Re: Custom Objects Specifications
Posted: 23 Apr 2013, 19:39
I may aswell post my info and findings.
The base arena block of canyon is
x y z 64 64 16
default offset
h v 32 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="64" VStep="16" HOffset="32" VOffset="0"/>
</Object>
The base stadium platform block is
x y z 32 32 8
default offset
h v 16 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="32" VStep="8" HOffset="16" VOffset="0"/>
</Object>
The base Storm block is
x y z 4 4 2
default offset
h v 4 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="4" VStep="2" HOffset="2" VOffset="0"/>
</Object>
Transparency does not yet work.
Cube Snapping System seems to be working oddly.
Reproducing it via normal snapping is more effective.
The z value in pivots is non functional!
Meaning this does not work.
<Pivot Pos="0 0 0"/>
<Pivot Pos="0 16 0"/>
<Pivot Pos="0 32 0"/>
This basically is a try of adjusting block hight which also isn' supported yet.
Blocks ingame can be rotated in all directions.
plus key and minus key for x axis rotation
left arrow and right arrow for y axis rotation
down arrow and up arrow for z axis rotation
tabulator for changing the pivots.
If diffrent custom objects are stacked on each other the top object assumes the object under it has the same h and v steps as the top object effectively preventing proper placement or at least making it a lot harder to place.
Custom textures are possible with the limitation to "tdsn" and as a result lights, glass and water is not possible except if you make use of the default game textures and its physical ids.
Also note that in Shootmania you can only walljump on surfaces that are concrete, stone or metal etc. You can't walljump dirt and grass.
The bottom block of the stadium environment is larger in size then the others. I am talking about the platform block. If your object has the correct standart height your object will be "sized up" as well.
Shootmania blocks tend to be stuck in the floor ocassionally. This is due to the default platform/wall blocks doing that as well.
Spec, Normal and Diffuse Textures can cause weird shadow anomalies if they are done incorrectly.
List of Texture Property Types (PhysIDs)
Turbo (Canyon)
Ice (Storm)
PowerPath (Storm)
StaminaJump (Storm)
SlidingWood (Storm)
Glass (Stadium)
FreeWheeling (Stadium)
Snow
NotCollidable
Water
Concrete
Grass
Metal
Dirt
Rock
Stone
Wood
This is all for now. Enjoy.
The base arena block of canyon is
x y z 64 64 16
default offset
h v 32 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="64" VStep="16" HOffset="32" VOffset="0"/>
</Object>
The base stadium platform block is
x y z 32 32 8
default offset
h v 16 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="32" VStep="8" HOffset="16" VOffset="0"/>
</Object>
The base Storm block is
x y z 4 4 2
default offset
h v 4 0
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="4" VStep="2" HOffset="2" VOffset="0"/>
</Object>
Transparency does not yet work.
Cube Snapping System seems to be working oddly.
Reproducing it via normal snapping is more effective.
The z value in pivots is non functional!
Meaning this does not work.
<Pivot Pos="0 0 0"/>
<Pivot Pos="0 16 0"/>
<Pivot Pos="0 32 0"/>
This basically is a try of adjusting block hight which also isn' supported yet.
Blocks ingame can be rotated in all directions.
plus key and minus key for x axis rotation
left arrow and right arrow for y axis rotation
down arrow and up arrow for z axis rotation
tabulator for changing the pivots.
If diffrent custom objects are stacked on each other the top object assumes the object under it has the same h and v steps as the top object effectively preventing proper placement or at least making it a lot harder to place.
Custom textures are possible with the limitation to "tdsn" and as a result lights, glass and water is not possible except if you make use of the default game textures and its physical ids.
Also note that in Shootmania you can only walljump on surfaces that are concrete, stone or metal etc. You can't walljump dirt and grass.
The bottom block of the stadium environment is larger in size then the others. I am talking about the platform block. If your object has the correct standart height your object will be "sized up" as well.
Shootmania blocks tend to be stuck in the floor ocassionally. This is due to the default platform/wall blocks doing that as well.
Spec, Normal and Diffuse Textures can cause weird shadow anomalies if they are done incorrectly.
List of Texture Property Types (PhysIDs)
Turbo (Canyon)
Ice (Storm)
PowerPath (Storm)
StaminaJump (Storm)
SlidingWood (Storm)
Glass (Stadium)
FreeWheeling (Stadium)
Snow
NotCollidable
Water
Concrete
Grass
Metal
Dirt
Rock
Stone
Wood
This is all for now. Enjoy.