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place_file_syntax [2025/03/17 14:18] jeffdplace_file_syntax [2025/03/18 00:47] (current) – [LOCATION DEFAULTS:] jeffd
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 ====== Place File Synax ====== ====== Place File Synax ======
 +
 +[[Place Files]]
 +
 +===== Overview =====
 +
 +Place files contain:
 +
 +  * A Header consisting of one or more Header Lines.
 +  * Areas (or Libraries) which serve as namespaces containing:
 +    * Locations (each has a mandatory prefix of either Int. or Ext.)
 +      * Some Locations may be logically treated as Main Locations comprised of Sub-Locations.
 +      * If a slash is present in a Location name, it separates the Main Location from the Sub-Location.
 +    * Camera Angles (Named with A-Z,0-9,_)
 +    * Package Definitions
  
 ==== Header Line ==== ==== Header Line ====
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 ==== Comments ==== ==== Comments ====
 +
 +Comments may be included anywhere in the .place file:
  
 <code> <code>
 ; Any line beginning with a semicolon is a comment. ; Any line beginning with a semicolon is a comment.
 </code> </code>
 +
 +-----
 +
 +===== Importing Content from Other Files =====
  
 ==== IMPORT FROM / IMPORT ALL ... FROM ==== ==== IMPORT FROM / IMPORT ALL ... FROM ====
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 REFER TO IMPORTED "POLICE STATION" AS "SHERIFF'S DEPARTMENT" REFER TO IMPORTED "POLICE STATION" AS "SHERIFF'S DEPARTMENT"
 </code> </code>
 +
 +-----
 +
 +===== Packaging Sets of Locations =====
  
 ==== PACKAGE ==== ==== PACKAGE ====
  
-Packaging locations together allows them to be imported or cloned as a related set of locations, maintaining any connections between their exits.+Packaging Locations together allows them to be imported or cloned as a related set, maintaining any connections between the exits of the various locations.  All Cameras associated with the Locations are also automatically included in the package.
  
 <code> <code>
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 ===== Location Definitions ====== ===== Location Definitions ======
 +==== LOCATION DEFAULTS: ====
 +
 +This opens up the template for locations defined within this Library or Area that aren't BASED ON any other location. Once this line is encountered, you are in "Location Definition Context" until switching to another context.
 +
 +<code>
 +LOCATION DEFAULTS:
 +
 +A-CAM:  $FILENAME($LOCATION), Default($FILENAME($LOCATION))
 +</code>
 +
 ==== INT. / EXT. ==== ==== INT. / EXT. ====
  
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 INT. OFFICE INT. OFFICE
  
-  You look around to gain your bearings.   $DESCRIPTION +  You look around to gain your bearings. $DESCRIPTION
- +
 </code> </code>
  
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 </code> </code>
  
-==== @ (EXITS) / DELETE @ ====+==== x-CAM / DELETE x-CAM ==== 
 + 
 +This is how to assign cameras to a location.  You can use $A-CAM, $B-CAM, etc, to refer to the previously defined value of any CAM. 
 + 
 +Note that the same Camera Angle can be assigned to multiple named CAMs, which may be useful (for example) if the coverage area is wider than what had originally been envisioned. 
 + 
 +If a camera includes visibility of other locations, pass those location names in parenthesis as named parameters to the Camera Angle. 
 + 
 +If the current Location is not the primary subject of the desired camera, you may use POV and the primary Location name to treat that Location as primary, and then list which of the Camera Angle's named parameters the current Location should be passed into (it will be automatically filled in with this current Location's name, which doesn't need to be written in.) 
 + 
 +Note also that each CAM designation may list more than one Camera Angle.  If the game is going to be rendered with more than one rendering engine (i.e., fully 3D vs. Visual Novel style), or if the designatd Camera Angle is disqualified for some other reason (i.e., not supporting a night-time view when the current time is night), then the first available/eligible camera in the list will be used when the given CAM is called for. 
 + 
 +When a location is shown in a scene, and no specific camera angle is specified, the lowest-lettered available camera will be used (usually A-CAM.) 
 + 
 +<code> 
 +A-CAM: OFFICE 
 +B-CAM: OFFICE_REVERSE(HALL = "Ext. Office"), $A-CAM 
 +C-CAM: POV "Ext. Office" OUTSIDE_OFFICE(INTERIOR), OFFICE 
 +</code> 
 + 
 +To delete an existing CAM definition from this location: 
 + 
 +<code> 
 +DELETE C-CAM 
 +DELETE OFFICE_REVERSE FROM B-CAM 
 +</code> 
 + 
 +==== @(EXIT) / DELETE @(EXIT) ====
  
 Defines, edits, or deletes exits in the current location. Defines, edits, or deletes exits in the current location.
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 </code> </code>
  
-==== SCOPE LIMITERS ==== 
- 
-G$ = Ghostwood GL Engine \\ 
-U$ = Fully 3D Rendering Engine \\ 
-T$ = Text Adventure Engine \\ 
  
place_file_syntax.1742246335.txt.gz · Last modified: 2025/03/17 14:18 by jeffd

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