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In order to maximize memory efficiency the data for only three areas can be loaded at one time. Room objects allow the user to define that area as well as the proceeding and preceeding (adjacent) areas. Note that if a player can see beyond the Adjacent rooms those areas are clipped from the Gameworld and appear blank.
  • Adjacent Room 1 This is the room object that comes before the currently loaded area.
  • Adjacent Room 2 This is the room object that comes after the currently loaded area.
  • Room Loaded Mailbox When this room is the currently loaded area this mailbox has its value set to X.
  • Sort Primitives
    • True
    • False
  • Primitive Depth Value
    • First Vertex
    • Min
    • Average
    • Max
  • Order Table Size
  • Order Table Range Update
    • Preset
    • Each Frame
    • Once
  • Order Table Depth Value
    • Min
    • Average
    • Max
  • Contextual Animations These are character animations that are unique to this area. Specific actions that occur in specific areas.
''Is this correct? What are the animation file types and how are they loaded?''
  • XDATA...
This XDATA document contains the names of all contextual animations that need to be loaded within this room. See contextual animation.
Topic revision: r1 - 20 Apr 2002, KevinSeghetti;
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