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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<TITLE>The Osirion Project - Editing the world</TITLE>
</head>
<body>
<H1>
The Osirion Project - Editing the world
</H1>
<p>
One of the goals of the project is to create a game world that is
easy to adapt and extend. At the moment of writing, the game reads the
world description from <i>ini/world.ini</i> and a list of buyable ships
from <i>ini/ships.ini</i>. These ini-files are plain text files that can be
edited with any text editor.
</p><p>
The world description files are server-side. This means that editing your local
copies will not affect the world when you connect to a remote server. Someone
connecting to your server will also receive your modified world.
</p><p>
I recommend you do not edit the original game data, copy the files you want
to edit toyour personal osirion directory. The files found in this directory will
get precedence over the original game data. Your modified files will be used
and the original files can still be updated when a new version is available.
</p><p>
On Linx and other Unix-systems your personal osirion is a hidden directory called
<i>.osirion</i> in your home directory. On windows, your personal osirion directory
is <i>My Documents\My Games\Osirion</i>.
</p>
<h2>
File structure
</h2>
<p>
World description files use the windows ini-file syntax. These files contain one or more sections.
Every section starts with a section name enclosed in square brackets and contains a list of
<i>value=key</i> pairs to describe the properties for the current section.
Lines starting with a semicolon are considered comments and are ignored.
</p><p>
For example, a section <i>planet</i> describing a planet called Seymour:
</p>
<pre>
[planet]
label=seymour
name=planet Seymour
location=-128 1024 -32
color=1 .9 .5
texture=planets/seymour
radius=68
</pre>
<h2>
World
</h2>
<p>
The file <i>world.ini</i> contains a list of zone labels. A zone is a seperate compartment in the gameworld,
like a solar system or a remote sector in space. It contains a single <i>world</i> section containting multiple
<i>zone</i> keys.
</p>
<h3>
[world]
</h3>
<table>
<tr>
<td class="wide"><i>zone =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>the in-game label of a zone</td>
</tr>
</table>
<p>
<i>Note:</i> a label can only contain letters, numbers and underscores. Any other character is deleted. This applies to any label in any .ini-file.
</p>
<pre>
; a world.ini with two zones
[world]
zone=ghant
zone=brogha
</pre>
<h2>
Zones
</h2>
<p>
Each zone has its own zone description file. The actual name of the file depends on the zone label.
If your <i>world.ini</i> contains the line <i>zone=ghant</i>, the content of the zone with
the label <i>ghant</i> would be described in the file <i>zones/ghant.ini</i>.
</p><p>
The .ini-file containts a list of objects populating that zone, and the basic properties of those
objects. In the context of the engine, such an object is called an <i>entity</i>.
</p>
<h3>
[zone]
</h3>
<p>
Every zone description file has a <i>zone</i> section describing a few of its basic properties:
</p>
<table>
<tr>
<td class="wide"><i>name =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>the in-game name of the entity</td>
</tr>
<tr>
<td class="wide"><i>sky =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>name of the sky texture in <i>textures/env</i> directory</td>
</tr>
<tr>
<td class="wide"><i>default =</i></td>
<td class="narrow"><strong>[bool]</strong></td>
<td>mark this zone as the default zone for the game, only one zone can have this key set to yes, can be omitted elsewhere</td>
</tr>
</table>
<pre>
; ghant.ini
; zone description file for the Ghant system
[zone]
name=Ghant system
sky=sky12
default=yes
</pre>
<h3>
[entity]
</h3>
<p>
You can add several <i>entity</i> sections to define the objects occupying your zones. Entities come in two flavours: basic geometrical shapes and entities with models. Both have a similar definition and set of properties. A simple <i>entity</i> is considered decoration by the engine and won't change direction or location.
</p><p>
Every in-game entity should have a <i>label</i> key. If the entity in question is going to be used as a base, or any object the could be referenced in possible scripting, it should have a unique label. The label should be lowercase and not contain spaces. A player-friendly name can be provided through the <i>name</i> key.
</p>
<table>
<tr>
<td class="wide"><i>label =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>the in-game label of the entity</td>
</tr>
<tr>
<td class="wide"><i>name =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>the in-game name of the entity</td>
</tr>
</table>
<p>
Set the <i>shape</i> key to define a basic geometrical shape:
</p>
<table>
<tr>
<td class="wide"><i>shape =</i></td>
<td class="narrow"><strong>axis</strong></td>
<td>a 3d-axis with X, Y and Z lines.
</tr>
<tr>
<td class="wide"></td>
<td class="narrow"><strong>cube</strong></td>
<td>a cube</td>
</tr>
<tr>
<td class="wide"></td>
<td class="narrow"><strong>diamond</strong></td>
<td>a rotating octahedron with an axis</td>
</tr>
<tr>
<td class="wide"></td>
<td class="narrow"><strong>sphere</strong></td>
<td>a polyhedron approximation of a sphere</td>
</tr>
</table>
<p>
The size of the entity can be set with the <i>radius</i> key:
</p>
<table>
<tr>
<td class="wide"><i>radius =</i></td>
<td class="narrow"><strong>[float]</strong></td>
<td>the radius of the entity in game units</td>
</tr>
</table>
<p>
1 game unit translates to 100m in-game, an entity with a radius of 0.5
would fit into a sphere with a diameter of 100m.
<p>
<p>
An entity with a model can be created by setting the <i>model</i> key. The radius of a model is automaticly calculated:
</p>
<table>
<tr>
<td class="wide"><i>model =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>filename of the model in the <i>maps/</i> directory, without extension.</td>
</tr>
</table>
<p>
The <i>color</i> key sets the primary color of the entity. This color will be used to draw the entity in case of
a geometrical shape, or to draw model faces that have the <i>common/entity</i> texture. The default entity colour is white.
The <i>colorsecond </i> key can be used to set the secondary color of entities with a model.
</p>
<table>
<tr>
<td class="wide"><i>color =</i></td>
<td><strong>[float] [float] [float]</strong></td>
<td>primary entity color RGB values with in the 0.0 - 1.0 or 0 - 255 range</td>
</tr>
<tr>
<td class="wide"><i>colorsecond =</i></td>
<td><strong>[float] [float] [float]</strong></td>
<td>secondary entity color</td>
</table>
<p>
The <i>location</i> sets the in-game position:
</p>
<table>
<tr>
<td class="wide"><i>location =</i></td>
<td><strong>[float] [float] [float]</strong></td>
<td>x, y, z values of the entity location, z is up</td>
</tr>
</table>
<p>
1 game unit on the x, y, or z-axis translates to 100m in-game.
</p><p>
Orientation can be set thought the <i>direction</i>, <i>pitch</i>, and <i>roll</i> keys:
</p>
<table>
<tr>
<td class="wide"><i>direction =</i></td>
<td class="narrow"><strong>[float]</strong></td>
<td>direction angle the entity is pointing to. 0 degrees is north, 90 degrees is west, default is 0
</tr>
<tr>
<td class="wide"><i>pitch =</i></td>
<td class="narrow"><strong>[float]</strong></td>
<td>pitch angle, default is 0<td>
</tr>
<tr>
<td class="wide"><i>roll =</i></td>
<td class="narrow"><strong>[float]</strong></td>
<td>roll angle, default is 0<td>
</tr>
</table>
<p>
An example of an entity with a basic shape:
</p>
<pre>
[entity]
label=origin
name=Galactic origin
shape=axis
radius=1
location=0 0 0
; yellow
color=1 1 0
</pre>
<p>
An example of an entity with a model:
</p>
<pre>
[entity]
label=ikarus
name=Ikarus satellite
model=satellites/ikarus
; blue
color=100 100 230
location=64 0 0
direction=120
pitch=15
</pre>
<h3>
[station]
</h3>
<p>
A <i>station</i> section defines an entity that can be visited by a player. This section
can contain the same keys as the <i>entity</i> section, but the entity will be marked as
dockable and the player will be able to target it for docking.
</p>
<p>
The engine will load the stations menu descriptions from the file <i>zones/zonelabel/entitylabel.ini</i>.
For example, if your zone has the label <i>ghant</i> and your entity has the label <i>alexandria</i> then
the engine will try to read <i>zones/ghant/alexandria.ini</i>. Read the section on entity menus for more
information.
</p>
<pre>
[station]
label=alexandria
name=Alexandria outpost
model=stations/alexandria
location=-192 -704 32
; brown
color=222 192 145
direction=45
</pre>
<h3>
[navpoint]
</h3>
<p>
Space is huge and barren wasteland. Navigation points are an easy way to provide players
with landmarks. The default navigation point is a diamond-shaped entity.
</p>
<pre>
[navpoint]
label=navpoint_east
name=Navigation point East
location=716 -1008 20
</pre>
<h3>
[jumppoint]
</h3>
<p>
Jumppoints are the key to interstellar travel. A ship equiped with a hyperspace
jump drive can use it to travel to other starsystems. A jumppoint looks like a
navigation point, but needs the <i>target</i> key to indicate where it is leading to.
</p>
<table>
<tr>
<td class="wide"><i>target =</i></td>
<td class="narrow"><strong>[string]:[string]</strong></td>
<td><i>zone</i>:<i>entity</i><br>
the label of a the target zone and the target jumppoint.
<td>
</tr>
</table>
<h3>
[jumpgate]
</h3>
<p>
Jumpgates are build on top of jumppoints and can be docked by smaller ships
to travel to other starsystems. Just like the jumppoint section, the <i>jumpgate</i>
section needs a <i>target</i> to indicate where it is leading to.
<p>
Jumppoints and jumpgates can target each other and ships equiped with a hyperspace
jumpdrive can still use the jumpgate to jump as usual.
</p>
<pre>
[jumpgate]
label=jumpgate_brogha
name=Jumpgate Ghant -> Brogha
model=satellites/jumpgate
target=brogha:jumpgate_ghant
location=716 -1024 24
direction=90
color=222 192 145
</pre>
<h3>
[planet]
</h3>
<p>
A planet is spherical entity with a texture. and a default radius of 64. The planet globe will
be rendered with lighting enabled. A planet can be marked as dockable. In this case it can be
visited by a player and menu descriptions will be loaded.
</p>
<table>
<tr>
<td class="wide"><i>texture =</i></td>
<td class="narrow"><strong>[string]</strong></td>
<td>name of the planet texture in <i>textures</i> directory</td>
</tr>
<tr>
<td class="wide"><i>rotationspeed =</i></td>
<td class="narrow"><strong>[float]</strong></td>
<td>rotation speed in degrees per second</td>
</tr>
<tr>
<td class="wide"><i>dock =</i></td>
<td class="narrow"><strong>[bool]</strong></td>
<td>set to true to create a planet the players can visit</td>
</tr>
</table>
<pre>
; The iceworld, a very dark and cold place
[planet]
label=iceworld
name=The World of Ice
texture=planets/iceworld
rotationspeed=1
; a grey-blue colour
color =0.5 0.5 0.8
</pre>
<h3>
[star]
</h3>
<p>
A star is a spherical entity with a default radius of 96. The star globe
will be rendered fullbright and serve as the main source of light for the current system.
At the moment only one system light source is supported. If you define multiple stars,
the last one will serve as light source. Stars can have a texture.
</p>
<pre>
; a yellow star
[star]
label=whitedwarf
name=White Dwarf
color=1.0 1.0 0.9
radius=96
</pre>
<h2>
Ships
</h2>
<p>
TODO Definition of the shopping list.
</p>
<h2>
Entity menus
</h2>
<p>
TODO
</p>
<h2>
Textures
</h2>
<p>
The engine supports textures in the TGA, PNG and JPG file formats. The filename extension
should be lowercase and the texture should be in 24bit RGB or 32bit RGBA format.
</p>
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