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#40 force bridges documented
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dertseha committed Sep 17, 2016
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29 changes: 24 additions & 5 deletions levelObjects/07_Scenery/levelSceneryEntry.md
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ These have the same layout as the general textureable furniture (see above).
**Security Camera Info** (10 bytes)

0000 [2]byte Unused
0002 byte Panning switch
0002 byte Panning switch; 0x00: stationary, 0x01: panning
0003 [7]byte Unused


Expand All @@ -180,16 +180,16 @@ Instead of having different loop options, they trigger an object if used.

### Bridges 7/7/x

#### Bridges 7/7/0
#### Solid Bridges 7/7/0, 7/7/1

**Bridge Info** (10 bytes)
**Solid Bridge Info** (10 bytes)

0000 int16 Unknown
0000 [2]byte Unused
0002 byte Size. Bits 0-3: X, bits 4-7: Y
0003 byte Height. 0 is default, level height units otherwise.
0004 byte Top/Bottom texture
0005 byte Side texture
0006 [4]byte Unknown
0006 [4]byte Unused

The size fields are defined as 0: 3D model default, 4: tile width.
The texture fields have bit 7 set to indicate texture from level texture list. If 0, the other 7 bits index
Expand All @@ -199,3 +199,22 @@ into ```citmat.res```.
> If a texture is to be taken from citmat.res, the texture index must be > 0, otherwise it will still be the first
> level texture, even if bit 7 is 0.

#### Force Bridges 7/7/7, 7/7/8, 7/7/9

**Force Bridge Info** (10 bytes)

0000 [2]byte Unused
0002 byte Size. Bits 0-3: X, bits 4-7: Y -- see above
0003 byte Height. 0 is default, level height units otherwise.
0004 [2]byte Unused
0006 byte Colour
0007 [3]byte Unused

Object 7/7/8 is a placeholder for force bridges that have not been activated yet. These objects are invisible and are made to force bridges with the use of trigger action 24.

Force bridges of type 7/7/9 differ from the typical ones (7/7/7) in having a default height of zero and no animation when switched from type 8. They furthermore need a size explicitly set.

The engine supports several different values for ```Colour```. Used values are ```0x00``` for red and ```0xFE``` for green.

> Not all 256 colour possibilities have been tested, many resulted in dark red tones or solid colours. Usable variants were found from ```0xF7``` and above.

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