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Mordred

loginscene docu

Dec 5th, 2014
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  1. <modelData> DOCUMENTATION:
  2. sceneID: number - on which scene it's supposed to show up
  3. x: number - moves the model left and right
  4. y: number - moves the model up and down
  5. z: number - moves the model back and forth
  6. if the model doesn't show up at all try moving it around sometimes it will show up
  7. blue white box: wrong path
  8. no texture: texture is set through dbc, needs to be hardcoded
  9. green texture: no texture
  10. o: number - the orientation in which direction the model will face
  11. number in radians (math.pi = 180°)
  12. scale: number - used to scale the model
  13. 1 = normal size
  14. does not scale particles of flames for example on no camera models, use width/heightSquish for that
  15. alpha: number - opacity of the model | 1 = 100% , 0 = 0%
  16. light: table - table containing light data (look in light documentation for further explanation) | is optional
  17. sequence: number - the animation that should be played after the model is loaded
  18. widthSquish: number - squishes the model on the X axis | 1 = normal
  19. heightSquish: number - squishes the model on the Y axis | 1 = normal
  20. path: String - the path to the model ends with .mdx
  21. referenceID: number - mainly used for making changes while the scene is playing
  22. cameraModel: String - if a path to a model is set here, it will be used as the camera
  23.  
  24. --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
  25.  
  26. <light table> DOCUMENTATION:
  27. enabled: number - appears to be 1 for lit and 0 for unlit
  28. omni: number - ?? (default of 0)
  29. dirX, dirY, dirZ: numbers - vector from the origin to where the light source should face
  30. ambIntensity: number - intensity of the ambient component of the light source
  31. ambR, ambG, ambB: numbers - color of the ambient component of the light source
  32. dirIntensity: number - intensity of the direct component of the light source
  33. dirR, dirG, dirB: numbers - color of the direct component of the light source
  34.  
  35. --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
  36.  
  37. <methods> DOCUMENTATION:
  38. GetModelData(referenceID / sceneID, (bool) get-all-scene-models)
  39. returns: table
  40. => 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
  41.  
  42. GetModel(referenceID / sceneID, (bool) get-all-scene-models)
  43. returns: table
  44. => gets all models with the same referenceID or the same sceneID (if bool is true)
  45.  
  46. SetScene(sceneID)
  47. returns: nil
  48. => sets the current scene to the sceneID given to the function
  49.  
  50. GetScene()
  51. returns: sceneID, sceneData, models, modeldatas
  52. => gets all information of the scene
  53.  
  54. --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
  55.  
  56. CREDITS:
  57. Made by Mordred P.H.
  58.  
  59. Thanks to:
  60. Soldan - helping me with all the model work
  61. Chase - finding a method to copy cameras on the fly
  62. Stoneharry - bringing me to the conclusion that blizzard frames are never fullscreen, so it works with every resolution
  63. Blizzard - for making it almost impossible to make it work properly
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