Well hey! All the base shape types are implemented and — putting aside the testing textures — it looks like something vaguely spaceship-shaped can be created very quickly under this system. Here’s what the XML file defining this thing looks like:
<?xml version=“1.0” encoding=“UTF-8” standalone=“no”?>
<model texture=“test.png” >
<subtextures>
<red tl=“0,0” br=“.5,.5” />
<yellow tl=“.5,.5” br=“1.0,1.0” />
<blue tl=“0,.5” br=“.5,1” />
<green tl=“.5,0” br=“1,.5” />
</subtextures>
<components>
<pyramid name=“body” points=“-5,2 5,2 5,-2 -5,-2” tip=“0,0,20” basetex=“red” sidetex=“yellow” />
<hexwedge name=“wing” points=“-4,1 4,1 5,0 4,-1 -4,-1 -5,0” tip=“-3,0,10 3,0,10” basetex=“red” toptex=“green” sidetex=“blue” />
<polygon name=“tailfin” points=“0,0 5,0 2,4 0,4” tex=“red” />
</components>
<model>
<body />
<wing rotationy=“90” position=“1,0,5” />
<wing rotationy=“90” rotationz=“180” position=“-1,0,5” />
<tailfin position=“-2,1.5,0” rotationz=“30” />
<tailfin position=“2,1.5,0” rotationz=“-30” />
</model>
</model>
Three components are created: body, wing, and tail fin. One body and two each of wings and tailfins are rotated and shifted into place to make the final model. And that’s it, really.
Next I probably should try making an actually, you know, attractive model just to be sure I’ve implemented everything I need. I’m sure I need to make the texturing options beefier at the very least.
Notes
-
mayflystudio posted this