Difference between revisions of "Stars.tbl"

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(Background graphics)
(Background graphics)
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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
*Background graphics can be defined in to different forms:
+
*Background graphics can be defined in two different forms:
 
**'''$Bitmap:'''
 
**'''$Bitmap:'''
 
***This entry type is used for objects that use additive blending (intensity = transparency), such as nebulas and suns.
 
***This entry type is used for objects that use additive blending (intensity = transparency), such as nebulas and suns.

Revision as of 22:06, 18 October 2008

Revision information..

3.6.x branch: 2.72.2.22
3.7 branch: 2.99


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.


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
  • 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.
    • $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 it's intensity
      • Syntax: Color, four integers, 0 to 255, red, green, blue and alpha respectively


FS2 Open, 3.6.x:
  • $SunSpecularRGB:
    • Defines the color of the sun specuular lighting if it is to be different from $SunRGBI: values
    • Syntax: Color, three integers, 0 to 255, red, green and blue respectively
  • $Flare:
    • Defines lens flare effect.
    • +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.
      • Syntax: Integer
    • $FlareTextureN:
      • Defines the name of the bitmap used for the particular ( N ) lens flare texture.
      • Syntax: String, filename
    • For each (defined in +FlareCount:) lens flare effect
      • $FlareGlowX:
        • Defines the Xth lens flare effect.
        • +FlareTexture:
          • Defines the texture used for the lens flare effect.
          • Syntax: Integer, number of the texture defines in $FlareTextureN:.
        • +FlarePos:
          • Defines the position of the lens flare effect, relative value
          • 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


Non-nebula debris

  • There must always be four (4) of these
    • $Debris:
      • Defines the animations used for the debris
      • Syntax: String


Nebula debris

  • There must always be four (4) of these
    • $DebrisNeb:
      • Defines the animations used for the debris
      • 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