Bool Act??? & Update T-script Reference
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- Draconisaurus
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Re: Bool Act??? & Update T-script Reference
One thing I know, I took those values out of the start triggers for the retail level trigger sets once. Importing them to levels after created errors, although if you import them with those values and then delete that part of the script and save the level, it will still work. So somehow GeomAdd does use them.
- tatu
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Re: Bool Act??? & Update T-script Reference
I just found them in the "TextProperties" document in the source:
Code: Select all
bool Wrap = false; // default true (true if we create a wrap for this object)
bool Merge = false; // default true (true if we try to merge polygons)
bool Split = true; // default false (true if we pre-split polys)
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
- Draconisaurus
- T-Rex Killer
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- Joined: Mon Dec 06, 2004 5:21 pm
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Re: Bool Act??? & Update T-script Reference
Ah merging polygons. I read a description in the docs that under certain circumstances, tris can be combined into polygons for better resource management. They have to be definitively co-planar, and have been UV mapped together (not stretched etc.) I still wonder if we could take advantage of this. I guess it might require the Merge = true value to work.
- spinaxoraptor
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Re: Bool Act??? & Update T-script Reference
Question:what is t-script?
Re: Bool Act??? & Update T-script Reference
T-script is short for Trespasser script, it's a part of the game's code used to set the properties of objects, terrain and other level specific things.
https://www.trescom.org/files/docs/tscript.html