5899a26aad
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
158 lines
3.6 KiB
Plaintext
158 lines
3.6 KiB
Plaintext
Graphics GSOC XML additions
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===========================
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This document will list in depth all new XML values added during the graphics GSOC, for use
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by the blender exporter scripts.
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Glow colors
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-----------
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The glow colors for nitro bottles and boxes are settable in stk_config.xml.
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They are three-value RGB colors.
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Example: <glow-colors nitro="0 0 255" box="255 0 0" />
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Particle wind
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-------------
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Particles may be affected by wind. This is used with the snow particles.
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Flips is a boolean controlling whether each particle will spin about its own two axis.
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It is only applicable to symmetric textures, such as snow flakes.
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Speed is a float in no real units.
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Example: <wind speed="0.16" flips="Y" />
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Forced bloom objects
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--------------------
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Any object may be marked as forced bloom. This will include the object in the bloom pass
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regardless of its brightness.
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Example: forcedbloom="Y" inside the <object> tag, in scene.xml.
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Forced bloom objects may optionally include a multiplier, ranging from 0.5 to 10:
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bloompower="2.5"
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Glowing objects
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---------------
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Any object may be marked as glowing. The glow is a RGB value.
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Example: glow="0 255 0" inside the <object> tag, in scene.xml.
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Caustics
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--------
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A material effect, ie GE_CAUSTICS, to mark a texture as receiving caustics. To be used
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for the ocean floor, puddle floor, etc.
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Example: graphics-effect="caustics" in materials.xml.
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Refractions/reflections
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-----------------------
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A per-object boolean flag, typically set for subsea windows or the ocean surface.
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Example: displacing="Y" in the <object> tag in scene.xml.
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Per-track tags
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--------------
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These are all specified inside track.xml, among the track's author, music, etc.
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Cloud shadows
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-------------
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Boolean whether to have the sun blocked by cloud shadows, moving with the wind.
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Disabled by default.
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The effect is completely fake, doesn't correspond to any real or simulated clouds, but
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nobody's checking, so it looks nice.
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Example: clouds="Y" inside the <track> tag.
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Bloom
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-----
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Boolean whether to enable global bloom for this track. Enabled by default.
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Example: bloom="Y" inside the <track> tag.
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Bloom threshold
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---------------
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Float that specifies the minimum luminance needed for a pixel to participate in the bloom.
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The default is 0.75.
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Example: bloom-threshold="0.75"
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Lens flare
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----------
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Boolean that specifies whether a lens flare is shown when the player looks at the sun.
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The strength and angle depend on the relation of the camera to the sun. Disabled by default.
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Example: lens-flare="Y"
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Dynamic shadows
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---------------
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Boolean on whether this track should use dynamic shadows. Enabled by default.
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If disabled, the fallback fake kart shadows will be used.
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Example: shadows="N"
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God rays
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--------
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Boolean on rendering god rays when the player looks at the sun. Disabled by default.
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Example: god-rays="Y"
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Displacement speed
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------------------
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Float on the relative speed of any displacing objects in this level. Default 1.0.
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2.0 = double speed, 0.5 = half speed, etc.
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Example: displacement-speed="1.5"
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Caustics speed
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--------------
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Float on the relative speed of any caustics objects in this level. Default 1.0.
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2.0 = double speed, 0.5 = half speed, etc.
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Example: caustics-speed="1.5"
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Fog
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---
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The density tag was removed (it was unused anyway).
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The max, height start, and height end tags were added.
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fog-max: float capping the amount of fog to apply, default 1.0.
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fog-start-height: minimum height of fog, default 0.0.
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fog-end-height: maximum height of fog, default 100.0.
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The fog scales smoothly according to both the height, and the distance from
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camera.
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