do UseCullMaxDistShadow.checked = true
on CullMaxRadiusShadow changed state do UseCullMaxRadiusShadow.checked = true
on FarClip changed state do
(
UseFarClip.checked = true
if FarClip.value < NearClip.value do
NearClip.value = FarClip.value
)
on NearClip changed state do
(
UseNearClip.checked = true
if NearClip.value > FarClip.value do
FarClip.value = NearClip.value
)
on close pressed do removeRollout RendererRollout
)
-- ***********************
-- Fog Actions Rollout
-- ***********************
rollout FogRollout "Fog Actions"
(
colorPicker FogColor "Fog Color"
checkbox UseFogColor offset:[10,-22] align:#right
radiobuttons FogType labels:#("Linear", "Exponential")
checkbox UseFogType offset:[10,-28] align:#right
spinner FogPower "Fog Power:" range:[0.001,5,0.001] fieldwidth:45 offset:[-20,5]
checkbox UseFogPower align:#right offset:[10,-20]
spinner FogHalf "Fog Half:" range:[0.001,5,0.001] fieldwidth:45 offset:[-20,0]
checkbox UseFogHalf align:#right offset:[10,-20]
button close "Close"
on FogColor changed state do UseFogColor.checked = true
on FogType changed state do UseFogType.checked = true
on FogPower changed state do UseFogPower.checked = true
on FogHalf changed state do UseFogHalf.checked = true
on close pressed do
removeRollout FogRollout
)
-- ***********************
-- Overlay Rollout
-- ***********************
rollout OverlayRollout "Overlay Actions"
(
label BMLabel "Bitmap:" align:#left offset:[-4,0]
button OverlayBitmap width:100 align:#right offset:[0,-20]
checkbox OverlayCenter "Center"
checkbox OverlayDiscard "Discard"
spinner OverlayXPos "X Pos: " range:[0,1024,0] type:#integer
spinner OverlayYPos "Y Pos: " range:[0,768,0] type:#integer
button close "Close"
on close pressed do
removeRollout OverlayRollout
)
-- ***********************
-- Fade Music Rollout
-- ***********************
rollout FadeMusicRollout "Fade Music Actions"
(
spinner VolFader "Vol Fader:" range:[-100,100,0]
button close "Close"
on close pressed do
removeRollout FadeMusicRollout
)
-- ***********************
-- Sky Rollout
-- ***********************
rollout SkyRollout "Sky"
(
spinner SkyFlatColorIndex "Flat Color Pal Index:" range:[0,63,0] type:#integer fieldwidth:35
button close "Close"
on close pressed do removeRollout SkyRollout
)
-- ***********************
-- Sky Actions Rollout
-- ***********************
rollout SkyActionsRollout "Sky Actions"
(
spinner SkyActionHeight "Height:" range:[500,2500,1000] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionHeight align:#right offset:[10,-20]
spinner SkyActionScale "Scale:" range:[0.001, 0.2,0.055] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionScale align:#right offset:[10,-20]
spinner SkyActionNearFogBand "Near Fog Band" range:[0,1,0.75] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionNearFogBand align:#right offset:[10,-20]
spinner SkyActionFarFogBand "Far Fog Band" range:[0,1,0.95] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionFarFogBand align:#right offset:[10,-20]
spinner SkyActionWindSpeedX "Wind Speed X:" range:[0,1000,5] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionWindSpeedX align:#right offset:[10,-20]
spinner SkyActionWindSpeedY "Wind Speed Y:" range:[0,1000,5] fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionWindSpeedY align:#right offset:[10,-20]
spinner SkyActionSubdivision "Subdivision:" range:[2,64,32] type:#integer fieldwidth:45 offset:[-20,5]
checkbox UseSkyActionSubdivision align:#right offset:[10,-20]
checkbox SkyActionTexture "Texture" offset:[20,0]
checkbox UseSkyActionTexture offset:[-8,-20] align:#left
checkbox SkyActionFillScreen "FillScreen" offset:[20,0]
checkbox UseSkyActionFillScreen offset:[-8,-20] align:#left
button close "Close"
on SkyActionHeight changed state do UseSkyActionHeight.checked = true
on SkyActionScale changed state do UseSkyActionScale.checked = true
on SkyActionNearFogBand changed state do UseSkyActionNearFogBand.checked = true
on SkyActionFarFogBand changed state do UseSkyActionFarFogBand.checked = true
on SkyActionWindSpeedX changed state do UseSkyActionWindSpeedX.checked = true
on SkyActionWindSpeedY changed state do UseSkyActionWindSpeedY.checked = true
on SkyActionSubdivision changed state do UseSkyActionSubdivision.checked = true
on SkyActionTexture changed state do UseSkyActionTexture.checked = true
on SkyActionFillScreen changed state do UseSkyActionFillScreen.checked = true
on close pressed do removeRollout SkyActionsRollout
)