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XML Configuration
All of the content in Armok Vision is set by a set of XML and TXT files found under Armok Vision_Data\StreamingAssets
Each XML file contains one type of configuration, set by the root XML element, while each TXT file acts as an index for which XML files to load.
Armok Vision starts with Armok Vision_Data\StreamingAssets\index.txt
, and loads loads the file referenced on each line. This is an example of what it can look like:
#This is a comment line, and is skipped.
#Testfolder/index.txt
Colors/index.txt
MaterialTextures/index.txt
TileTextures/index.txt
TileMeshes/index.txt
BuildingMeshes/index.txt
This will start with Colors/index.txt
and read through it in the same fashion.
Eventually, it will reach an XML file, which can look something like this:
<?xml version="1.0"?>
<colors>
<color red="128" green="128" blue="128">
<material token="NONE" />
<subObject red="80" green="220" blue="80">
<tiletype token="BRANCH:*:*:*:*" />
<tiletype token="TWIG:*:*:*:*" />
<tiletype token="SHRUB:*:*:*:*" />
<tiletype token="SAPLING:*:*:*:*" />
</subObject>
</color>
<color red="79" green="205" blue="88">
<material token="GLASS_GREEN" />
</color>
</colors>
The first tag, <colors>
, indicates that this file is defining colors, mostly for materials, though they can be defined for anything, really.
These are all the currently valid root tags:
-
buildingMeshes
This defines the model files to use for any constructed building. You can also define any textures used per-building in the same file. -
buildingShapeTextures
Mostly depreciated, this is for setting normal, AO, and alpha maps for constructed buildings. It's easier to just define them in the same file as the meshes. -
colors
Used to define the RGB colors for all materials, and a few other things. These are merged with the textures defined inmaterialTextures
using overlay blending (black and white stay black and white, while mid-tones are colored) to get the final texture for all materials. -
designationMeshes
Used to define meshes to use for digging, etc, designations, as well as hidden areas. -
growthMeshes
Meshes for tree leaves, fruits, and flowers. These tend to be seasonal. -
materialTextures
Albedo and Specular roughness textures for different materials are set here -
shapeTextures
Normal, AO, and Alpha maps are set here. -
tileMeshes
This is where the meshes for all landscape elements is defined. This includes natural terrain, tree trunks and branches, constructions, etc.