The Homeworld Map Makers Appendices v2.1 FINAL

 
Appendix A - Level Ref

 

MissionSphere Lines

PlayerNumber, RaceName, Misspheretype, posx, posy, posz, Radius, Sphererotz, Contents, StartingRU's

PlayerNumber:

player # ( -1 for no player)

RaceName:

name of the race or ? for no race

Misspheretype:

type of filed named in contents

posx,posy,posz:

x,y,z coordinates of the missionsphere centre

Radius:

radius of the missionsphere

Sphererotz:

angle of rotation of the mission sphere

Contents:

the player_#.missphere file, name must exactly match.

StartingRU's:

number of RUs the player starts with (integer, optional)


eg;   

MissionSphere    1,R2,Mothership,0.0,0.0,0.0,30000.0,0.0,Mothership_1.missphere,1000 

[See also The MissionSphere Line  - Use the 'Back' Function on your browser to return here.]

 

Lighting and Background filename

Lighting:   filename

Background: filename, angle1, angle2

Lighting

 

filename

ez01-ez16 or named custom lighting file (.hsf)

 

 

Background

 

filename

ez01-ez02 or named custom background file (.btg)

angle1

horizontal rotation

angle2

vertical rotation


eg;   

Lighting ez01
Background ez01, 90, 30

[See also Backgrounds and Lighting Settings  - Use the 'Back' Function on your browser to return here.]

 

Song Number

SongNumber integer

integer:

integer: the song that will be played in a mission (1-49, 0=no music)

eg;   

SongNumber 3

[See also the SongNumber List  - Use the 'Back' Function on your browser to return here.]

 

The Sensors Manager

smDepthCueRadius:

the radius of the depth cue circle in the sensors manager

smDepthCueStartRadius:

the radius of the depth cue radius in the sensors manager

smCircleBorder:

the diameter of the small compass circle on the sensors manager

smZoomMax:

the maximum zoom range for the sensors manager

smZoomMin:

the minimum zoom range for the sensors manager

smInitialDistance:

the distance of players starting position from the map centre

smUniverseSizeX:

the x coordinate diameter of the universe (width)

smUniverseSizeY:

the y coordinate diameter of the universe (length)

smUniverseSizeZ:

the z coordinate diameter of the universe (height)


eg, From a typical *.level file.

smDepthCueRadius 30
smDepthCueStartRadius 10000
smCircleBorder 90000
smZoomMax 150000
smZoomMin 50000
smInitialDistance 75000
smUniverseSizeX 120000
smUniverseSizeY 120000
smUniverseSizeZ 60000

[See also The Sensors Manager  - Use the 'Back' Function on your browser to return here.]

 

Determining what Ships to load

Not all ships/resources/derelicts etc. need be loaded for every level. Substantial savings in loading time and texture RAM can be realized by excluding some things from the load. By default everything is loaded for every level. If something is loaded in one level and not loaded the next, the space it occupied (in RAM and texture RAM) is freed for other uses.

Here is a listing of the directives to control this:

ExcludeShips race shiptype

IncludeShips race shiptype

race:

R1,R2,P1,P2,P3,Traders.

shiptype:

any ship type valid for these races.

 

shiptype can also be "All" which will exclude that entire race.


eg;

ExcludeShips P1, P1MissileCorvette
ExcludeShips R1, LightInterceptor
IncludeShips P1MissileCorvette
IncludeShips LightInterceptor (etc).

eg, to only load 1 pirate (a MissileCorvette) beyond the basic R1/R2 fleet

ExcludeShips Traders,All
ExcludeShips P3,All
ExcludeShips P2,All
ExcludeShips P1,All
IncludeShips P1,P1MissileCorvette

[See also The Ship List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what Resources to load

Exclude resourcetype

Include resourcetype

resourcetype:

Asteroid0

DustCloud0

GasCloud0

Nebula0

Asteroid1

DustCloud1

GasCloud1

Nebula1

Asteroid2

DustCloud2

GasCloud2

Nebula2

Asteroid3

DustCloud3

GasCloud3

Nebula3

Asteroid4

DustCloud4

GasCloud4

Nebula4

Headshot Jobbies

blank

HeadShotAsteroidR1

blank

HeadShotAsteroidR2

blank


eg;

Exclude Asteroid All
Include Asteroid2

Note: don't load the head shot asteroids, they're really big

ExcludeAsteroid HeadShotAsteroidR1

ExcludeAsteroid HeadShotAsteroidR2

[See also The Resource List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what Derelicts to load

ExcludeDerelict derelicttype

IncludeDerelict derelicttype

derelicttype: Fragment, Ghostship, Shipwreck etc..

Note: don't load all the derelicts! Use these lines:

ExcludeDerelict Fragment,All
ExcludeDerelict ShipWreck,All

then specify what to load with 'IncludeDerelict'

[See also The Derelict List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what colorSchemes a ship can be

By default, the color scheme of a ship is based on it's race.

Race Default colour scheme Table:

Race

Default Color Scheme

R1 (Kushan)
0
R2 (Taiidan)
1
P1 (Turanic Raiders)
4
P2 (Kadeshi Garden Protectors)
5
P3 (T-Mat) 
6
Traders (Bentusi & assorted)
7


In order for your fancy color scheme to show up, you must enable it for every ship that will use it by using this directive:

AvailableColorSchemes race type scheme#[scheme#[...]]

race: R1,R2,P1,P2,P3,Traders.
type: any ship type valid for these races or 'All'.
Scheme Assigned Colour Scheme; 0,1,4,5,6 or 7

eg;

AvailableColorSchemes P1 All 3
AvailableColorSchemes P1 P1MissileCorvette 6 (for pirates of a purple color)
AvailableColorSchemes R1 MissileDestroyer 0,1,7

 

Changing the BaseColor and StripColor

Setting the Base and Stripe Colours of Ships:

BaseColor raceNum,red,green,blue

StripColor raceNum,red,green,blue

raceNum:

The Colour Scheme Number you wish to replace.

red,green,blue:

The Colour.

Scheme

Assigned Colour Scheme; 0,1,4,5,6 or 7

eg;

BaseColor 7,255,0,0
StripColor 7,0,0,0

So, now colour 7 has been replaced with a Red overall colour with Black strips.

To the Mothership file adding:

Ships Label,-3000.0,-2500.0,0.0,-90.0,R1,MissileDestroyer,1,NULL_FORMATION|?|colorScheme(7)

Makes a mission sphere with a funky-colored missile destroyer. Red with a black Stripe.

[See also The Ship List and Determining what colour schemes a ship can be  - Use the 'Back' Function on your browser to return here.]

 

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