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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>Skyscraper Building Design Guide</title>
<meta http-equiv="content-type" content="text/html;
charset=windows-1252">
</head>
<body>
<div align="center">
<p><strong><font size="+2">Skyscraper 2.0<br>
Building Design Guide<br>
</font></strong>Copyright (C)2005-2024 Ryan Thoryk</p>
<hr>
<p align="left">This document describes how to create your own
buildings for the Skyscraper simulator, and also describes all
of the available commands. Please note that the commands and
syntax will change frequently during the simulator's
development, and formatting will be cleaned up to make the code
more readable. A graphical building designer is planned, which
will generate these script files based on simplified CAD-like
floorplan layouts, and will also allow the user to view the
building in 3D as it's being created.</p>
<p align="left"> </p>
<p align="center"><font size="+1"><strong><u>Contents</u></strong></font></p>
<p align="center"><a href="#Start">Starting a new building</a></p>
<p align="center"><a href="#General">General Stuff</a></p>
<p align="center"><a href="#Globals">Globals Section</a></p>
<p align="center"><a href="#Textures">Textures Section</a></p>
<p align="center"><a href="#Floor">Floor Sections</a></p>
<p align="center"><a href="#Elevator">Elevator Sections</a></p>
<p align="center"><a href="#Car">Car (Elevator) Sections</a></p>
<p align="center"><a href="#Controller">Controller Sections</a></p>
<p align="center"><a href="#CallStation">CallStation Sections</a></p>
<p align="center"><a href="#GlobalCommands">Global Commands</a></p>
<p align="center"><a href="#ExtendedCommands">Extended Commands</a></p>
<p align="center"><a href="#Functions">Predefined Functions</a></p>
<p align="center"><a href="#Buildings">Buildings Section</a></p>
<p align="center"><a href="#Vehicles">Vehicles Section</a></p>
<p align="center"><a href="#Example">Example Building</a></p>
<p align="left"> </p>
<p align="left"><strong><font size="+1"><a name="Start"></a>1.
Starting a new building</font></strong></p>
<p align="left">Buildings are stored in text files in Skyscraper's
<em>buildings</em> folder, usually at "c:\program
files\skyscraper\buildings" on Windows, or in the "buildings"
directory on Unix. The filenames end in BLD, and so you need to
make sure your text file ends with ".bld" and not ".txt". To
create a new building, first open up a text editor, and read the
instructions below. When you're finished, save it into the <em>buildings</em>
folder shown above, as something like "mybuilding.bld". The
building will appear when you choose "Other buildings..." in
Skyscraper's main menu the next time you run it. A simplistic
building is included for you to get a good idea of the overall
format of a typical building data file. You might also want to
open one of the other buildings that come with Skyscraper
("Triton Center.bld", "Glass Tower.bld", etc) for examples on
the more advanced functions. Please note that the script syntax
will change in the future.</p>
<p align="left"> </p>
<p align="left"><strong><font size="+1"><a name="General"></a>2.
General Stuff</font></strong></p>
<p align="left"><strong>1. Comments</strong></p>
<p align="left">To add a comment to your file, simply put the #
symbol right before your comment. For example:<br>
<font face="Courier New, Courier, mono" size="2"># This is a
comment</font></p>
<p align="left">It's a good idea to use comment markers to add a
title header at the top of your building file. The Triton Center
file has this header:<br>
<font face="Courier New, Courier, mono" size="2">#The Triton
Center<br>
#Copyright �2002-2013 Ryan Thoryk</font></p>
<p align="left"><br>
<strong>2. Variables</strong></p>
<p align="left">Variables are marked with percent signs (%), and
most system variables will be described later. Variables can be
set using the Set command:<font face="Courier New, Courier,
mono" size="2"><br>
Set myvariable = 100<br>
</font>and then can be used later:<font face="Courier New,
Courier, mono" size="2"><br>
Height = %myvariable%<br>
<br>
</font></p>
<p align="left"><strong>3. IF/While statements</strong></p>
<p align="left">Basic IF and While statements can be made, with
the following syntax:<br>
<font face="Courier New, Courier, mono" size="2">if[<em>expression</em>]
command<br>
while[<em>expression</em>] command</font></p>
<p align="left">Available signs are = (equals), > (greater
than), < (less than), ! (is not), & (and) and | (or).
Expressions can also be enclosed in parenthesis. Note that
IF/While statements only work with the current line, and do not
currently support multiple lines within an IF/While block, an
"else" statement, or nesting. A While statement will loop the
current line until the expression is false, so be careful with
this because it can create an infinite loop if the expression is
always true. See the <em>Functions</em> section below for an
example of a While statement.</p>
<p align="left">For example, to set the height to 9.5 if the floor
number is less than 82:<br>
<font face="Courier New, Courier, mono" size="2">if[%floor% <
82] Height = 9.5</font></p>
<p align="left">This example shows a complex expression:<br>
<font face="Courier New, Courier, mono" size="2">if[%floor% <
82 & (%height% = 3 | %height% = 5)] Height = 9.5</font></p>
<p align="left">In the above example, the statement will be true
if the <em>floor</em> value is less than 82 and if the <em>height</em>
value is either 3 or 5.<br>
<br>
</p>
<p align="left"><strong>4. Inline calculations</strong></p>
<p align="left">Values can be calculated inline by using the
following math operators: <br>
+ (plus), - (minus), / (divide), * (multiply), and ^ (power of)</p>
<p align="left">They can be used anywhere in the data file. Here's
an example of one being used with the Set command:<br>
<font face="Courier New, Courier, mono" size="2">Set 1 =
%floorheight% + 10</font></p>
<p align="left">Parenthesis are also supported, for grouped
operations. Here's an example of a complex math expression:<br>
<font face="Courier New, Courier, mono" size="2">Set 5 =
%height% + (%interfloorheight% * (4 / %altitude%))</font></p>
<p align="left"><font face="Courier New, Courier, mono" size="2"><br>
</font><strong>5. Object parameters from outside floor sections</strong></p>
<p align="left">Information about a certain floor can be obtained
elsewhere in the script, by referencing the floor in this
manner:</p>
<p align="left"><font face="Courier New, Courier, mono" size="2">Floor(<em>number</em>).<em>parameter</em></font></p>
<p align="left">Available parameters are <em>Base</em>, <em>Altitude</em>,
<em>Height</em>, <em>FullHeight</em> and <em>InterfloorHeight</em>.
Note that this function must only be called after the specified
floor has been created.<br>
If the <em>InterfloorOnTop</em> parameter in the globals
section is set to 'false' (the default), then <em>Base</em>
(slab height) refers to the floor's altitude plus interfloor
height; otherwise it refers to the altitude.</p>
<p align="left">Example:<font face="Courier New, Courier, mono"
size="2"><br>
Set 1 = Floor(5).Altitude</font></p>
<p align="left"><strong><font face="Courier New, Courier, mono"
size="2"><br>
</font>6. Includes</strong></p>
<p align="left">Other script files can be included (inserted)
anywhere in the current script by using the <Include>
command. Scripts can be included multiple times, and included
scripts can include other scripts.</p>
<p align="left">Syntax:<br>
<font face="Courier New, Courier, mono" size="2"><Include <em>filename</em>></font></p>
<p align="left">To include a file called test.txt that's in the
data folder, you would enter:<br>
<font face="Courier New, Courier, mono" size="2"><br>
<Include data/test.txt><br>
</font></p>
<p align="left"><br>
<strong>7. Functions</strong></p>
<p align="left">Functions can be created to share code between
sections of scripts, and also between entire scripts when used
in conjunction with includes. An unlimited number of parameters
can be specified for each function. If a function is specified
with the same name as a previously defined function, the
function will be skipped and a warning will be printed. This can
only be used outside of any section, such as <Floor>.</p>
<p align="left">Syntax:<br>
<font face="Courier New, Courier, mono" size="2"><Function <em>name</em>><br>
<em>(code)</em><br>
<EndFunction> </font></p>
<p align="left">The above is a function definition, and must be
used before the function call. Functions can be called from
anywhere in the script, and can also call other functions,
resulting in nested functions. To call the function later in
your code, use the function name followed by a list of
parameters contained within parenthesis, or just parenthesis if
you're not passing any parameters:</p>
<p align="left">Syntax:<br>
<em>name</em>(<em>parameter1</em>, <em>parameter2</em>, ...)<br>
or<br>
name()<br>
<br>
The parameters appear as variables inside the function in the
form of <font face="Courier New, Courier, mono" size="2">%param#%</font>
- so the first parameter passed is <font face="Courier New,
Courier, mono" size="2">%param1%</font>, the second is <font
face="Courier New, Courier, mono" size="2">%param2%</font>,
etc. For an example, I'll create a function called Test with a
single SetAutoSize command within it, and call that function:</p>
</div>
<div align="left">
<p><font face="Courier New, Courier, mono" size="2"><Function
test><br>
SetAutoSize = %param1%, %param2%<br>
<EndFunction><br>
<br>
test(false, false)</font></p>
<p>In the above example, the command that ends up being performed
is "SetAutoSize = false, false". Here is an example of using a
While statement to loop a function:</p>
<p><font face="Courier New, Courier, mono" size="2">set a = 0<br>
<Function testing><br>
set a = %a% + 1<br>
print %a%<br>
<EndFunction><br>
<br>
while [%a% < 5] testing()<br>
print finished</font></p>
<p>The console output of that ends up being:</p>
<p><font face="Courier New, Courier, mono" size="2">1<br>
2<br>
3<br>
4<br>
5<br>
finished</font></p>
<p align="left"><br>
<strong>8. Advanced Math Functions</strong></p>
<p align="left">Several built-in advanced math functions are
provided, mostly for trigonometric calculations.</p>
<p align="left">Syntax and descriptions:<br>
<br>
cos(<em>x</em>) - calculate cosine, x is angle in radians<br>
sine(<em>x</em>) - calculate sine, x is angle in radians<br>
tan(<em>x</em>) - calculate tangent, x is angle in radians<br>
acos(<em>x</em>) - calculate arc cosine, x is a value from -1 to
1<br>
asin(<em>x</em>) - calculate arc sine, x is a value from -1 to 1<br>
atan(<em>x</em>) - calculate arc tangent<br>
atan2(<em>y</em>, <em>x</em>) - calculate arc tangent with two
values, one for the y-coordinate and one for the x<br>
sqrt(<em>x</em>) - calculate square root<br>
abs(<em>x</em>) - calculate absolute value<br>
exp(<em>x</em>) - calculate exponential function<br>
log(<em>x</em>) - calculate natural logarithm<br>
log2(<em>x</em>) - calculate binary logarithm<br>
log10(<em>x</em>) - calculate common logarithm<br>
mod(<em>number</em>, <em>denominator</em>) - calculate modulo
(remainder) of a division<br>
hypot(<em>x</em>, <em>y</em>) - calculate hypotenuse<br>
ceil(<em>number</em>) - calculate ceiling (round up)<br>
flr(<em>number</em>) - calculate floor (round down)<br>
rnd(<em>limit</em>) - generate random number from 0 to limit<br>
round(<em>number, decimals</em>) - round number to nearest
value; the <em>decimals</em> parameter is optional<br>
</p>
<p align="left"><strong><br>
9. For loops</strong></p>
<p align="left">For loops can be created by specifying an iterator
variable, and the range to use, with the following syntax:<br>
<font face="Courier New, Courier, mono" size="2"><For <i>iterator</i>
<i>start</i> To <i>end></i><br>
<i>(code)</i><br>
<EndFor></font></p>
<p align="left">The For loop will loop until it completes the
"end" value, and can iterate up or down. The value of the
iteration is stored in the iterator variable and the variable
name must be unique.<br>
In the following example, the iterator variable will be printed
out on each iteration:<br>
<font face="Courier New, Courier, mono" size="2"><For <i>i 1
to 3></i><br>
P<i>rint %i%</i><br>
<EndFor></font></p>
<p align="left">When the code is run, this is the result:<br>
<font face="Courier New, Courier, mono" size="2">1<br>
2<br>
3<br>
</font></p>
For loops can be nested, like this:<br>
<font face="Courier New, Courier, mono" size="2"><For <i>i 1
to 3></i><br>
<For j 1 to 4><br>
<i>Print %i%</i> : %j%<br>
<EndFor><br>
<EndFor><br>
<br>
</font>
<p align="left">When the code is run, this is the result:<br>
<font face="Courier New, Courier, mono" size="2">1 : 1<br>
</font><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">1 : 2<br>
</font></font><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">1 : 3<br>
</font></font></font><font face="Courier New, Courier, mono"
size="2"><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">1 : 4<br>
</font></font></font></font><font face="Courier New,
Courier, mono" size="2"><font face="Courier New, Courier,
mono" size="2">2 : 1<br>
</font></font><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">2 : 2<br>
</font></font></font><font face="Courier New, Courier, mono"
size="2"><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">2 : 3<br>
</font></font></font>2 : 4<br>
3 : 1<br>
</font><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">3 : 2</font><br>
</font><font face="Courier New, Courier, mono" size="2"><font
face="Courier New, Courier, mono" size="2">3 : 3<br>
</font></font><font face="Courier New, Courier, mono" size="2">3
: 4</font><br>
</p>
<br>
</div>
<div align="center">
<p align="left"><strong><font size="+1"><a name="Globals"></a>3.
The <em>Globals</em> Section</font></strong></p>
<p align="left">The <em>Globals</em> section contains the general
information about your building. This section is required, since
it determines if a building file is valid. The section starts
with this header:<br>
<font face="Courier New, Courier, mono" size="2"><Globals></font></p>
<p align="left">and ends with this footer:<br>
<font face="Courier New, Courier, mono" size="2"><EndGlobals></font></p>
<p align="left">Parameters are placed between those two markers,
and look like this:<br>
<font face="Courier New, Courier, mono" size="2">Parameter = <em>value</em></font></p>
<p align="left">Example:<br>
<font face="Courier New, Courier, mono" size="2">Name = Triton
Center</font></p>
<p align="left"><strong>Parameters (all are optional):</strong></p>
<p align="left"><strong>1. Name</strong> - building name<br>
Example: <font face="Courier New, Courier, mono" size="2">Name
= My Building</font></p>
<p align="left"><strong>2. Designer</strong> - name of building's
designer<br>
<font face="Courier New, Courier, mono" size="2">Designer = Me</font><br>
<br>
<strong>3. Location</strong> - location of the building<br>
<font face="Courier New, Courier, mono" size="2">Location = 100
Main Street</font></p>
<p align="left"><strong>4. Description</strong> - Brief
description of the building<br>
<font face="Courier New, Courier, mono" size="2">Description = A
really average building</font><br>
<br>
<strong>5. Version</strong> - Version of the building (can be
text)<br>
<font face="Courier New, Courier, mono" size="2">Version = 1</font><br>
<br>
<strong>6. CameraFloor</strong> - camera's starting floor,
starting with 0 (like Floors command) - default is 0<br>
<font face="Courier New, Courier, mono" size="2">CameraFloor = 0</font><br>
<br>
<strong>7. CameraPosition</strong> - camera's starting position
in X (left/right) and Z (forward/backward) feet coordinates -
default is "0, 0"<br>
Syntax: <font face="Courier New, Courier, mono" size="2">CameraPosition
= <em>X</em>, <em>Z</em></font><br>
<font face="Courier New, Courier, mono" size="2">CameraPosition
= 0, -10</font><br>
<br>
<strong>8. CameraDirection</strong> - specifies a 3D point that
the camera is looking at on startup (instead of specifying
rotation), in X (left/right), Y (up down), and Z
(forward/backward) feet coordinates.<br>
<font face="Courier New, Courier, mono" size="2">CameraDirection
= 0, 10, 28.8</font></p>
<p align="left"><strong>9. CameraRotation</strong> - axis rotation
of the camera on startup - X is degrees up/down, Y is degrees
left/right, and Z is spin. Default is "0, 0, 0", and the example
makes the camera face right.<br>
Syntax: <font face="Courier New, Courier, mono" size="2">CameraRotation
= <em>X</em>, <em>Y</em>, <em>Z</em></font><br>
<font face="Courier New, Courier, mono" size="2">CameraRotation
= 0, 90, 0</font></p>
<p align="left"><strong>10. Sky</strong> - which skybox texture
pack to use, if the Caelum sky system is off. In the following
example, the chosen pack is "noon", and the file "sky-noon.zip"
will be loaded. Default is "noon".<br>
<font face="Courier New, Courier, mono" size="2">Sky = noon<br>
</font></p>
<p align="left"><strong>11. DynamicSky </strong>- which Caelum
sky script to use. In the following example, the script is
"RainWind", which is listed in the data/caelum/sky.os resource
file. Default is "DefaultSky".<br>
<font face="Courier New, Courier, mono" size="2">DynamicSky =
RainWind<br>
</font></p>
<p style="text-align:left;margin-left:0;margin-right:auto;">Available
sky types in data/caelum/sky.os file:<br>
DefaultBase<br>
DefaultSky<br>
Cloudy<br>
Overcast<br>
BigPuffyStars<br>
BigPuffyStarsWithFogComposer<br>
MidnightSun<br>
Eclipse<br>
FogSky<br>
RainWind<br>
RainUp<br>
ShadowDebug<br>
HugeAmbientFactor<br>
BasicCloud<br>
OverrideCloud<br>
CloudMesh<br>
CloudFade<br>
SkyDomeOverrideHazeTest<br>
GroundFogNoise<br>
SandStormTest</p>
<p align="left"><strong>12. InterfloorOnTop</strong> - determines
if the interfloor area should be located at the bottom or top of
each floor. Interfloor areas represent the area used by floor
trusses (supports), between a level's ceiling and the next
level. Since each floor needs supports below it, the default is
false.<br>
<font face="Courier New, Courier, mono" size="2">InterfloorOnTop
= true</font></p>
<p align="left"><strong>13. Collisions</strong> - enables/disables
collisions (default is true)<br>
<font face="Courier New, Courier, mono" size="2">Collisions =
false</font></p>
<p align="left"><strong>14. Gravity</strong> - enables/disables
gravity (default is true)<br>
<font face="Courier New, Courier, mono" size="2">Gravity = false</font></p>
<p align="left"><strong>15. Coordinates</strong> - set latitude
and longitude of building (for sky system)<br>
<font face="Courier New, Courier, mono" size="2">Coordinates =
41.883, -87.629</font></p>
<p align="left"><strong>16. DateTime</strong> - set UTC date/time
on startup (in Julian value), for sky system, or set to "now" to
use the current system time<br>
<font face="Courier New, Courier, mono" size="2">DateTime =
2457197.1254</font><br>
<font face="Courier New, Courier, mono" size="2">DateTime = now</font></p>
<p align="left"><strong>17. TimeScale</strong> - sets the time
multiplier for the sky system. The default is 25. Set to 1 for
real-time.<br>
<font face="Courier New, Courier, mono" size="2">TimeScale = 1</font><br>
</p>
<p align="left"><strong>18. Position</strong> - set the 3D
position of this building, used when loading multiple buildings.
See the Load command in the Buildings section for more
information.<br>
Syntax: <font face="Courier New, Courier, mono" size="2">Position
= <em>X, Y, Z</em></font><br>
Example: <font face="Courier New, Courier, mono" size="2">Position
= 100, 0, 100</font></p>
<p align="left"><strong>19. Rotation</strong> - set the 3D
rotation (Y axis, which is left/right), in degrees, of this
building, used when loading multiple buildings. See the Load
command in the Buildings section for more information.<br>
Syntax: <font face="Courier New, Courier, mono" size="2">Rotation
= <em>value</em></font><br>
Example: <font face="Courier New, Courier, mono" size="2">Rotation
= 90</font></p>
<p align="left"><strong>20. Bounds</strong> - set the 3D
boundaries of this building, which is only used if loading
multiple buildings, and if this building is not the first
(primary) building. If both Y values are 0, the Y values are set
to be unlimited. See the Load command in the Buildings section
for more information.<br>
Syntax: <font face="Courier New, Courier, mono" size="2">Bounds
= <em>MinX, MinY, MinZ, MaxX, MaxY, MaxZ</em></font><br>
Example: <font face="Courier New, Courier, mono" size="2">Bounds
= -100, 0, -100, 100, 0, 100</font></p>
<p align="left"> </p>
<p align="left"><strong><font size="+1"><a name="Textures"></a>4.
The <em>Textures</em> Section</font></strong></p>
<p align="left">The Textures section loads textures into the
simulation and assigns names to them, for use in the rest of the
sections. The section starts with this header:<br>
<font face="Courier New, Courier, mono" size="2"><Textures></font></p>
<p align="left">and ends with this footer:<br>
<font face="Courier New, Courier, mono" size="2"><EndTextures></font></p>
<p align="left"><strong>1. Load</strong> - loads a texture<br>
Syntax: <font face="Courier New, Courier, mono" size="2">Load <em>filename</em>,
<em>name</em>, <em>tile_x</em>, <em>tile_y[, force</em></font>]<br>
Example: <font face="Courier New, Courier, mono" size="2">Load
data\brick1.jpg, Brick, 1, 1</font></p>
<p align="left">This example will load the file brick.jpg and name
it Brick. The values <em>tile_x</em> and <em>tile_y</em> are
per-texture multipliers. For example, if you set <em>tile_x</em>
to 2, and you specify a texture width (tw) of 2 during an <em>AddFloor</em>
command later, the tiling value will be 4 (2 times 2), and the
texture will be repeated 4 times horizontally. The <em>force</em>
value is optional, and if set to false, autosizing will always
be disabled for this texture; if set to true, autosizing will
always be enabled.</p>
<p align="left"><strong>2. LoadRange</strong> - loads a numeric
range of textures, and the current number is available in the <em>number</em>
variable (<font face="Courier New, Courier, mono" size="2">%number%</font>)<br>
Syntax: <font face="Courier New, Courier, mono" size="2">LoadRange
<em>startnumber</em>, <em>endnumber</em>, <em>filename</em>,
<em>name</em>, <em>tile_x</em>, <em>tile_y[, force] </em></font><br>
Example: <font face="Courier New, Courier, mono" size="2">LoadRange
2, 138, data\floorindicators\%number%.jpg, Button%number%, 1,
1</font></p>
<p align="left">This example will load the file 2.jpg and name it
Button2, 3.jpg as Button3, and so on. The values <em>tile_x</em>
and <em>tile_y</em> are per-texture multipliers. For example,
if you set <em>tile_x</em> to 2, and you specify a texture
width (tw) of 2 during an <em>AddFloor</em> command later, the
tiling value will be 4 (2 times 2), and the texture will be
repeated 4 times horizontally. The <em>force</em> value is
optional, and if set to false, autosizing will always be
disabled for this texture; if set to true, autosizing will
always be enabled.</p>
<p style="text-align:left;margin-left:0;margin-right:auto;"><strong>3.
LoadAnimated</strong> - loads a set of textures to use as a
single animated texture<br>
Syntax: <font face="Courier New, Courier, mono" size="2">LoadAnimated
<em>filename1, filename2, ..., name, duration, tile_x,
tile_y[, force]<br>
</em></font>Example: <font face="Courier New, Courier, mono"
size="2">LoadAnimated data/pic1.jpg, data/pic2.jpg,
data/pic3.jpg, myanimation, 2, 1, 1</font></p>
<p style="text-align:left;margin-left:0;margin-right:auto;">This
example will load the files pic1.jpg, pic2.jpg and pic3.jpg and
associate them with the texture material "myanimation". When
"myanimation" is used, those three images will automatically be
displayed in order, in a loop. <em>Duration</em> refers to the
length of the animation in seconds. The values <em>tile_x</em>
and <em>tile_y</em> are per-texture multipliers. For example,
if you set <em>tile_x</em> to 2, and you specify a texture
width (tw) of 2 during an <em>AddFloor</em> command later, the
tiling value will be 4 (2 times 2), and the texture will be
repeated 4 times horizontally. The <em>force</em> value is
optional, and if set to false, autosizing will always be
disabled for this texture; if set to true, autosizing will
always be enabled.</p>
<p style="text-align:left;margin-left:0;margin-right:auto;"><strong>4.