Skyscraper Random Object Creator: Difference between revisions
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Elevator1512 (talk | contribs) (Created page with "{{legit}} '''Skyscraper Random Object Creator''' (SROC) is a function allowing users to add many different objects such as trees and door trims to their building. Adding an object using SROC requires the user to place in <code><Include SROC/Scripts/r1_script.txt></code> near the beginning of their building scripts <!--- EG881 recommended it be placed after the textures ection -->. == Steps == <!--- All of the below steps were created by EG881 ---> == See also == * In-C...") |
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'''Skyscraper Random Object Creator''' (SROC) is a function allowing users to add many different objects such as trees and door trims to their building. Adding an object using SROC requires the user to place in <code><Include SROC/Scripts/r1_script.txt></code> near the beginning of their building scripts <!--- EG881 recommended it be placed after the textures ection --> | '''Skyscraper Random Object Creator''' (SROC) is a function allowing users to add many different objects such as trees and door trims to their building. Adding an object using SROC requires the user to place in <code><Include SROC/Scripts/r1_script.txt></code> near the beginning of their building scripts.<!--- EG881 recommended it be placed after the textures ection --> | ||
== Steps == | == Steps == | ||
<!--- All of the below steps were created by EG881 ---> | <!--- All of the below steps were created by EG881 (except for the descriptions which were paraphrased into E1512's own words ---> | ||
=== Adding Trees === | |||
''NOTE: Trees made using SROC are generically represented and not detailed 3D models due to requiring several hundred and likely thousands of polygons and thereby using lots of resources.'' | |||
*The syntax used is <code>AddTree(texture, x, z, width, height, offset)</code>, where: | |||
# <code>texture:</code> tree texture | |||
# <code>x:</code> center x value of the tree | |||
# <code>z:</code> center z value of the tree | |||
# <code>width:</code> width of the tree | |||
# <code>height:</code> height of the tree | |||
# <code>offset:</code> starting altitude of tree | |||
Default textures used are <code>sroc_tree1</code> (represents a large maple tree with a 3/4<abbr title="width/height">*</abbr> ratio) and <code>sroc_blank</code> (a clear and transparent texture) | |||
=== Adding Door Trims === | |||
Door trims can be added to any building with a single function/ The syntax used is: | |||
*<code>AddTrim(type, direction, showmainside, showbackside, texture, depth, x, z, width, height, offset, borderwidth, number<abbr title="This is only required for Stair1">*</abbr>)</code> | |||
*<code>AddAutoSizeTrim(type, direction, showmainside, showbackside, texture, depth, x, z, width, height, offset, borderwidth, number<abbr title="This is only required for Stair1">*</abbr>)</code> | |||
#<code>type:</code> determines the type of door trim, 1 for standard doors, 2 for windows, Stair1 for stairwell doors | |||
# <code>direction:</code> determines the direction the main side faces, should be consistant with the corresponding wall's orientation (front corresponding to left and back to right); can be left, right, front, back, centerx, or centerz) | |||
# <code>texture:</code> door trim texture | |||
# <code>showmainside:</code> tells whether to create trim on the main side (or the side specified in the direction parameter) | |||
# <code>showbackside:</code> tells whether to create trim on the back side (or the side opposite to the main side) | |||
# <code>depth:</code> depth of the trim opening, should be consistent with the wall's thickness or distance between elevator doors and the main wall | |||
# <code>x:</code> center x (for elevator door trim, center x of shaft) | |||
# <code>z:</code> center z (for elevator door trim, center z of shaft) | |||
# <code>width:</code> width of trim opening (not including extra width from trim thickness) | |||
# <code>height:</code> height of trim opening (not including extra height from trim thickness) | |||
# <code>offset:</code> starting altitude of trim | |||
# <code>borderthickness:</code> thickness of trim | |||
# <code>number:</code> this parameter specifies the shaft/stairwell number (for door trim inside stairwells or elevatorshafts) | |||
The default textures used are: | |||
# <code>sroc_brass1</code> - shiny brass | |||
# <code>sroc_brass2</code> - dull brass | |||
# <code>sroc_brass3</code> - brass, medium luster, lower saturation | |||
# <code>sroc_stainlesssteel1</code> - shiny stainless steel | |||
# <code>sroc_stainlesssteel2</code> - dark stainless steel | |||
# <code>sroc_stainlesssteel3</code> - stainless steel, medium luster and brightness | |||
# <code>sroc_blank</code> - clear, transparent | |||
# <code>sroc_blacktrim</code> - standard black door/window trim | |||
== See also == | == See also == | ||
* [[In-Code Basic Stairwell Creator]] | * [[In-Code Basic Stairwell Creator]] | ||
* [[Escalator2011]] | * [[Escalator2011]] | ||
[[Category:Scripts]] | [[Category:Scripts]] |
Latest revision as of 21:47, 11 May 2024
It contains good-faith information, such as an existing building or content. |
Skyscraper Random Object Creator (SROC) is a function allowing users to add many different objects such as trees and door trims to their building. Adding an object using SROC requires the user to place in <Include SROC/Scripts/r1_script.txt>
near the beginning of their building scripts.
Steps[edit | edit source]
Adding Trees[edit | edit source]
NOTE: Trees made using SROC are generically represented and not detailed 3D models due to requiring several hundred and likely thousands of polygons and thereby using lots of resources.
- The syntax used is
AddTree(texture, x, z, width, height, offset)
, where:
texture:
tree texturex:
center x value of the treez:
center z value of the treewidth:
width of the treeheight:
height of the treeoffset:
starting altitude of tree
Default textures used are sroc_tree1
(represents a large maple tree with a 3/4* ratio) and sroc_blank
(a clear and transparent texture)
Adding Door Trims[edit | edit source]
Door trims can be added to any building with a single function/ The syntax used is:
AddTrim(type, direction, showmainside, showbackside, texture, depth, x, z, width, height, offset, borderwidth, number*)
AddAutoSizeTrim(type, direction, showmainside, showbackside, texture, depth, x, z, width, height, offset, borderwidth, number*)
type:
determines the type of door trim, 1 for standard doors, 2 for windows, Stair1 for stairwell doorsdirection:
determines the direction the main side faces, should be consistant with the corresponding wall's orientation (front corresponding to left and back to right); can be left, right, front, back, centerx, or centerz)texture:
door trim textureshowmainside:
tells whether to create trim on the main side (or the side specified in the direction parameter)showbackside:
tells whether to create trim on the back side (or the side opposite to the main side)depth:
depth of the trim opening, should be consistent with the wall's thickness or distance between elevator doors and the main wallx:
center x (for elevator door trim, center x of shaft)z:
center z (for elevator door trim, center z of shaft)width:
width of trim opening (not including extra width from trim thickness)height:
height of trim opening (not including extra height from trim thickness)offset:
starting altitude of trimborderthickness:
thickness of trimnumber:
this parameter specifies the shaft/stairwell number (for door trim inside stairwells or elevatorshafts)
The default textures used are:
sroc_brass1
- shiny brasssroc_brass2
- dull brasssroc_brass3
- brass, medium luster, lower saturationsroc_stainlesssteel1
- shiny stainless steelsroc_stainlesssteel2
- dark stainless steelsroc_stainlesssteel3
- stainless steel, medium luster and brightnesssroc_blank
- clear, transparentsroc_blacktrim
- standard black door/window trim