Difference between revisions of "Stars.tbl"

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Revision information.. <!-- Please update this information when page is updated -->
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{{TableVersion|5298}}
::'''3.6.x branch:''' 2.72.2.22
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{{Tables}}
::'''3.7 branch:''' 2.99
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The '''stars.tbl''' is used to define available background graphics, all the stars or suns that create colored light for the game and used debris animations.
 
 
 
 
Stars.tbl is used to define available background graphics, all the stars or suns that create colored light for the game and used debris animations.
 
  
 +
This table is one of the [[Modular Tables]] and can be extended with xxx-str.tbm
  
 
==General Format==
 
==General Format==
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===Background graphics===
 
===Background graphics===
 
*Background graphics use the names of their respective graphic files
 
*Background graphics use the names of their respective graphic files
 +
*Can begin with '''#Background Bitmaps'''
 
*Background graphics can be defined in two different forms:
 
*Background graphics can be defined in two different forms:
 
**'''$Bitmap:'''
 
**'''$Bitmap:'''
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===Stars===
 
===Stars===
 
*Stars are defined with several different parameters.
 
*Stars are defined with several different parameters.
 +
*Can begin with '''#Stars'''
 
**'''$Sun:'''
 
**'''$Sun:'''
 
***Defines the name of the used star
 
***Defines the name of the used star
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**'''$SunRGBI:'''
 
**'''$SunRGBI:'''
 
***Defines the color of the sun as well as its intensity
 
***Defines the color of the sun as well as its intensity
***Syntax: '''Color''', four '''integers''', 0 to 255, red, green, blue and alpha respectively
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***Syntax: '''Color''', four '''floats''', 0.0 to 1.0, red, green, blue and alpha respectively
  
{{Table36|
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{{Table3610|
 
:*'''$SunSpecularRGB:'''
 
:*'''$SunSpecularRGB:'''
:**Defines the color of the sun specuular lighting if it is to be different from '''$SunRGBI:''' values
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:**Defines the color of the sun specular lighting if it is to be different from '''$SunRGBI:''' values
:**Syntax: '''Color''', three '''integers''', 0 to 255, red, green and blue respectively
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:**Syntax: '''Color''', three '''floats''', 0.0 to 1.0, red, green and blue respectively
 
:*'''$Flare:'''
 
:*'''$Flare:'''
 
:**Defines lens flare effect.
 
:**Defines lens flare effect.
:**'''+FlareCount:'''  
+
:**'''+FlareCount:'''
:***Defines number of lens flare effects attached yo the sun, if the value is omitted then 1 is used as a default number of flare effects.
+
:***This value must be defined in the table, but appears to do nothing. Lens flare effects from 1 to 10 show up properly regardless of '''+FlareCount:''' value.
 
:***Syntax: '''Integer'''
 
:***Syntax: '''Integer'''
 
:**'''$FlareTexture''N'':'''
 
:**'''$FlareTexture''N'':'''
 
:***Defines the name of the bitmap used for the particular ( N ) lens flare texture.
 
:***Defines the name of the bitmap used for the particular ( N ) lens flare texture.
 +
:***Only six flare textures can be defined. Valid values of N are 1 through 6.
 
:***Syntax: '''String''', filename
 
:***Syntax: '''String''', filename
:**For each (defined in '''+FlareCount:''') lens flare effect
+
:**For each lens flare effect:
 
:***'''$FlareGlow''X'':'''
 
:***'''$FlareGlow''X'':'''
:****Defines the Xth lens flare effect.
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:****Defines the Xth lens flare effect. Valid values of X are 1 through 10, defined in order.
 
:****'''+FlareTexture:'''
 
:****'''+FlareTexture:'''
 
:*****Defines the texture used for the lens flare effect.
 
:*****Defines the texture used for the lens flare effect.
:*****Syntax: '''Integer''', number of the texture defines in '''$FlareTexture''N'':'''.
+
:*****Syntax: '''Integer''', number of the texture defined in '''$FlareTexture''N'':'''.
 +
:*****Note that this number is zero-indexed, even though the numbers in '''$FlareTexture''N'':''' are one-indexed! Valid values are 0 through 5.
 
:****'''+FlarePos:'''
 
:****'''+FlarePos:'''
:*****Defines the position of the lens flare effect, relative value
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:*****Defines the position of the lens flare effect.
 +
:*****0.0 is the position of the sun on screen, 0.5 is the exact center of the screen. Higher values place the flare opposite the sun, negative values place the flare further "behind" the sun.
 
:*****Syntax: '''Float'''
 
:*****Syntax: '''Float'''
 
:****'''+FlareScale:'''
 
:****'''+FlareScale:'''
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:**Usage: '''$NoGlare:''' without any parameters}}
 
:**Usage: '''$NoGlare:''' without any parameters}}
  
===Non-nebula debris===
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===Motion Debris===
 +
*Default and Nebula debris must be defined, others are optional
 +
{{Table232|
 +
*Motion Debris types are defined in two possible ways, legacy and modern
 +
*Can begin with '''#Motion Debris'''}}
 +
 
 +
===Legacy Non-nebula debris===
 +
*Legacy version. Will define the '''Default''' motion debris
 
*There must always be four (4) of these
 
*There must always be four (4) of these
 
**'''$Debris:'''
 
**'''$Debris:'''
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***Syntax: '''String'''
 
***Syntax: '''String'''
  
 
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===Legacy Nebula debris===
===Nebula debris===
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*Legacy version. Will define the '''Nebula''' motion debris
 
*There must always be four (4) of these
 
*There must always be four (4) of these
 
**'''$DebrisNeb:'''
 
**'''$DebrisNeb:'''
 
***Defines the animations used for the debris
 
***Defines the animations used for the debris
 
***Syntax: '''String'''
 
***Syntax: '''String'''
 +
 +
===Modern Motion Debris===
 +
{{Table232|
 +
*Modern version
 +
*Can have any number of motion debris types.
 +
**'''$Motion Debris Name:'''
 +
**Defines the name of the motion debris type.
 +
**Use '''Default''' as the name to set the default motion debris
 +
**Use '''Nebula''' as the name to set the default nebula motion debris
 +
**Syntax: '''String'''
 +
***'''+Bitmap:'''
 +
***Defines the animations used for this motion debris
 +
***There must always be four (4) of these
 +
***Syntax: '''String'''}}
  
  

Latest revision as of 00:40, 31 January 2024

Revision information.....

FSO Revision: 5298
Note: Please update the version when the page is updated. If your edit had nothing to do with new code entries then please do not edit the version


List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl* /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl* /asteroid/asteroid.cpp
Autopilot.tbl* /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Curves.tbl* /math/curves.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Keywords.tbl* Not In Codebase
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl* /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Options.tbl* Not In Codebase
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl* /stats/scoring.cpp
Scpui.tbl* Not In Codebase
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl* /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The stars.tbl is used to define available background graphics, all the stars or suns that create colored light for the game and used debris animations.

This table is one of the Modular Tables and can be extended with xxx-str.tbm

General Format

  • Stars.tbl consist of several sections
  • Between different sections #End must be used
  • Background graphics
    • Defines the available background graphics (nebulas, planets, etc.)
  • Stars
    • Defines the stars
  • Non-nebula debris
    • Defines animation for non-nebula mode
  • Nebula debris
    • Defines animation for nebula mode
  • #End
    • Must be included to the end of the stars.tbl


Background graphics

  • Background graphics use the names of their respective graphic files
  • Can begin with #Background Bitmaps
  • Background graphics can be defined in two different forms:
    • $Bitmap:
      • This entry type is used for objects that use additive blending (intensity = transparency), such as nebulas and suns.
      • Syntax: String, filename
    • $BitmapX:
      • This entry type is used for the retail 'green transparency' objects (ie. 0,255,0 is transparent) in case of pcx files, and for full alpha channel blending for files that can have alpha channel (TGA and DXT3/DXT5 files). Use this to make the space around solid background objects (such as planets, big asteroids and such) transparent.
    • Syntax: String, filename

Stars

  • Stars are defined with several different parameters.
  • Can begin with #Stars
    • $Sun:
      • Defines the name of the used star
      • Syntax: String, filename
    • $SunGlow:
      • Defines the bitmap or animation used as a glow for the star
      • Syntax: String, filename
    • $SunRGBI:
      • Defines the color of the sun as well as its intensity
      • Syntax: Color, four floats, 0.0 to 1.0, red, green, blue and alpha respectively


FS2 Open 3.6.10:
  • $SunSpecularRGB:
    • Defines the color of the sun specular lighting if it is to be different from $SunRGBI: values
    • Syntax: Color, three floats, 0.0 to 1.0, red, green and blue respectively
  • $Flare:
    • Defines lens flare effect.
    • +FlareCount:
      • This value must be defined in the table, but appears to do nothing. Lens flare effects from 1 to 10 show up properly regardless of +FlareCount: value.
      • Syntax: Integer
    • $FlareTextureN:
      • Defines the name of the bitmap used for the particular ( N ) lens flare texture.
      • Only six flare textures can be defined. Valid values of N are 1 through 6.
      • Syntax: String, filename
    • For each lens flare effect:
      • $FlareGlowX:
        • Defines the Xth lens flare effect. Valid values of X are 1 through 10, defined in order.
        • +FlareTexture:
          • Defines the texture used for the lens flare effect.
          • Syntax: Integer, number of the texture defined in $FlareTextureN:.
          • Note that this number is zero-indexed, even though the numbers in $FlareTextureN: are one-indexed! Valid values are 0 through 5.
        • +FlarePos:
          • Defines the position of the lens flare effect.
          • 0.0 is the position of the sun on screen, 0.5 is the exact center of the screen. Higher values place the flare opposite the sun, negative values place the flare further "behind" the sun.
          • Syntax: Float
        • +FlareScale:
          • Defines the scaling factor used for the lens flare effect.
          • Syntax: Float
  • $NoGlare:
    • Disables blinding effect from the sun.
    • Usage: $NoGlare: without any parameters

Motion Debris

  • Default and Nebula debris must be defined, others are optional
FS2 Open, 23.2:
  • Motion Debris types are defined in two possible ways, legacy and modern
  • Can begin with #Motion Debris

Legacy Non-nebula debris

  • Legacy version. Will define the Default motion debris
  • There must always be four (4) of these
    • $Debris:
      • Defines the animations used for the debris
      • Syntax: String

Legacy Nebula debris

  • Legacy version. Will define the Nebula motion debris
  • There must always be four (4) of these
    • $DebrisNeb:
      • Defines the animations used for the debris
      • Syntax: String

Modern Motion Debris

FS2 Open, 23.2:
  • Modern version
  • Can have any number of motion debris types.
    • $Motion Debris Name:
    • Defines the name of the motion debris type.
    • Use Default as the name to set the default motion debris
    • Use Nebula as the name to set the default nebula motion debris
    • Syntax: String
      • +Bitmap:
      • Defines the animations used for this motion debris
      • There must always be four (4) of these
      • Syntax: String


Sample

$Bitmap:      dneb01

#end

$Sun:         SunWhite
$Sunglow:     Sunglow01
$SunRGBI:     1.0 1.0 1.0 1.0

#end

$Debris:      debris01
$Debris:      debris02
$Debris:      debris03
$Debris:      debris04

#end

$DebrisNeb:   gas
$DebrisNeb:   gas
$DebrisNeb:   gas
$DebrisNeb:   gas

#end

#end