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hobomchobo edited this page Apr 27, 2015 · 6 revisions

The .ENV file holds a structure that defines how the engine should treat lighting and color per map. If the .ENV file doesn't load the engine will either render everything pure black, or the engine will use a default .ENV file(The .ENV file used for the character select screen??)

##Structure The .ENV structure is as follows:

Colors varue are in the range of 0.0-1.0

The coordinates are kinda weird. Haven't spent enough time trying to figure them out. So don't be surprised if entering coordinates places the sun in unexpected locations.

ENV_structure{
	float	LampRotateAxisZ //The Z, Y, and X values rotate over their own axis, however - they seem to
	float	LampRotateAxisY //have determined positions - and don't really seem to be able to move
	float	LampRotateAxisX //freely as though they are an actual object.
	float	Sun_Emmison_Red
	float	Sun_Emmison_Green
	float	Sun_Emmison_Blue
	float	0x3F800000 (value of 1) //Value seems to be constant amongst all .ENV files
	float	Environment_brightness_Red
	float	Environment_brightness_Green
	float	Environment_brightness_Blue
	float   0x3F800000 (value of 1) //Value seems to be constant amongst all .ENV files
	4Bytes  Fog_color //This value is actually a color in Hexadecimal similar to what HTML uses.
	float	Fog_thickness //The higher the value, the thicker the fog

}

The Fog_color variable is a value in hexadecimal - similar to html. Now why do all the other color conventions use 3 variables to define color and the fog only 1, and hexadecimal at that? Couldn't answer that.

##Tools Tool used to get color code in hexadecimal. NOTE: this site provides colors in only 3 byte values. You have to type in extra values into the hex box to make the value 4 bytes. If you input a 3 byte value and leave the last bytes value at 0x0, then the color will come out different than you may expect:

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