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README.defaults
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README.defaults
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Notes:
* The top-level foncig file(s) is specified in defaults.txt
* Config files can include other config files with "include <filename>"
* All paths are relative to the run directory, currently the git root directory '3DWorld'
* Most 3D models are defined in the <coll_obj_file> file
* The '#' character is for config file comments
* Most scenes start in windowed mode; 'm' key will maximize to fullscreen
* Some scenes import models that aren't part of the git repo; Sometimes this is nonfatal (models not loaded/drawn), sometimes this is fatal/error
* Most large scenes are stored in 3DWorld's own model3d format; These are imported from OBJ or 3DS file formats and stored more compactly, with fast read times
Important key bindings:
* Enable mouse look with the 'V' key in fullscreen mode
* Switch between orbiting and first person cameras with 'v' key
* Switch between walking and flying in tiled terrain mode with the 'h' key
* The 'R' key can be used to cycle through several different running/flying speeds
* F1 will switch between ground => tiled terrain => universe modes (when enabled)
* F2 will switch between gameplay modes while in ground mode
* The 'k' key will toggle overhead map mode, which can be panned and zoomed woth keyboard and mouse
* The <tab> key brings up menus and team stats displays; Can switch between menus with 'X' key
* Use 'a'/'w'/'s'/'d' to move and <space> to jump in ground mode
Available config files:
universe/config_universe.txt
Procedural universe mode with ship combat. Use the 'b' key to enable ship AIs. Can select between these ship configuration files:
universe/ship_defs_fight.txt - Red vs. Blue ship battle around the local planet with respawn (player is a neutral green team)
universe/ship_defs_assault.txt - Blue attackers vs. Red defenders, single battle
universe/ship_defs_colonize.txt - 4 team (red, blue, purple, orange) colonization + battle game (takes several hours for a team to win)
universe/ship_defs_colonize_sparse.txt - 4 team colonization with fewer starting ships (slower but more consistent results)
Ground mode gameplay scenes:
Notes:
* Use F2 key to enter gameplay mode
* Use 'v' key to switch from orbit camera to ground / first person camera
* Use 'b' key to enable enemy smileys and pickup items, most of which fall from the sky
* The player is on red team; blue team smileys are the enemy
* Scenes start out maximized / full screen only when start_maximized is set to 1
house/config_house.txt - Model of my parents' house; Need to pick up weapons
house/config_house_winter.txt - Same as above but with snow on the ground
mapx/config_mapx.txt - Office building scene; My primary test environment; Start out with unlimited weapons and ammo; Look for yellow switches around the scene that control lights and moving platforms
mapx/config_mapx_voxels.txt - Voxel version of office building scene
cornell_box/config_box.txt - Standard Cornell Box scene to test path traced lighting; Use 'v' key to enter the box
config_scrolling.txt - Simple terrain with trees that scrolls to follow the player; Use 'v' key and walk around
config.txt - Test scene for vegetation and terrain generation; Can use F1 key to enter tiled/infinite terrain mode and walk around
config_t.txt - Same as above, but with higher tree detail; make sure you have a good GPU
config_heightmap.txt - Procedural height map with erosion; city generation test scene; uses precomputed terrain; takes a while to load and a lot of graphics memory (> 1GB)
config_lava_moon.txt - Lava moon demo scene; Switch to tiled terrain mode using F1
Voxel test scenes: voxels can be edited using mouse wheel or 'q' and 'e' keys to change editing mode; Use <tab> key + arrow keys for onscreen menu
config_voxels.txt - 512x512x128 procedural editable voxel terrain (rock)
config_voxels2.txt - Floating voxel rock
config_voxels_grass.txt - Voxel mountain with grass, indirect lighting; editable
config_ice_caves.txt - 512x512x128 procedural editable voxel terrain with indirect lighting (ice)
config_trees.txt - Test scene with ~100 trees
config_water.txt - Test scene with reflective water (CPU reflections)
config_river.txt - River test scene
config_gym.txt - Scene for testing smiley AI and weapons
config_berkeley.txt - 1024x1024 Berkeley, CA model; height from USGS DEM databases, texture from tiled Google maps satellite images
config_puzzle.txt - Experimental platformer game; Use 'a'/'w'/'s'/'d' to move and <space> to jump; Very difficult - don't fall!
config_buildings.txt - Procedural buildings test; Try F1 => 'm' => 'V' => 'h' => 'R' => 'w'
config_spheres.txt - 100 Reflective/refractive spheres test scene;
Use the 'i' key to toggle cube map updates, wait a few seconds, then use 'i' again to return to realtime mode
Requires a good GPU and at least 2GB graphics memory
The following config files require loading large models that aren't part of the 3DWorld git repo.
In many cases, the raw model files will need to be fixed/patched/updated in some way to make them valid and compatible with 3DWorld.
Many of the models can be found here: http://casual-effects.com/data/
3DWorld can load all McGuire Computer Graphics Archive models, though some require editing to fix file paths, mtllib typos, etc.
This is left as an exercise for the reader.
config_puget_sound.txt - 16K x 16K Puget Sound heightmap: Download from https://www.cc.gatech.edu/projects/large_models/ps.html
config_puget_sound_tt.txt - 32K x 32K Puget Sound heightmap designed for tiled terrain mode; Use F1 key
config_grand_canyon.txt - 8K x 2K Grand Canyon heightmap: Download from https://www.cc.gatech.edu/projects/large_models/gcanyon.html
config_grand_canyon_tt.txt - 8K x 2K Grand Canyon heightmap designed for tiled terrain mode; Use F1 key
config_hetch.txt - Hetch Hetchy heightmap, can't remember where I got this from
sponza/config_sponza.txt - Dabrovic Sponza scene with precomputed indirect lighting: http://casual-effects.com/data/
sponza/config_sponza2.txt - Crytek Sponza scene with precomputed indirect lighting: http://casual-effects.com/data/
model_data/config_soda.txt - UC Berkeley Soda Hall scene with precomputed indirect lighting; no textures; From UC Berkeley project, not sure where to download it
config_samples.txt - Assorted 3D models; Uncomment the one you want to try - though you'll have to find these for download
config_san_miguel.txt : San Miguel 2.0; High geometry and texture detail, indirect lighting, reflections; need a good GPU with lots of memory: http://casual-effects.com/data/
config_minecraft.txt - Rungholt Minecraft city, ported to OBJ format, converted to 3DWorld's model3d format: http://casual-effects.com/data/
config_playground.txt - Test scene for player movement, collision detection, and object interaction
Download from http://www.3drender.com/challenges/ : Challenge #17: Natural History
config_museum.txt - Museum scene with precomputed indirect lighting (not included), shadows, reflections, and procedural texturing
config_museum_tt_model.txt - Museum scene arrayed out as 10,000 instances in tiled terrain mode for performance testing