User Tools

Site Tools


assets:model

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
assets:model [2020-02-23 10:28]
skyjake
assets:model [2020-02-23 10:33]
skyjake [Common metadata for models]
Line 40: Line 40:
 | ''​mirror''​| ''​True''​ causes the model'​s coordinate system to be flipped on the axis that is perpendicular to both the defined front and up vectors. The default is ''​False'',​ with no mirroring applied. | | ''​mirror''​| ''​True''​ causes the model'​s coordinate system to be flipped on the axis that is perpendicular to both the defined front and up vectors. The default is ''​False'',​ with no mirroring applied. |
 | ''​autoscale''​| ''​True''​ causes the model to be autoscaled to the corresponding thing'​s height. If ''​False''​ (the default), no additional scaling is applied. This is useful if the model has been designed in world units. Always design weapon models in world units, they do not support autoscaling. | | ''​autoscale''​| ''​True''​ causes the model to be autoscaled to the corresponding thing'​s height. If ''​False''​ (the default), no additional scaling is applied. This is useful if the model has been designed in world units. Always design weapon models in world units, they do not support autoscaling. |
-| ''​alignment.yaw''​| Yaw angle alignment mode. The allowed values are: \\ • ''​False''​ for no alignment (the default). ​\\ • ''​view''​ for aligning the yaw angle so the object faces the viewer. ​\\ • ''​movement''​ for aligning the yaw angle to the movement direction of the object. ​\\ • ''​random''​ for a randomly selected, non-changing angle that is unique for each object. The entire object is rotated as a whole around its origin. | +| ''​fov''​ | Custom FOV angle for rendering a player weapon model. Not set by default (value is zero), which means the default weapon FOV angle is used instead. Only affects player weapon models. | 
-| ''​alignment.pitch''​| Pitch angle alignment mode. The allowed values are:   \\ • ''​False''​ for no alignment (the default). ​\\ • ''​view''​ for aligning the pitch angle so the object faces the viewer. ​\\ • ''​movement''​ for aligning the pitch angle to the movement direction of the object. The entire object is rotated as a whole around its origin. |+| ''​alignment.yaw''​| Yaw angle alignment mode. The allowed values are:<​html><​ul><​li> ​''​False''​ for no alignment (the default). ​<​li> ​''​view''​ for aligning the yaw angle so the object faces the viewer. ​<​li> ​''​movement''​ for aligning the yaw angle to the movement direction of the object. ​<​li> ​''​random''​ for a randomly selected, non-changing angle that is unique for each object. The entire object is rotated as a whole around its origin.</​ul></​html> ​
 +| ''​alignment.pitch''​| Pitch angle alignment mode. The allowed values are:  <​html><​ul><​li>​''​False''​ for no alignment (the default). ​<​li> ​''​view''​ for aligning the pitch angle so the object faces the viewer. ​<​li> ​''​movement''​ for aligning the pitch angle to the movement direction of the object. The entire object is rotated as a whole around its origin.</​ul></​html> ​|
 | ''​opacityFromWeapon''​ | Model'​s opacity is affected by the player weapon (psprite) opacity. Defaults to ''​True''​. | | ''​opacityFromWeapon''​ | Model'​s opacity is affected by the player weapon (psprite) opacity. Defaults to ''​True''​. |
 | ''​fullbrightFromWeapon''​ | Model'​s ambient light level is affected by the player weapon (psprite) fullbright state. Default to ''​False''​. | | ''​fullbrightFromWeapon''​ | Model'​s ambient light level is affected by the player weapon (psprite) fullbright state. Default to ''​False''​. |
assets/model.txt · Last modified: 2020-02-23 10:33 by skyjake