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place_file_syntax [2025/03/17 16:02] – [SCOPE LIMITERS] jeffdplace_file_syntax [2025/03/19 23:52] (current) – [Descriptive Text] jeffd
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 ====== Place File Synax ====== ====== Place File Synax ======
 +
 +[[Place Files]]
  
 ===== Overview ===== ===== Overview =====
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 <code> <code>
 PACKAGE "TRAIL" (START): PACKAGE "TRAIL" (START):
-  EXT. TRAILHEAD ([FROM ...] AS $START) +  EXT. TRAILHEAD ([FROM ...] AS *START) 
-  WITHIN $PACKAGE:+  WITHIN *PACKAGE:
   EXT. TRAIL / SWITCHBACK PATH   EXT. TRAIL / SWITCHBACK PATH
   EXT. TRAIL / LARGE ROCK   EXT. TRAIL / LARGE ROCK
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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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 ==== x-CAM / DELETE x-CAM ==== ==== 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.+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. 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.
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 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. 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> <code>
 A-CAM: OFFICE A-CAM: OFFICE
-B-CAM: OFFICE_REVERSE(HALL = "Ext. Office"), $A-CAM+B-CAM: OFFICE_REVERSE(HALL = "Ext. Office"), *A-CAM
 C-CAM: POV "Ext. Office" OUTSIDE_OFFICE(INTERIOR), OFFICE C-CAM: POV "Ext. Office" OUTSIDE_OFFICE(INTERIOR), OFFICE
 </code> </code>
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 </code> </code>
  
-==== @ (EXITS) / DELETE @ ====+==== @(EXIT) / DELETE @(EXIT) ====
  
 Defines, edits, or deletes exits in the current location. Defines, edits, or deletes exits in the current location.
place_file_syntax.1742252551.txt.gz · Last modified: 2025/03/17 16:02 by jeffd

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