Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- <modelData> DOCUMENTATION:
- sceneID: number - on which scene it's supposed to show up
- x: number - moves the model left and right
- y: number - moves the model up and down
- z: number - moves the model back and forth
- if the model doesn't show up at all try moving it around sometimes it will show up
- blue white box: wrong path
- no texture: texture is set through dbc, needs to be hardcoded
- green texture: no texture
- o: number - the orientation in which direction the model will face
- number in radians (math.pi = 180°)
- scale: number - used to scale the model
- 1 = normal size
- does not scale particles of flames for example on no camera models, use width/heightSquish for that
- alpha: number - opacity of the model | 1 = 100% , 0 = 0%
- light: table - table containing light data (look in light documentation for further explanation) | is optional
- sequence: number - the animation that should be played after the model is loaded
- widthSquish: number - squishes the model on the X axis | 1 = normal
- heightSquish: number - squishes the model on the Y axis | 1 = normal
- path: String - the path to the model ends with .mdx
- referenceID: number - mainly used for making changes while the scene is playing
- cameraModel: String - if a path to a model is set here, it will be used as the camera
- --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
- <light table> DOCUMENTATION:
- enabled: number - appears to be 1 for lit and 0 for unlit
- omni: number - ?? (default of 0)
- dirX, dirY, dirZ: numbers - vector from the origin to where the light source should face
- ambIntensity: number - intensity of the ambient component of the light source
- ambR, ambG, ambB: numbers - color of the ambient component of the light source
- dirIntensity: number - intensity of the direct component of the light source
- dirR, dirG, dirB: numbers - color of the direct component of the light source
- --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
- <methods> DOCUMENTATION:
- GetModelData(referenceID / sceneID, (bool) get-all-scene-models)
- returns: table
- => gets the model data table out of ModelList (returns a table with all model datas that have the same referenceID) or if bool is true from the scene
- GetModel(referenceID / sceneID, (bool) get-all-scene-models)
- returns: table
- => gets all models with the same referenceID or the same sceneID (if bool is true)
- SetScene(sceneID)
- returns: nil
- => sets the current scene to the sceneID given to the function
- GetScene()
- returns: sceneID, sceneData, models, modeldatas
- => gets all information of the scene
- --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
- CREDITS:
- Made by Mordred P.H.
- Thanks to:
- Soldan - helping me with all the model work
- Chase - finding a method to copy cameras on the fly
- Stoneharry - bringing me to the conclusion that blizzard frames are never fullscreen, so it works with every resolution
- Blizzard - for making it almost impossible to make it work properly
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement