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software:vrgrid:vrffiles [2019/04/15 09:51]
ptsource
software:vrgrid:vrffiles [2019/06/17 00:19] (current)
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   * <​vrf> ​   * <​vrf> ​
-  * <head>  +  * <globals>  
-  * <body+  * <design
   * <​create> ​   * <​create> ​
   * <​action> ​   * <​action> ​
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 Any information bounded in this way will be ignored. Avoid using multiple, consecutive dashes in comments for XML compliance. Any information bounded in this way will be ignored. Avoid using multiple, consecutive dashes in comments for XML compliance.
 +The <lib> tag. Specifies which set of libraries (i.e., VRI'S, textures, sounds, 3D models and behaviors) are use to display the VRF.
 +<alert type="​information"​ icon="​glyphicon glyphicon-info-sign"​ dismiss="​false">​
 +** Structure ** 
 +</​alert>​
  
   Basic structure of a VRF file   Basic structure of a VRF file
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 </​sxh>​ </​sxh>​
  
-The <head> tag. These tags define a block of information which appears before the body section. The header acts as it does in HTML, containing ​information that applies to the entire XML code.+The <globals> tag. These tags define a vrobj of information which appears before the design ​section. The globals contains ​information that applies to the entire XML code.
 <sxh xml;> <sxh xml;>
-<head> ... </head>+<globals> ... </globals>
 </​sxh>​ </​sxh>​
  
-The <body> tag. These tags surround the body content of the VRF, including the map itself.+The <design> tag. These tags surround the design ​content of the VRF, including the map itself.
 <sxh xml;> <sxh xml;>
-<body> ... </body>+<design> ... </design>
 </​sxh>​ </​sxh>​
-  Tags that can appear in the head of a VRF file 
  
-The <debug> tag. Used when building a VRF file. If the <debug> tag is present, error messages are displayed, that will help the author find and correct errors in their VRF file also if the <debug> tag is present the code will be shown using the V key.+<alert type="​information"​ icon="​glyphicon glyphicon-info-sign"​ dismiss="​false">​ 
 +** Globals Tags ** 
 +</​alert>​ 
 +  Tags that can appear in the globals of a VRF file 
 + 
 +The <devel> tag. Used when building a VRF file. If the <devel> tag is present, error messages are displayed, that will help the author find and correct errors in their VRF filealso if the <devel> tag is present the code will be shown using the V key.
 <sxh xml;> <sxh xml;>
-<debug />+<devel />
 </​sxh>​ </​sxh>​
 The <​title>​ tag. The text in the <​title>​ tag is the name of the vrf, and will be displayed in at the bottom of VRGrid. The <​title>​ tag. The text in the <​title>​ tag is the name of the vrf, and will be displayed in at the bottom of VRGrid.
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 <ground texture="​folder/​image.vri -or- URL" color="​(red,​green,​blue)"​ /> <ground texture="​folder/​image.vri -or- URL" color="​(red,​green,​blue)"​ />
 </​sxh>​ </​sxh>​
-The <ambient_light> tag. Sets the ambient ​light level and color for the entire VRF. Default is 100% brightness, and white light.+The <atmosphere> tag. Sets the atmosphere ​light level and color for the entire VRF. Default is 100% brightness, and white light.
 <sxh xml;> <sxh xml;>
-<ambient_light ​brightness="​brightness%"​ color="​(red,​green,​blue)"​ />+<atmosphere ​brightness="​brightness%"​ color="​(red,​green,​blue)"​ />
 </​sxh>​ </​sxh>​
 The <orb> tag. Sets an image to be displayed in the sky such as a sun or moon. Also defines a source position for a directional light that shines from the orb over the entire VRF, and the brightness and color of that light. Href defines a link to a URL and text defines what text will be displayed on mouse roll-over. The <orb> tag. Sets an image to be displayed in the sky such as a sun or moon. Also defines a source position for a directional light that shines from the orb over the entire VRF, and the brightness and color of that light. Href defines a link to a URL and text defines what text will be displayed on mouse roll-over.
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 href="​url"​ target="​target frame" text="​text"​ /> href="​url"​ target="​target frame" text="​text"​ />
 </​sxh>​ </​sxh>​
-The <ambient_sound> tag. Uses the given WAV file as the ambient ​sound of the entire VRF. The volume of the sound can be between 0 and 100 percent (default is 100%). The sound can either be played once, looped, or played at random intervals. If playback="​random",​ you can specify a range of times in between playbacks. Delay times are measured in seconds, and from the beginning of the sound, rather than+The <ambience> tag. Uses the given WAV file as the ambience ​sound of the entire VRF. The volume of the sound can be between 0 and 100 percent (default is 100%). The sound can either be played once, looped, or played at random intervals. If playback="​random",​ you can specify a range of times in between playbacks. Delay times are measured in seconds, and from the beginning of the sound, rather than
 the end. the end.
 <sxh xml;> <sxh xml;>
-<ambient_sound ​file="​folder/​sound.wav -or- URL" volume="​volume%" ​+<ambience ​file="​folder/​sound.wav -or- URL" volume="​volume%" ​
 playback="​looped|random|once"​ delay="​minimum..maximum"​ /> playback="​looped|random|once"​ delay="​minimum..maximum"​ />
 </​sxh>​ </​sxh>​
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 <font name="​name-of-font"/>​ <font name="​name-of-font"/>​
 </​sxh>​ </​sxh>​
-  ​Tags that can appear in the body of a VRF file+ 
 +<alert type="​information"​ icon="​glyphicon glyphicon-info-sign"​ dismiss="​false">​ 
 +** Design Tags ** 
 +</​alert>​ 
 +  ​Tags that can appear in the design ​of a VRF file
   ​   ​
-The <​create>​ tag. Every 3D object is assigned a double ASCII character as a symbol. For instance, let´s say a full 3D object is assigned to the "##"​ character. So when you make a wall on the map you might type ## ## ## ## ##  which is a wall that is five units wide. The <​create>​ tag allows you to change the textures applied to a 3D object and change some other features of the 3D object, such as the orientation,​ the lighting (brightness,​ radius, and color) or the sound (WAV file, volume, radius and playback mode).+The <​create>​ tag. Every 3D object is assigned a double ASCII character as a unit. For instance, let´s say a full 3D object is assigned to the "##"​ character. So when you make a wall on the map you might type ## ## ## ## ##  which is a wall that is five units wide. The <​create>​ tag allows you to change the textures applied to a 3D object and change some other features of the 3D object, such as the orientation,​ the lighting (brightness,​ radius, and color) or the sound (WAV file, volume, radius and playback mode).
 <sxh xml;> <sxh xml;>
-<​create ​symbol="symbol" ​block="symbol-or-block-name">+<​create ​unit="unit" ​vrobj="libraryused:​3dobjectname">
 ... ...
 </​create>​ </​create>​
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 Below is an example of a <​create>​ tag with all of the possible attributes: Below is an example of a <​create>​ tag with all of the possible attributes:
 <sxh xml;> <sxh xml;>
-<​create ​symbol="symbol" ​block="symbol-or-block-name">+<​create ​unit="unit" ​vrobj="libraryused:​3dobjectname">
 <param orient="​up|down|north|south|east|west,​0|90|180|270"​ <param orient="​up|down|north|south|east|west,​0|90|180|270"​
-solid="​yes|no" ​movable="​yes|no"​ origin="​(x,​y,​z)"​ /> +solid="​yes|no" ​walkable="​yes|no"​ origin="​(x,​y,​z)"​ /> 
-<part name="​name"​ texture="​folder/​image.vri -or- URL"+<side name="​name"​ texture="​folder/​image.vri -or- URL"
 angle="​0-359"​ color="​(red,​green,​blue)"​ angle="​0-359"​ color="​(red,​green,​blue)"​
 translucency="​translucency%"​ translucency="​translucency%"​
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 </​create>​ </​create>​
 </​sxh>​ </​sxh>​
-The <​create>​ tag can also include any or all of the the following tags: <entrance>, <​exit>,<​popup>,​ <​point_light>,​ <​vrf_light>,​ <​sound>,​ <​action>,​ <​define>,​ and <​script>​. When used inside the <​create>​ tag, these tags use the same syntax that they use on their own, except that they don't take a location attribute. Avoid using < or & in your block symbols for XML compliance.+The <​create>​ tag can also include any or all of the the following tags: <enter>, <​exit>,<​popup>,​ <​point_light>,​ <​vrf_light>,​ <​sound>,​ <​action>,​ <​define>,​ and <​script>​. When used inside the <​create>​ tag, these tags use the same syntax that they use on their own, except that they don't take a location attribute. Avoid using < or & in your vrobj symbols for XML compliance.
  
 The <​define>​ tag. The <​define>​ tag is used to define script variables and functions in your VRF. See Scripting for more details. The <​define>​ tag. The <​define>​ tag is used to define script variables and functions in your VRF. See Scripting for more details.
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 </​define>​ </​define>​
 </​sxh>​ </​sxh>​
- The <​import>​ tag. The <​import>​ tag makes VRGrid insert the contents of the specified file into the VRF file. This can be useful for sharing common elements between VRF´S. The <​import>​ tag can be used anywhere in the body of a VRF, except inside of <​layer>,​ <​define>,​ <​action>,​ or <​script>​ tags. The imported VRF file must start with <​import>​ and end with </​import>​.+ The <​import>​ tag. The <​import>​ tag makes VRGrid insert the contents of the specified file into the VRF file. This can be useful for sharing common elements between VRF´S. The <​import>​ tag can be used anywhere in the design ​of a VRF, except inside of <​layer>,​ <​define>,​ <​action>,​ or <​script>​ tags. The imported VRF file must start with <​import>​ and end with </​import>​.
 <sxh xml;> <sxh xml;>
 <import href="​folder/​file.vrf"​ /> <import href="​folder/​file.vrf"​ />
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 <sxh xml;> <sxh xml;>
 <layer number="​number">​ <layer number="​number">​
-...rows of unit symbols...+...rows of units...
 </​layer>​ </​layer>​
 </​sxh>​ </​sxh>​
 +The <​enter>​ tag. Defines a location where viewers can hyperlink into the VRF from another VRF or webpage. More than one may be defined in a single VRF. There must be at least one enter named "​default"​ in every VRF file. Angle defines what direction the viewer will be facing when entering through this enter (0 to 359 degrees with 0 equal to north, and -90 to 90 degrees to determine whether is looking up or down.) The <​enter>​ tag can be placed anywhere within the design. It is usually placed at the end of the design, after all of the layers have been defined. An enter can also be assigned to a 3D object by placing it inside the <​create>​ tag. It does not take a location attribute if it is placed in the <​create>​ tag.
 +<sxh xml;>
 +<enter location="​(column,​row,​layer)"​ name="​name"​ angle="​0-359,​-90-90"​ />
 +</​sxh>​
 +
 +The <​exit>​ tag. A hyperlink to another VRF file. Location defines where in the VRF the link will be placed. The href gives the filename or URL of the destination VRF or other file, with an optional enter name (if omitted the "​default"​ enter will be used). The trigger attribute defines how the link can be activated, either by clicking on it, stepping on it, or both. The text attribute defines the text that will be displayed when the mouse rolls over the link. Like the <​enter>​ tag, the <​exit>​ tag can also be assigned to a 3D object by including it in the <​create>​ tag, or it can be placed in the design on its own, usually at the end of the design or immediately following the layer in which it occurs.
 +<sxh xml;>
 +<exit location="​(column,​row,​layer)"​
 +href="​folder/​desitination.vrf#​enter-name"​
 +trigger="​click on|step on" text="​text"/>​
 +</​sxh>​
 +
 +The <​action>​ tag. Defines an action which takes place as a response to a particular trigger. Radius used only for trigger="​step in" or "step out". Delay is only used for trigger="​timer"​. Delay is measured in seconds. If only one delay value is specified, the delay time will remain consistent. If delay is expressed as a range from minimum to maximum times, the delay will be random within those parameters. ​ Action tags can stand alone in the design of the VRF file, or they can be attached to 3D objects inside the <​create>​ tag. Action can also be used in an imagemap with the additional attributes of shape="​rect|circle"​ and coords="​x1,​y1,​x2,​y2|x,​y,​radius"​.
 +<sxh xml;>
 +<action location="​(column,​row,​layer)"​
 +trigger="​roll on|roll off|click on|step in|
 +step out|proximity|timer|location|key down|
 +key up|key hold" key="​keyvalue"​
 +radius="​number-of-units"​ delay="​min..max"​ />
 +<execute action here />
 +</​action>​
 +</​sxh>​
 +
 +The <​popup>​ tag . Popups are 2D images that get displayed on the screen when the user travels within the radius of the location defined. This 2D image can be a texture (animated or still) or a color. The position and size of the popup image on the screen can be specified. Text can also appear on a popup, with a given alignment color and custom font specified with the globals font tag. When text is placed over a texture, the color attribute will define the color of a drop-shadow to make the text more legible. Finally, the brightness of the entire popup can be specified. Popups can be assigned to a location in the map in the design section, or they can be assigned to a specific 3D object in the <​create>​ tag. If used in the <​create>​ tag, the location attribute is not needed. If used in the design, and no location attribute is defined, then the popup will display throughout the entire VRF.
 +<sxh xml;>
 +<popup location="​(column,​row,​layer)"​
 +trigger="​rollover|proximity|everywhere"​
 +radius="​number-of-units"​
 +texture="​folder/​image.vri -or- URL"
 +color="​(red,​green,​blue)"​
 +placement="​mouse|top-left|top|top-right|
 +left|center|right|bottom-left|bottom|bottom-right"​
 +size="​(width,​height)"​ text="​message"​
 +textalign="​top-left|top|top-right|left|center|
 +right|bottom-left|bottom|bottom-right"​
 +textcolor="​(red,​green,​blue)"​ imagemap="​map name"
 +brightness="​brightness%"​ />
 +</​sxh>​
 +
 +The <​imagemap>​ tag. Defines an imagemap. Imagemaps are images that have areas that contain links to other VRF´S or other documents. Imagemaps can be used in popups only. When creating a rectangular area of
 +an imagemap, the coordinates x1, y1 refer to the top left corner of the rectangle, and x2, y2 refer to the bottom right corner. When creating a circular area of an imagemap, x, y refers to the center of
 +the circle.
 +<sxh xml;>
 +<​imagemap name="​imagemap name">​
 +<area shape="​rect|circle"​
 +coords="​x1,​y1,​x2,​y2|x,​y,​radius"​
 +href="​destination"​
 +text="​your text"/>​
 +</​area/>​
 +<action shape="​rect|circle"​
 +coords="​x1,​y1,​x2,​y2|x,​y,​radius"​
 +trigger="​roll on|roll off|click on|
 +step in|step out|timer">​
 +</​action>​
 +</​imagemap>​
 +</​sxh>​
 +
 +The <​sound>​ tag. Specifies a sound file that will play in the VRF. Location refers to the placement of the sound in the map or layer. The sound can either be played once, once every time the player enters the specified radius (single), looped continuously,​ or played at random intervals with the playback attribute. If playback="​random",​ you can also specify a range of delay times between playbacks. Delay times
 +are measured in seconds, and are measured from the time that the sound begins, rather than when it ends. Flood="​yes"​ will cause the sound to fill the specified radius at the specified volume. Radius should only be used if flood="​yes"​ or playback="​single"​ or "​once"​. Rolloff determines how quickly the sound will taper off as you move away from the source. Sounds can also be assigned to specific 3D objects within the <​create>​ tag. If used in the <​create>​ tag, the location attribute is not necessary.
 +Default values are as follows: volume="​100%",​ playback="​looped",​ delay="​5..10",​ radius="​1",​flood="​no",​ and rolloff="​1.0"​.
 +<sxh xml;>
 +<sound file="​folder/​sound.wav-or-url"​ name="​sound name"
 +location="​(column,​row,​layer)"​
 +volume="​volume%"​ playback="​looped|random|once|single"​
 +delay="​minimum..maximum"​ radius="​number_of_units"​
 +flood="​yes|no"​ rolloff="​rolloffvalue"​ />
 +</​sxh>​
 +
 +The <​point_light>​ tag. Defines a light at a specific location in the map that shines in all directions. Location refers to the placement of the light in the map or layer. Position refers to the position of the light within the 256-pixel unitspace. Flood="​yes"​ will cause the light to fill the radius at the specified brightness. Flood="​no"​ will create a light that is the specified brightness at the center, and gradually drops off to the atmosphere light level at the far end of the radius. The default value is flood="​no"​. Lights can also be assigned to specific 3D objects within the <​create>​ tag. If used in the <​create>​ tag, the location attribute is not necessary.
 +<sxh xml;>
 +<​point_light style="​static|pulsate"​ location="​(column,​row,​layer)"​
 +position="​(x,​y,​z)"​ brightness="​n%"​ radius="​number_of_units"​
 +flood="​yes|no"​ color="​(red,​green,​blue)"​ name="​light name" ​
 +speed="​cycles_per_second"/>​
 +</​sxh>​
 +
 +The <​vrf_light>​ tag .Defines a vrf_light at a specified location that shines in a specified direction. Direction is expressed as a pair of angles. The turn angle describes a direction in the horizontal plane, from 0 to 359 degrees, with 0 being north. The tilt angle describes a direction in the vertical plane, from -90 to 90 degrees, with 90 pointing straight up, 0 pointing at the horizon, and -90 pointing straight down. The cone describes how wide the light is in degrees.
 +<sxh xml;>
 +<​vrf_light style="​static|search|revolve"​ location="​(column,​row,​layer)"​
 +position="​(x,​y,​z)"​ brightness="​n%"​ radius="​number_of_units"​
 +flood="​yes|no"​ color="​(red,​green,​blue)"​
 +direction="​(turn,​tilt)"​ cone="​angle"​ name="​light name" ​
 + ​speed="​revolutions_per_second"/>​
 +</​sxh>​
 +
 +The <​script>​ tag .Call functions and perform other scripting operations. See Scripting for more information.
 +<sxh xml;>
 +<script trigger="​delay|proximity|roll on|roll off|
 +click on|step in|step out|proximity|timer|location|
 +key down|key hold|key up" delay="​seconds"​
 +radius="​number_of_units"​ key="​keyvalue">​
 +... script ...
 +</​script>​
 +</​sxh>​
 +
 +The <​player>​ tag. Interacts with the view options. The default values for the <​player>​ tag are: move_back="​[up]",​ move_back="​[down]",​
 +move_left="​[left]",​ move_right="​[right]",​ look_up="​a",​ look_down="​z",​ sidle_mode="​[shift]",​
 +fast_mode="​[ctrl]",​ go_faster="​[pad +]", and go_slower="​[pad -]".
 +<sxh xml;>
 +<player size="​(x,​y,​z)"​ camera="​(x,​y,​z)"​ vrobj="​libraryused:​3dobjectname"​
 +move_forward="​key"​ move_back="​key"​
 +move_left="​key"​ move_right="​key"​
 +look_up="​key"​ look_down="​key"​
 +sidle_mode="​key"​ fast_mode="​key"​
 +go_faster="​key"​ go_slower="​key"​ />
 +</​sxh>​
 +
 +
 +~~socialite~~