Add rayman2 source files

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2024-09-18 02:33:44 +08:00
parent bcc093f8ed
commit fb036c54fd
14339 changed files with 2596224 additions and 0 deletions

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GameData\World\Levels\_Common\Families\projectiles\Alw_Projectile_Rayman_model\Alw_Projectile_Rayman_model.rul^CreateIntelligence^CreateComport:FRD_GrappinBisInit
GameData\World\Levels\_Common\Families\alphabet\CHG_TexteMenu\CHG_TexteMenu.rul^CreateIntelligence^CreateComport:STN_Texte
GameData\World\Levels\_Common\Families\Gen_YAM\YAM_GenMenuMap\YAM_GenMenuMap.rul^CreateIntelligence^CreateComport:YAM_MapLivrePolochus
GameData\World\Levels\_Common\Families\Gen_YAM\YAM_GenMenuMap\YAM_GenMenuMap.rul^CreateIntelligence^CreateComport:YAM_MapInitLivre
GameData\World\Levels\_Common\Families\Racine\ELY_jdar\ELY_jdar.rul^CreateIntelligence^CreateComport:ELY_init

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[Options]
Sound_ON_OFF=OFF
MPEG_ON_OFF=OFF
WAV_ON_OFF=OFF
ADPCM_ON_OFF=OFF
CD_ON_OFF=OFF
SUPERVISATER_ON_OFF=OFF
SXD_DIST_SATUR=8
SXD_DIST_FADE=30
FORCE_LOAD_BANKS=ON
[DLL_Test]
[DLL_Sxd]
Unconditionnal=None
File0=WAVMW
Test0=_SND_fn_bTestSnd_MMX@0
Default=WAVPW
[DLL_Cd]
Unconditionnal=None
Default=CD_WM
[DLL_MPEG]
Unconditionnal=None
File0=MPGMX
Test0=_SND_fn_bTestSnd_MMX@0
Default=MPGP5

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/****************************************************************/
/* Param<61>tres des Tips par <20>diteur */
/****************************************************************/
[TipOfDay]
ITF_nTip =5
OAC_nTip =2
OGD_nTip =1
OLG_nTip =2
OSC_nTip =3
OWP_nTip =2
OZO_nTip =3
T3G_nTip = 1
TAN_nTip =3
TIA_nTip =1
TID_nTip =1
TGM_nTip =1
ITF_Mode =FirstOnly
OAC_Mode =FirstOnly
OGD_Mode =FirstOnly
OLG_Mode =FirstOnly
OSC_Mode =FirstOnly
OWP_Mode =FirstOnly
OZO_Mode =FirstOnly
T3G_Mode = FirstOnly
TAN_Mode =FirstOnly
TIA_Mode =FirstOnly
TID_Mode =FirstOnly
TGM_Mode =FirstOnly
[Colors]
ITF_Text = R000,G000,B150
ITF_Back = R205,G190,B255
OAC_Text = R150,G050,B000
OAC_Back = R250,G205,B180
OGD_Text = R200,G000,B000
OGD_Back = R255,G200,B100
OLG_Text = R200,G000,B000
OLG_Back = R250,G250,B100
OSC_Text = R100,G000,B100
OSC_Back = R255,G150,B255
OWP_Text = R000,G050,B100
OWP_Back = R000,G190,B150
OZO_Text = R200,G020,B000
OZO_Back = R200,G150,B100
T3G_Text = R000,G050,B000
T3G_Back = R050,G250,B050
TAN_Text = R000,G000,B100
TAN_Back = R000,G150,B250
TIA_Text = R000,G050,B100
TIA_Back = R100,G250,B250
TID_Text = R000,G000,B000
TID_Back = R200,G210,B170
TGM_Text = R200,G000,B000
TGM_Back = R250,G250,B200
/****************************************************************/
/* Tips de l'interface (ITF) */
/****************************************************************/
[ITF1]
L1 = Vous pouvez <20>diter les raccourcis clavier des diff<66>rents <20>diteurs :
L2 = . Raccouris clavier "Ctrl+K"
L3 = . Bouton "Option" de la DialogBar, puis bouton "Keyboard"
L4 = . Menu "Tools" -> "Options", puis bouton "Keyboard"
L5 = .
L6 = bouton "option" :
B6 = BOption.bmp,X24,Y20
L7 = .
L8 = Le dialogue donne la liste des <20>diteurs qui d<>finissent des raccourcis clavier.
L9 = Vous pouvez modifier les racourcis en fonction de vos pr<70>f<EFBFBD>rences.
L10 = .
L11 = Rmqs:
L12 = . La liste compl<70>te des raccourcis existants est disponible dans "RaccourcisClaviers.doc" dans
L13 = /e le r<>pertoire EDT_Data.
L14 = . La plupart des fonctionnalit<69>s des <20>diteurs sont associ<63>es <20> un raccourcis clavier : si vous
L15 = /e imprimez ce fichier, vous aurez ainsi une liste quasi compl<70>te des fonctions disponibles dans
L16 = /e les <20>diteurs...
[ITF2]
L1 = Les boutons de la seconde ligne de la toolbar permettent d'ouvrir / fermer les diff<66>rents <20>diteurs.
L2 = .
L3 = Ils jouent le m<>me r<>le que les entr<74>es du menu "Editors", et sont rang<6E>s dans le m<>me ordre.
B3 = EdButtons.bmp,X350,Y26
L4 = .
L5 = Rmq :
L6 = Si les ic<69>nes ne sont pas assez explicites, demandez aux graphistes d'en dessiner de meilleures !
L7 = Elles remplaceront celles-ci dans la version suivante...
[ITF3]
L1 = Une nouvelle option permet de visualiser dans l'<27>diteur les acteurs invisibles sous le moteur
L2 = .
L3 = Menu "Tools" -> "Display all actors"
L4 = Les acteurs invisibles dans le moteur sont repr<70>sent<6E>s par l'objet "Ed", comme les GenDoors.
L5 = Cet objet disparait au passage en mode moteur, et est remis au retour en <20>diteur.
L6 = .
L7 = Pour d<>sativer cette option, il suffit de d<>cocher l'entr<74>e "Tools" -> "Display All Actors"
L8 = .
L9 = Rmq :
L10 = Si vous voulez que ces acteurs soient repr<70>sent<6E>s par un objet particulier pour les diff<66>rencier
L11 = des Gendoors, demandez aux graphistes de cr<63>er un objet sp<73>cifique : il remplacera "Ed" dans la
L12 = prochaine version...
[ITF4]
L1 = Le raccourcis clavier "Ctrl+M" permet de forcer le curseur de la souris sur le premier <20>cran.
L2 = .
L3 = Si vous perdez le pointeur de la souris, ou s'il rest bloqu<71> sur le second <20>cran, cliquez pour
L4 = redonner le focus <20> la vue 3D, et utilisez le raccourcis clavier : la souris r<>apparaitra sur
L5 = le premier <20>cran.
[ITF5]
L1 = Pour afficher les centres des objets visibles, utilisez le bouton de la toolbar :
B1 = BCenters.bmp,X98,Y24
L2 = ou l'entr<74> de menu "3DView" -> "Display" -> "Centers"
L3 = .
L4 = Cette fonction affiche les centres des objets visibles au moment de son activation
L5 = .
L6 = Pour forcer le calcul de visibilit<69> et mettre <20> jour l'affichage des centres, utilisez l'entr<74>e du
L7 = menu "3DView" -> "Compute Objects Centers"
[ITF6]
L1 = Un nouveau bouton de la toolbar permet de choisir le mode d'affichage du brouillard en mode
L2 = <EFBFBD>diteur :
B2 = BFogs.bmp,X74,Y22
L3 = (Fog On / Fog Off).
[ITF7]
L1 = Le dernier bouton de la DialogBar permet de choisir le mode d'affichage de la Status Bar.
L2 = . 'I'/t: la status bar affiche les informations concernant l'instance s<>lectionn<6E>e
L3 = . 'C'/t: la status bar affiche les informations concernant la cam<61>ra
L4 = . 'I/C'/t: la status bar affiche les informations de l'instance par rapport <20> la cam<61>ra
L5 = .
L6 = Rmq:
L7 = Ce mode d'affichage peut <20>galement <20>tre modifi<66> en utilisant les raccourcis claviers
L8 = (par d<>faut : Shift+1, Shit+2, Shift+3)
[ITF8]
L1 = Vous pouvez maintenant changer l'ic<69>ne repr<70>sentant un mod<6F>le d'acteur :
L2 = .
L3 = . Dans la liste des types de mod<6F>les, s<>lectionner : Actor_Model
L4 = . S<>lectionner le mod<6F>le concern<72>
L5 = . Utiliser le bouton "Icon" pour ouvrir la boite de dialogue contenant la liste des bitmaps
L6 = /e disponibles pour le mod<6F>le
L7 = . S<>lectionner un bitmap
L8 = . Sauver
L9 = .
L10 = Rmq : Cette fonctionnalit<69> est accessible dans tous les <20>diteurs qui affichent la fen<65>tre
L11 = de mod<6F>les.
[ITF9]
L1 = Vous pouvez maintenant afficher la liste de tous les objets d'un type donn<6E> appartenant
L2 = <EFBFBD> un m<>me secteur.
L3 = .
L4 = Ces listes sont accessibles dans les <20>diteurs suivants :
L5 = . Hi<48>rarchie . Acteurs . Lumi<6D>res . Waypoints .
L6 = .
L7 = Elles sont affich<63>es dans le dialogue des listes de chacun de ces <20>diteurs :
B7 = DLists.bmp,X199,Y183
[ITF10]
L1 = Vous pouvez maintenant s<>lectionner tous les objets d'un type donn<6E> appartenant
L2 = <EFBFBD> un secteur donn<6E>.
L3 = .
B3 = BSelect.bmp,X28,Y29
L4 = .
L5 = Le bouton de s<>lection de la DialogBar permet d'afficher le dialogue de s<>lection :
L6 = .
B6 = DSelect.bmp,X233,Y164
L7 = .
L8 = .
L9 = .
L10 = Il suffit alors de choisir le type et le secteur souhait<69> : l'<27>diteur s<>lectionne
L11 = automatiquement tous les objets du type.
/****************************************************************/
/* Tips de l'<27>diteur d'acteurs (OAC) */
/****************************************************************/
[OAC1]
L1 = L'<27>diteur d'acteur permet de pr<70>-charger les mod<6F>les d'une famille donn<6E>e.
L2 = .
L3 = . Dans le panneau de s<>lection, ouvrir le popup menu (click bouton droit) et choisir
L4 = /e "Show preloaded objects"
L5 = /t=> les objets non charg<72>s sont affich<63>s
L6 = .
L7 = . Dans le panneau de s<>lection, ouvrir le popup menu sur une famille
L8 = /e (click bouton droit sur la famille choisie).
L9 = /t=> si aucun mod<6F>le n'est disponible, l'entr<74>e "No model to preload for family..."
L10 = /t/e est affich<63>e (inactive).
L11 = /t=> si des mod<6F>les sont disponibles, l'entr<74>e "Preload models for family..."
L12 = /t/e est affich<63>e (active).
L13 = .
L14 = . Choisir l'entr<74>e "preload models of family ..."
L15 = /t=> les mod<6F>les de la famille sont pr<70>-charg<72>s.
L16 = .
L17 = Pour charger un mod<6F>le, il suffit alors de double cliquer sur son nom dans le panneau
L18 = de s<>lection.
[OAC2]
L1 = Les nouveaux CustomBits et les autres.
L2 = .
L3 = CB1 : Unseen Frozen Anim Player
L4 = .
L5 = /e => Le player d'anim n'est pas jou<6F>, quand l'acteur n'est plus visible.
L6 = /e (acteur poss<73>dant le CB 12 <20> ce moment l<>).
L7 = .
L8 = CB2 : Need Module Matrices
L9 = .
L10 = /e => Pour un acteur qui a des zones de module de type ZDR
L11 = /e => Pour un acteur dont on utilse les modules dans l'I.A.
L12 = .
L13 = CB5 : Ray Trace Hit :
L14 = .
L15 = /e => L'acteur est affect<63> par le lancer de rayon.
L16 = .
/****************************************************************/
/* Tips de l'<27>diteur de G<>ometrie (OGD) */
/****************************************************************/
[OGD1]
L1 = Une nouvelle fonctionnalit<69> permet de g<>rer le cas des points dupliqu<71>s lors de la d<>coupe en
L2 = objets.
L3 = .
L4 = . Le raccourcis "S" permet d'activer (d<>sactiver) le mode "Select Duplicated Points".
L5 = .
L6 = /e La status bar affiche alors "Select Duplicated Points mode is On (Off)"
L7 = /e Lorsque ce mode est actif, l'<27>diteur s<>lectionne automatiquement les points dupliqu<71>s
L8 = /e correspondants au point s<>lectionn<6E> <20> la souris. Les objets contenant ces points sont
L9 = /e affich<63>s en violet.
L10 = /e Lorsque le point s<>lection<6F> est d<>pac<61>, les points dupliqu<71>s sont d<>plac<61>s simultann<6E>ment
L11 = /e pour rester superpos<6F>s.
L12 = .
L13 = . Le raccourcis "U" permet de mettre <20> jour la position des points dupliqu<71>s
L14 = .
L15 = /e Ce raccourcis est actif uniquement lorsque le mode "Select Duplicated Points" est
L16 = /e d<>sactiv<69>. Lorsqu'on a d<>plac<61> un point, on peut en appuyant sur ce raccourcis mettre
L17 = /e <20> jour la position des points dupliqu<71>s pour qu'ils soient <20> nouveau superpos<6F>s.
/****************************************************************/
/* Tips de l'<27>diteur de lumi<6D>res (OLG) */
/****************************************************************/
[OLG1]
L1 = Il existe diff<66>rents types de lumi<6D>res :
L2 = .
L3 = . Ambiante /t: Eclaire uniform<72>ment toutes les surfaces
L4 = . Parall<6C>le /t: Rayons parall<6C>les (source infinie, sans att<74>nuation)
L5 = . Boite Parall<6C>le /t: La source est une boite
L6 = . Spot /t/t: Lumi<6D>re c<>nique
L7 = . Lumi<6D>re-Z /t: Rayons parall<6C>les <20> l'axe Z, avec att<74>nuation en Z
[OLG2]
L1 = Vous pouvez orienter une lumi<6D>re parall<6C>le ou un spot en utilisant le m<>me raccourcis clavier
L2 = que dans l'<27>diteur de hi<68>rarchie.
L3 = .
L4 = . S<>lectionner la lumi<6D>re
L5 = . Appuyer sur le raccourcis clavier (par d<>faut : 'O'), et garder la touche enfonc<6E>e
L6 = . Cliquer sur la cible, et d<>placer la souris en gardant le bouton enfonc<6E>
L7 = => la lumi<6D>re s'oriente pour cibler la position 3D de la souris.
[OLG3]
L1 = .
L2 = Choix d'une couleur de fond d'<27>cran en moteur
L3 = .
L4 = . Ins<6E>rer dans la map une lumi<6D>re de type brouillard
L5 = . Utiliser le bouton <20> fog Back <20>
L6 = . Choisir la couleur
L7 = . Choisir un Near, Far et Infinite tr<74>s grand (distances sup<75>rieures <20> la taille de la map)
L8 = . Passer en moteur.
[OLG4]
L1 = .
L2 = Vous pouvez maintenant afficher la LISTE DES LUMIERES AFFECTANT UN SECTEUR.
L3 = .
L4 = Ces listes sont disponibles dans le dialogue des listes de l'<27>diteur de lumi<6D>res :
B4 = DLightList.bmp,X191,Y152
L5 = .
L6 = .
l7 = .
L8 = .
L9 = . "Nom_Du_Secteur (Position)"
L10 = /e liste des lumi<6D>res appartenant physiquement au secteur correspondant.
L11 = .
L12 = . "Nom_Du_Secteur (Effect)"
L13 = /e liste des lumi<6D>res qui ont un effet sur le secteur correspondant.
/****************************************************************/
/* Tips de l'<27>diteur de Secteurs (OSC) */
/****************************************************************/
[OSC1]
L1 = Un nouveau param<61>tre a <20>t<EFBFBD> d<>fini dans les secteurs :
B1 = Priority.bmp,X150,Y100
L2 = .
L3 = .
L4 = .
L5 = Par d<>faut, tous les secteurs ont leur priorit<69> <20> 0.
L6 = .
L7 = La priorit<69> sera utilis<69>e pour d<>tecter le changement de secteur courant : <20> chaque trame,
L8 = le moteur v<>rifie si on entre dans un secteur de priorit<69> sup<75>rieure au secteur courant.
L9 = .
L10 = ATTENTION ! L'utilisation de priorit<69>s ralentit le moteur !
L11 = Cette fonctionnalit<69> ne doit <20>tre utilis<69>e que dans les cas o<> la d<>coupe en secteur ne permet
L12 = pas de faire autrement.
[OSC2]
L1 = L'<27>diteur de secteur permet d'afficher les boites englobantes des secteurs :
L2 = . Par le menu/t: "3DView", entr<74>e "Display Borders"
L3 = . Par le clavier/t: Shift + 5
[OSC3]
L1 = L'<27>diteur de secteur permet de construire tr<74>s rapidement les listes du secteur <20>dit<69> :
L2 = .
L3 = . S<>lectionner un secteur (double click dans la vue 3D ou dans la liste)
L4 = . Dans le panneau "Select Mode", activer le bouton "List"
L5 = . Choisir la ou les liste(s) <20> modifier pour ce secteur (par exemple "Activity" et "Sound")
L6 = => les secteurs appartenant aux listes s<>lectionn<6E>es apparaissent en vert,
L7 = /e dans la vue 3D et dans la liste.
L8 = .
L9 = . Cliquer sur un secteur n'appartenant pas aux listes (dans la vue 3D ou dans la liste)
L10 = => le secteur choisi est automatiquement ajout<75> dans les listes s<>lectionn<6E>es.
L11 = .
L12 = . Cliquer sur un secteur appartenant aux listes (dans la vue 3D ou dans la liste)
L13 = => le secteur choisi est automatiquement enlev<65> des listes s<>lectionn<6E>es.
[OSC4]
L1 = .
L2 = Dans la LISTE GRAPHIQUE d'un secteur, vous pouvez maintenant d<>clarer des secteurs
L3 = VISIBLES EN MODE LOOK uniquement.
L4 = .
L5 = Il suffit pour cela de cocher le param<61>tre "Look" pour le secteur ins<6E>r<EFBFBD> dans la liste
L6 = graphique :
B6 = DLook.bmp,X191,Y65
L7 = .
L8 = .
L9 = Les secteurs visibles en mode Look uniquement apparaissent en fin de liste.
L10 = Un "L" indique leur status.
B10 = DListLook.bmp,X157,Y89
/****************************************************************/
/* Tips de l'<27>diteur de WayPoints (OWP) */
/****************************************************************/
[OWP1]
L1 = Toutes les fonctionnalit<69>s accessibles par le popup menu peuvent <20>tre activ<69>es
L2 = par des raccourcis clavier :
L3 = .
L4 = . Show All Links/t: Shift + A
L5 = . Show Out Links/t: Shift + O
L6 = . Show In Links/t: Shift + I
L7 = . Show No Links/t: Shift + N
L8 = .
L9 = . Add or Remove Node : Alt + W
L10 = .
L11 = . Select Prev WP/t/t/t:/t <
L12 = . Select Next WP/t/t/t: Shift/t+ < (>)
L13 = . Select Prev Wp and continue/t: Alt/t+ <
L14 = . Select Next WP and continue/t: Ctrl/t+ <
[OWP2]
L1 = .
L2 = Lors de l'insertion d'un WP dynamique (i.e. fils d'un acteur), l'<27>diteur affiche un warning :
L3 = .
B3 = Dwarning.bmp,X261,Y91
L4 = .
L5 = .
L6 = .
L7 = Dans le cas d'un WP dynamique d<>j<EFBFBD> cr<63><72>, vous pouvez modifier le status du WP en
L8 = utilisant l'entr<74>e "Set Static" du popup menu.
L9 = .
B9 = MStatic.bmp,X192,Y58
L10 = .
L11 = Le WP deviendra alors statique (i.e. fils du monde).
/****************************************************************/
/* Tips de l'<27>diteur de Zones (OZO) */
/****************************************************************/
[OZO1]
L1 = L'<27>diteur de zones permet de d<>placer un acteur sans d<>pacer ses zones :
L2 = . S<>lectionner l'acteur choisi.
L3 = . Utiliser le raccourcis correspondant (par d<>faut : Alt + A)
L4 = . D<>placer l'acteur en maintenant les touches enfonc<6E>es
L5 = => l'acteur est d<>plac<61> en conservant la position absolue de ses zones.
[OZO2]
L1 = L'<27>diteur de zones permet de redimensionner une zone en utilisant la souris :
L2 = . Appuyer sur la touche Ctrl et garder la touche enfonc<6E>e
L3 = . Cliquer sur la zone <20> redimensionner
L4 = . D<>placer la souris en maintenant le bouton appuy<75>
L5 = => la zone est redimensionn<6E>e suivant le muvement de la souris.
[OZO3]
L1 = ATTENTION !
L2 = Il ne faut jamais utiliser des zones de modules de type ZDR-ItSelf sur des PO scal<61>s.
/****************************************************************/
/* Tips de la Grille (T3G) */
/****************************************************************/
[T3G1]
L1 = Le raccourcis clavier "Navigation Mode" (par d<>faut : touche "N") permet d'activer et
L2 = de d<>sactiver le mode "Navigation" de la grille.
L3 = .
L4 = Ce mode affecte les fl<66>ches du clavier <20> la grille, au lieu de la cam<61>ra.
L5 = .
L6 = . Lorsque ce mode est activ<69>, les fl<66>ches sont affect<63>es <20> la navigation, et permettent
L7 = /e de passer d'une case <20> l'autre dans la grille.
L8 = .
L9 = . Lorsque ce mode est d<>sactiv<69>, les fl<66>ches sont affect<63>es au d<>placement de la cam<61>ra.
/****************************************************************/
/* Tips du player d'anims (TAN) */
/****************************************************************/
[TAN1]
L1 = .
L2 = Vous pouvez maintenant JOUER UNE ACTION COMPLETE dans le Player d'Anims.
L3 = .
L4 = . Si aucune action n'est s<>lectionn<6E>e dans la liste des actions, la liste des animations
L5 = /e affiche toutes les animations de la famille.
L6 = . Si une action est s<>lectionn<6E>e dans la liste des actions, la liste des animations
L7 = /e affiche uniquement les animations utilis<69>es par cette action.
L8 = .
L9 = Vous pouvez jouer une action compl<70>te :
L10 = . s<>lectionnez une action dans la liste des actions
L11 = . utilisez les boutons du magn<67>toscope pour jouer la s<>lection
L12 = .
L13 = Vous pouvez jouer une animation seule :
L14 = . s<>lectionnez une animation dans la liste des animations
L15 = . utilisez les boutons du magn<67>toscope pour jouer la s<>lection
[TAN2]
L1 = La LISTE DES FAMILLES affiche les familles disponibles dans les <20>diteurs.
L2 = .
L3 = L'entr<74>e "Display All" du popup menu (click bouton droit dans la liste) permet d'afficher
L4 = les familles non charg<72>es. Ces familles apparaissent en gris<69>.
L5 = .
L6 = Pour charger une famille, il suffit de double-cliquer sur son nom dans la liste.
[TAN3]
L1 = La LISTE DES ACTIONS affiche les actions de la famille s<>lectionn<6E>e.
L2 = .
L3 = . Les actions contenant au moins une animation sont affich<63>es en gras.
L4 = . Les actions ne contenant aucune animation sont affich<63> en normal.
L5 = .
L6 = Pour jouer l'action compl<70>te, il suffit de ne s<>lectionner aucune animation :
L7 = les boutons du magn<67>toscope s'appliqueront alors <20> l'action compl<70>te.
L8 = .
L9 = Le Player d'Anims enchaine les animations de l'action dans l'ordre de la liste.
[TAN4]
L1 = La LISTE DES ANIMATIONS affiche :
L2 = . les animations de la famille choisie si aucune action n'est s<>lectionn<6E>e.
L3 = . les animations composant l'action choisie si une action est s<>lectionn<6E>e.
L4 = .
L5 = Les animations charg<72>es sont affich<63>es en gras : elles peuvent <20>tre jou<6F>es directement
L6 = .
L7 = Les animations non charg<72>es sont affich<63>es en normal.
L8 = Pour charger une animation, il suffit de double-cliquer sur son nom dans la liste.
L9 = L'animation peut alors <20>tre jou<6F>e normalement.
/****************************************************************/
/* Tips de l'<27>diteur d' IA (TIA) */
/****************************************************************/
[TIA1]
L1 = Les noms des constantes apparaissent en bleu clair dans le texte d'IA.
L2 = Elles peuvent <20>tre affich<63>es par le bouton "C"
[TIA2]
L1 = Les points d'arr<72>t permettent d'arr<72>ter l'ex<65>cution de l'IA juste avant l'instruction choisie.
L2 = .
L3 = Pour ins<6E>rer un point d'arr<72>t dans l'IA, il suffit de placer le curseur dans la ligne choisie
L4 = et d'appuyer sur F9 : le point d'arr<72>t est ajout<75> au d<>but de la ligne correspondante.
L5 = .
[TIA3]
L1 = Utilisation de la commande #Define
L2 = .
L3 = Cette commande est simulaire <20> une macro, elle s'utilise <20> l'int<6E>rieur de comportements.
L4 = .
L5 = Syntaxe :
L6 = /t<D<>but de ligne> #Define <Nom> <Corps> <Fin de ligne>
L7 = .
L8 = /e ATTENTION :
L9 = . Le corps de cette commande doit etre <20>crit sur une seule ligne.
L10 = . Cela peut peut <20>tre tout ou partie d'une d<>claration.
L11 = . L'appel doit <20>tre dans le m<>me comportement que la d<>claration.
L12 = .
L13 = /e Exemple
L14 = Cette commande peut <20>tre utilis<69>e pour donner <20> une variable un nom sp<73>cifique dans chaque
L15 = comportement :
L16 = . On declare une DsgVar priv<69>e :
L17 = /tPrivate Entier MaVariableLocale : 10
L18 = . Dans chaque comportement o<> cette variable est utilis<69>e avec une signification sp<73>ciale :
L19 = /t#Define NomLocalDeMaVariable MaVariableLocale
L20 = .
L21 = Cela permet de r<>duire le nombre de variable en gardant des noms significatifs dans l'IA
[TIA4]
L1 = .
L2 = Dans le cas o<> les valeurs initiales d'un acteur ont <20>t<EFBFBD> perdues au cours d'une
L3 = compilation de l'IA, il est possible de RECHARGER LES VALEURS INITIALES de toutes
L4 = les instances d'un mod<6F>le.
L5 = .
L6 = . S<>lectionnez le mod<6F>le correspondant.
L7 = . dans le menu "Tools", choisissez l'entr<74>e "Reload Initial Values"
L8 =.
L9 = L'<27>diteur rechargera les valeurs initiales de toutes les instances du mod<6F>le.
[TIA5]
L1 = L'EDITION DES TABLEAUX a <20>t<EFBFBD> am<61>lior<6F>e pour faciliter leur modification.
L2 = .
L3 = Pour une variable de type tableau, le bouton "Edit" donne acc<63>s au dialogue d'<27>dition :
B3 = DArray.bmp,X248,Y130
L4 = .
L5 = .
L6 = .
L7 = - Les boutons "Up" et "Down" permettent de d<>placer une valeur dans le tableau
L8 = .
L9 = - Le bouton "Delete" permet de supprimer la valeur s<>lectionn<6E>e.
L10 = /e toutes les valeurs suivantes sont d<>cal<61>es vers le haut
L11 = /e la derni<6E>re valeur du tableau est dupliqu<71>e
L12 = .
L13 = - Le bouton "Insert" permet d'ins<6E>rer une valeur apr<70>s la valeur s<>lectionn<6E>e.
L14 = /e toutes les valeurs suivantes sont d<>cal<61>es vers le haut
L15 = /e la derni<6E>re valeur du tableau est supprim<69>e.
/****************************************************************/
/* Tips du d<>bugger d'IA (TID) */
/****************************************************************/
[TID1]
L1 = Le debugger permet d'utiliser les Breakpoints plac<61>s dans l'<27>diteur d'IA :
L2 = .
L3 = . Cocher l'acteur concern<72> en clickant dans la colonne ON sur la ligne de l'acteur
L4 = . Lancer le moteur
L5 = => le moteur est interrompu <20> la ligne pr<70>c<EFBFBD>dant le point d'arr<72>t
L6 = .
L7 = . Afficher le r<>sultat de l'IA en clickant sur le nom de l'acteur et en d<>veloppant
L8 = /e l'arborescence dans l'arbre de r<>sultat du d<>bugger.
/****************************************************************/
/* Tips de l'<27>diteur de Mat<61>riaux (TGM) */
/****************************************************************/
[TGM1]
L1 = .
L2 = Vous pouvez maintenant r<>cup<75>rer la VALEUR RGB D'UN PIXEL d'une texture :
L3 = . Click bouton droit sur l'ic<69>ne repr<70>sentant la texture
L4 = . L'<27>diteur enregistre la valeur RGB correspondante sur le bouton "Pixel Color"
B4 = DPixel.bmp,X171,Y18
L5 = .
L6 = Vous pouvez appliquer automatiquement cette valeur au param<61>tre de Chromakey :
L7 = . Click bouton gauche sur le bouton rep<65>sentant "Pixel Color"
L8 = . L'<27>diteur applique automatiquement la valeur RGB enregistr<74>e au Chromakey
L9 = .
L10 = Cette valeur est <20>galement disponible dans tous les dialogues "Choose a Color"
L11 = (pour l'<27>dition des param<61>tres Chromakey, Ambiant, Diffuse et Specular)
L12 = . Utiliser le bouton "Get Texture Color" du dialogue
L13 = . La couleur RGB enregistr<74>e est automatiquement appliqu<71>e
B13 = DColor.bmp,X271,Y63

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[OPTIONS]
HCW=0
COMPRESS=12 Hall Zeck
LCID=0x409 0x0 0x0 ;Anglais - E.U.
REPORT=Yes
CHARSET=178
BMROOT=bitmaps
HLP=.\CM_Help.hlp
[FILES]
.\cm_help.rtf
[CONFIG]
BrowseButtons()

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{\info{\title Coherence manager help}{\subject help file about coherence manager}{\author Lhullier vincent}{\operator Lhullier vincent}{\creatim\yr1997\mo1\dy27\hr14\min24}{\revtim\yr1997\mo5\dy27\hr14\min35}{\version3}{\edmins8}{\nofpages26}
{\nofwords2503}{\nofchars14268}{\*\manager Vincent Lhullier}{\*\company PARTICULIER}{\*\category help file}{\vern57443}}\paperw11906\paperh16838\margl1417\margr1417\margt1417\margb1417 \deftab708\widowctrl\ftnbj\aenddoc\hyphhotz425\hyphcaps0\formshade
\fet0\sectd \linex0\headery709\footery709\colsx709\endnhere {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl4
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{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 {\cs16\b0\super +{\footnote
\pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_000}}{\b0 }{\cs16\b0\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDH_GENERAL}K{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super K} G\'e9n\'e9ralit\'e9s}$
{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super $} G\'e9n\'e9ralit\'e9s}>{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super >} Normale}}\{bmr ubilogo.bmp\}Coherence Manager\line {\fs20\ulnone (Version 1.O)}
\par \pard\plain \qj\widctlpar \f4\fs18 This utility included in CPA interface is able to manage link between object. Links are registered, and when an object is deleted the manager keep deleted link so you can access objects with deleted ch
ild through an interface. To use it you must registered all the links you want and each time an object (that is linked) is deleted you must specified it.
\par A window with all object with deleted child could be displayed.
\par
\par
\par {\uldb Introduction}{\v IDJ_INTRODUCTION}
\par {\uldb
\par Interface}{\v IDJ_INTERFACE}
\par
\par {\uldb Programming with Coherence Manager}{\v IDJ_PROGRAMMING}
\par {\uldb Communication with DLL}{\v\uld IDJ_DLLCOMMUNICATION}
\par {\uldb Coherence Manager Class}{\v IDJ_CLASS}
\par
\par {\uldb Reported bugs}{\v IDJ_REPORTEDBUGS}
\par {\uldb Frequently Asked Questions}{\v IDJ_FAQ}
\par {\uldb Questions And Request}{\v IDJ_REQUEST}
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_010}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_INTRODUCTION}}
Introduction
\par \pard\plain \widctlpar \f4\fs18 A link join two object one is the {\uld father}{\v\uld IDP_FATHER}, the other is the {\uld child}{\v IDP_CHILD}.
\par When you delete an object all links where this object is the father are deleted, all father which have this object as a child are set as incoherent object.
\par
\par {\b What is new\~!
\par }
\par A link have actually a weight value that represent the number of times the father and child objects are linked together. In the interface this number is written for each child before its name in between two bracket [ ].
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_020}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_INTERFACE}}
Coherence Manager Interface
\par \pard\plain \widctlpar \f4\fs18
\par {\b\fs20 Accessing Coherence Manager Interface
\par }
\par To display the coherence manager dialog box, choose in the application menu the {\b Options \\ Show Coherence Manager} entry The dialog box will be opened each time an object becomes incoherent if the {\b Options \\ Automatic Coherence Manager}
entry is check.
\par
\par \{bmc WndMenu.bmp\}
\par
\par {\b\fs20 Using Coherence Manager Interface
\par }
\par Interface manager actually display two different list, the list of incoherent objects and list of all object which are father in at least one link.
\par
\par {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_INTERF_INCOHERENCE}} \{bmc WndIncoh.shg\}
\par
\par Each root line (that begin with \{bmc incohere.bmp\} icon ) show name of an incoherent father. The name is followed by the owner DLL name between parenthesis. This second name could be \ldblquote \~No DLL\~\rdblquote if the father object has no owner DLL
\par
\par By clicking on the icon you expand the branch and so all deleted child (icon \{bmc delchild.bmp\}) and destroyed child (icon \{bmc deschild.bmp\} are displayed. Clicking again in the icon collapse the branch.
\par By double-clicking in a father name (or DLL name) activate the DLL which own the object. Normally the editor which manage incoherent object is opened and display the incoherent object to permit modification to correct object.
\par By right-clicking in a line you make\rquote s appear a contextual menu which offer at present only one option \{bmc wndpopup.bmp\}
\par
\par {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_INTERF_FATHER}} \{bmc WndFathe.shg\}
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_030}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_PROGRAMMING}}
Programming with Coherence Manager
\par \pard\plain \s2\sb60\sa60\keepn\widctlpar \b\i\f5 {\b0\i0\fs18 see also\~: }{\b0\i0\fs18\uldb Coherence Manager Class}{\b0\i0\v\fs18 IDJ_CLASS}
\par \pard\plain \widctlpar \f4\fs18
\par To access Coherence Manager you must use the global variable {\b g_oCoherenceManager}. You must include {\uldb CoheMngr.hpp}{\v IDJ_FILES} which is located in the Editor\\interface\\inc directory or just include CPALib.h. This variable is an instance of {
\uldb CCoherenceManager}{\v\uldb IDJ_CLASS} class.
\par
\par If you want to manage link with the coherence manager you do have to respect the very important rule\~: as soon as you registered an object as a participating to a link, you must inform coherence manager when you delete it.
\par Another rule is that all registered object must inherit the {\b CPA_ReachableObject} class. If you registered an object that doesn\rquote t respect this rule, and because {\uldb Coherence Manager interface}{\v IDJ_INTERFACE}
use CPA_ReachableObject member function to display object name, exception errors could occur.
\par
\par Now all links could be registered more than one time. Each link have a weight param
eter which is increase by one each time you register this link. When you delete this link weight is decrease by one and link is really deleted only if weight is zero. See Coherence Manager {\uldb Links Methods}{\v IDJ_LINKMETHODS}
\par
\par {\b\fs24 Register Links
\par }
\par To use Coherence manager first step is to register links. Each time an object1 reference an other object2 and if you want this link to be watch by the coherence manager write a similar code as
\par
\par \pard \widctlpar\box\brdrs\brdrw15\brsp20 \tab g_oCoherenceManager.{\uldb m_fn_vAddALink}{\v IDJ_FUNCTIONADDALINK} ( &object1, &object2 )
\par \pard \widctlpar
\par The two parameters are the reference on object that are linked.
\par Recall that object1 and object2 must inherit CPA_ReachableObject
\par
\par {\b\fs24 Inform Coherence Manager when an object is deleted
\par }
\par There is two way to delete an object\~:
\par {\pntext\pard\plain\fs18\lang1033 1.\tab}\pard \fi-283\li283\widctlpar{\*\pn \pnlvlbody\pndec\pnstart1\pnindent283\pnhang{\pntxta .}}the object is set as deleted but is keep in memory to be restore by an undo for example
\par {\pntext\pard\plain\fs18\lang1033 2.\tab}the object is really deleted, the memory it occupied is freed and could be taken by another object.
\par \pard \widctlpar
\par See {\uldb object methods in CCoherenceManager class}{\v IDJ_OBJECTSMETHODS}
\par
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 {\fs20 \page }{\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_040}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_FILES}}
Coherence Manager Files
\par \pard\plain \widctlpar \f4\fs18 The Coherence Manager is declared and implemented in this two files\~:
\par \pard \fi708\widctlpar CoheMngr.hpp
\par CoheMngr.cpp
\par \pard \widctlpar The incoherence display dialog box is declared and implemented in
\par \pard \fi708\widctlpar CMDlg.hpp
\par CMDlg.cpp
\par \pard \widctlpar All these files are in the Editor\\Interface\\inc directory. To use Coherence manager in a DLL just include CPALib.h
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_045}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_DLLCOMMUNICATION}}
Communication with DLL
\par \pard\plain \widctlpar \f4\fs18 When you register an object (that is a {\uld father}{\v IDP_FATHER}) with a owner DLL, function of this DLL could be called when some operation is done\~:
\par - If you double click on a such object in the Coherence Manager {\uldb interface}{\v IDJ_INTERFACE}, the owner DLL is activated with a pointer on the object.
\par - When a registered link is deleted because a child object was deleted or destroyed, the Coherence Manager called the DLL function fn_vOnInvalidateLink (see below)
\par - when a link is restored, DLL function fn_vOnRestoreLink is called (see below)
\par
\par {\b\fs20 communication functions
\par }
\par this function are CPA_DLLBase member functions
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b virtual BOOL fn_bOnInvalidateLink (CPA_ReachableObject *pOwner,
\par }\pard \fi708\li2832\widctlpar {\b CPA_ReachableObject *pReferencedObject,
\par BOOL bDestroyed)
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \fi-567\li567\widctlpar\tx567 {\b\i \tab }
Inform DLL that an object referenced by another object which is manage by it is deleted or destroyed and may cause incoherence. You must write in this function simple code such as setting the reference to NULL or to a default value because an object could
have several father, and the same function could be called for other objects and for other DLL.{\b\i
\par }\pard \widctlpar\tx567 {\b\i Parameters
\par }{\b \tab CPA_ReachableObject *pOwner
\par }\tab The object which has a reference on the deleted/destroyed child.
\par
\par \tab {\b CPA_ReachableObject *pReferencedObject
\par }\tab The deleted/destroyed child that cause the links to be broken.
\par
\par {\b \tab BOOL bDestroyed
\par }\tab if TRUE, the referenced object is destroyed, else it is deleted
\par {\i return value
\par }\tab return TRUE if you resolve the incoherence and you don\rquote t want to see the broken link appear in invalid links. By default, this virtual function return FALSE.
\par \pard \widctlpar
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b virtual void fn_vOnRestoreLink (CPA_ ReachableObject *pOwner,
\par }\pard \li3261\widctlpar {\b CPA_ ReachableObject *pReferencedObject)
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \fi-567\li567\widctlpar\tx567 {\b\i \tab }
Inform DLL that an object referenced by another object and so a link is restore. You must write in this function simple code such as setting the reference to the given one because an object could have several father, and the same function could be called
for other objects and for other DLL.{\b\i
\par }\pard \widctlpar\tx567 {\b\i Parameters
\par }{\b \tab CPA_ReachableObject *pOwner
\par }\tab The object which has a reference on the restored child.
\par
\par \tab {\b CPA_ReachableObject *pReferencedObject
\par }\tab The restored child
\par \pard \widctlpar
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_050}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_CLASS}}
CCoherenceManager Class
\par \pard\plain \widctlpar \f4\fs18 {\b\ul
\par }{\b\fs20 Method Groups:
\par }{\b\ul
\par }{\ul The hyperlinks below take you to the start of groups of related methods within the class:
\par
\par }{\uldb Link Methods}{\v IDJ_LINKMETHODS}{\uldb
\par Object Methods}{\v\uldb IDJ_OBJECTSMETHODS}{\uldb
\par Incoherence Access Methods}{\v\uldb IDJ_INCOHERENCEMETHODS}{\uldb
\par
\par }{\b\ul
\par }{\b\fs24 Methods
\par }{\b\ul
\par }\pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype}{\b
\par }\pard \fi567\widctlpar {\b CCoherenceManager()
\par }\pard \widctlpar {\b\i Remarks}{\b
\par }\pard \fi567\widctlpar Constructor : Initializes list of links, hash tables
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype}{\b
\par }\pard \fi567\widctlpar {\b ~CoherenceManager()
\par }\pard \widctlpar {\b\i Remarks}{\b
\par }\pard \fi567\widctlpar Destructor destroy list of links
\par
\par \pard \widctlpar
\par {\cs16\b\fs24\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_LINKMETHODS}}{\b\fs24 Link Methods}{\b\ul
\par }{\b
\par }\pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi-1985\li2552\widctlpar {\cs16\b\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_FUNCTIONADDALINK}}{\b void m_fn_vAddALink(CPA_ReachableObject *_p_oFather,
\par }\pard \fi428\li2124\widctlpar {\b CPA_ReachableObject *_p_oChild );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 \tab Add a link between the two given objects. If link already exist it\rquote s weight is increase by one. The weight of a link represent the number of times the two object are linked.
\par {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par \tab }this is the father object (it is dependent of child object )
\par
\par \tab {\b CPA_ReachableObject *_p_oChild
\par \tab }this is the child object (it is referenced by the father object )
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vRemoveALink(CPA_ReachableObject *_p_oFather,
\par }\pard \fi570\li2124\widctlpar {\b CPA_ReachableObject *_p_oChild );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 \tab Decrease link number (weight) between the two given object, if weight drop to zero, link is removed. If link doesn\rquote t exist, the function makes nothing.
\par {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par \tab }this is the father object (it is dependent of child object )
\par
\par \tab {\b CPA_ReachableObject *_p_oChild
\par \tab }this is the child object (it is referenced by the father object )
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vRemoveAllLinks(CPA_ReachableObject *_p_oFather,
\par }\pard \fi570\li2124\widctlpar {\b CPA_ReachableObject *_p_oChild );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 \tab Remove a link between the two given objects if exist whatever the value of link\rquote s weight.
\par {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par \tab }this is the father object (it is dependent of child object )
\par
\par \tab {\b CPA_ReachableObject *_p_oChild
\par \tab }this is the child object (it is referenced by the father object )
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vRemoveLinks(CPA_ReachableObject *_p_oFather,
\par }\pard \fi570\li2124\widctlpar {\b CPA_ReachableObject *_p_oChild,
\par unsigned long _ulNbLinksRemoved );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 \tab Remove a certain number of links between the two given objects. If third parameter is equal or higher than the number of links\~; all links are deleted.
\par {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par \tab }this is the father object (it is dependent of child object )
\par
\par \tab {\b CPA_ReachableObject *_p_oChild
\par \tab }this is the child object (it is referenced by the father object )
\par
\par \tab {\b unsigned long _ulNbLinksRemoved
\par }\tab Number of child to be removed. If this parameter is set to zero, all links are deleted
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar\tx567 {\b unsigned long m_fn_ulGetLinkWeight( CPA_ReachableObject *_p_oFather,
\par }\pard \fi3686\widctlpar\tx567 {\b CPA_ReachableObject *_p_oChild)
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 \tab Return the weight(number) of links between the two gieven object
\par {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par \tab }this is the father object (it is dependent of child object )
\par
\par \tab {\b CPA_ReachableObject *_p_oChild
\par \tab }this is the child object (it is referenced by the father object )
\par {\i Return value (}{\b unsigned long )
\par }\tab number of links between the two object. If none return value is zero.{\b
\par }
\par \pard \widctlpar {\cs16\b\fs24\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_OBJECTSMETHODS}}{\b\fs24 Object Methods}{\b\ul
\par }{\b
\par }\pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vDeleteObject(CPA_ReachableObject *_p_oObject );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \fi-284\li284\widctlpar\tx567 \tab \tab Set an object as a deleted object. The object isn\rquote
t really deleted, it can be restore by an undo operation by example. You can restore link with this object by calling the function m_fn_vRestoreObject describe below. If object is really destroyed (deall
ocated ) call the function m_fn_vDestroyObject. You can delete/restore an object only if reference doesn\rquote t change.
\par \tab \tab Deleting an object can generate incoherence if the deleted object is a child of another object.
\par \pard \widctlpar\tx567 {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oObject
\par }\tab this is the deleted object.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vRestoreObject( CPA_ReachableObject *_p_oObject );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \fi-284\li284\widctlpar\tx567 \tab \tab Restore a previous deleted object. If deletion has cut links there are restores, and incoherence are deleted. You can restore an object only if you have deleted it with the m_fn_vDeleteObject method.
\par \pard \widctlpar\tx567 {\b\i Parameters
\par }\tab {\b CPA_ReachableObject *_p_oObject
\par }\tab Object to restore
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi567\widctlpar {\b void m_fn_vDestroyObject( CPA_ReachableObject *_p_oObject );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\i \tab }Indicate that referenced object is physically destroyed. All links that join an object with this one are deleted{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oObject
\par }\tab this is the object that is destroyed
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b BOOL m_fn_bIsFather(CPA_ReachableObject *_p_oFather );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Says if an object is linked as father with other object. In other terms if an object is registered as using other objects{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par }\tab object to search as father{\b
\par }{\i Return value
\par }\tab TRUE if at least one link as this object as father, otherwise FALSE.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b BOOL m_fn_bIsChild(CPA_ReachableObject *_p_oChild );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Says if an object is linked as child with other object. In other terms if an object is registered as used by other objects.{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oChild
\par }\tab object to search as child
\par {\i Return value
\par }\tab TRUE if at least one link as this object as child, otherwise FALSE.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b int m_fn_iGetChildList
\par ( \tab
\par }\pard \fi708\li708\widctlpar {\b CPA_ReachableObject *_p_oFather,
\par CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oChildList
\par }\pard \fi708\widctlpar {\b );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Get list of child for an object{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par }\tab object for which you want to get child list.
\par {\b \tab CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oChildList
\par \tab }pointer on list were child are put.
\par {\i Return value
\par }\tab The number of object put in list, correspond to number of child of given father object.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b int m_fn_iGetDeletedChildList
\par (
\par }\pard \fi708\li708\widctlpar {\b CPA_ReachableObject *_p_oFather,
\par CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oDeletedChildList
\par }\pard \fi708\widctlpar {\b );}{\b\i
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Get list of deleted child for an object.{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par }\tab object for which you want to get deleted child list.
\par {\b \tab CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oDeletedChildList
\par \tab }pointer list were deleted child are put.
\par {\i Return value
\par }\tab The number of object put in list, correspond to number of deleted child of given father object.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b int m_fn_iGetDestroyedChildNameList
\par (
\par }\pard \fi708\li708\widctlpar {\b CPA_ReachableObject *_p_oFather,
\par CList< char *, char *> *_p_oDestroyedChildNameList
\par }\pard \fi708\widctlpar {\b );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Get list of destroyed child name for an object. Because object are destroyed, you can retrieve only object\rquote s names.{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oFather
\par }\tab object for which you want to get destroyed child name list.
\par \pard \fi567\widctlpar {\b CList< char *, char *> *_p_oDestroyedChildNameList
\par }\pard \widctlpar\tx567 \tab pointer on list were name of destroyed childs are put.
\par {\i Return value
\par }\tab The number of object\rquote name put in list, correspond to number of destroyed child of given father object.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b int m_fn_iGetFatherList
\par (
\par \tab CPA_ReachableObject *_p_oChild,
\par }\pard \fi708\li708\widctlpar {\b CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oFatherList
\par }\pard \fi708\widctlpar {\b );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Get list of father for an object. {\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oChild
\par }\tab object for which you want to get father list.
\par \pard \fi567\widctlpar {\b CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oFatherList
\par }pointer on list were father object are put{\b
\par }\pard \widctlpar\tx567 {\i Return value
\par }\tab The number of object put in list, correspond to number of father of given child object.
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \fi708\widctlpar {\b int m_fn_iGetInvalidFatherList
\par (
\par \tab CPA_ReachableObject *_p_oChild,
\par }\pard \fi708\li708\widctlpar {\b CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oInvalidFatherList
\par }\pard \fi708\widctlpar {\b );
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Get list of invalid father for a deleted child object.{\b\i
\par Parameters
\par }\tab {\b CPA_ReachableObject *_p_oChild
\par }\tab deleted object for which you want to get invalid father list.
\par \pard \fi567\widctlpar {\b CList< CPA_ReachableObject *, CPA_ReachableObject *> *_p_oInvalidFatherList
\par }pointer on list were invalid father object are put{\b
\par }\pard \widctlpar\tx567 {\i Return value
\par }\tab The number of object put in list, correspond to number of invalid father of given child object.
\par
\par
\par \pard \widctlpar {\cs16\b\fs24\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_INCOHERENCEMETHODS}}{\b\fs24 Incoherence Access Methods}{\b\ul
\par }{\b
\par }\pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \widctlpar\tx567 {\b \tab BOOL m_fn_bThereIsIncoherence( void )
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }To know if there is incoherence{\b\i
\par }{\i Return Value
\par \tab }TRUE if there is at least one incoherent object, otherwise FALSE/
\par
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \widctlpar\tx567 {\b \tab void m_fn_vShowIncoherence( void )
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Display a dialog box with a list of all incoherent object.{\b\i
\par }
\par \pard \widctlpar\box\brdrsh\brdrs\brdrw15\brsp20 {\b\i Prototype
\par }\pard \widctlpar\tx567 {\b \tab BOOL m_fn_bIsIncoherent( CPA_ReachableObject *_p_oFather )
\par }\pard \widctlpar {\b\i Remarks
\par }\pard \widctlpar\tx567 {\b\i \tab }Says if an object is incoherent or not.
\par {\i Return Value
\par \tab }TRUE if object is incoherent, otherwise FALSE{\b\i
\par }\pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_060}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_REPORTEDBUGS}}
Reported Bugs
\par \pard\plain \widctlpar \f4\fs18 You can find in this page the not corrected bugs
\par
\par If you find a bug {\uld contact me}{\v IDP_ME}
\par
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_070}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_FAQ}}
Frequently Asked Questions
\par \pard\plain \widctlpar \f4\fs18 You can find in this page the frequently asked questions (none at present) with answer.
\par If you have question {\uld contact me}{\v IDP_ME }
\par
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page {\cs16\super +{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super +} PAGE_080}} {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDJ_REQUEST}}
Questions And Request
\par \pard\plain \widctlpar \f4\fs18 If you have any questions, remarks or request about the Coherence Manager or even about this help {\uld call or mail me}{\v IDP_ME}. I\rquote ll try to satisfied all you desire (concerning Coherence Manager that\rquote
s go without saying).
\par \pard\plain \s1\sb240\sa60\keepn\widctlpar \b\f5\ul\kerning28 \page ******************************************* POPUPS *******************************
\par \pard\plain \widctlpar \f4\fs18 \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_ME}} \{bmc vlhullier.bmp\}
\par Vincent Lhullier
\par mail\~:\tab vlhullier@annecy.ubisoft.fr
\par phone\~:\tab 04.50.52.98.84
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_FATHER}} A {\b father} is the origin of a link, it\rquote s an object that possess a reference on other object called {\uld child}{\v IDP_CHILD}
object. At first a father is coherent, all its child exist. If one of its child is deleted or destroyed it becomes incoherent.
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_CHILD}} A {\b child }is the destination of a link, it\rquote s an object that is referenced by at least one other object called {\uld father}{\v IDP_FATHER}
object. If a child is deleted or destroyed, all it\rquote s father are set as incoherent.
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_FATHER_ACTIVE}} When this tab is selected, the list display all coherent fathers
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_FATHER_LIST}}
List of coherent father. Each root line is an object that appear as a father in a link. When you expand a branch, all linked child appear. The name between parenthesis is the name of DLL associated with Father object.
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INCOHERENCE_ACTIVE}} When this tab is selected, the list display all incoherent fathers
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INCOHERENCE_LIST}} List of incoherent fath
er. Each root line is an object that appear as a father in a link. When you expand a branch, all deleted child appear. The name between parenthesis is the name of DLL associated with Father object.
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INTERF_ALPHAORDER}} Check this radio button to have the father\rquote s list displayed in name\rquote s alphabetical order
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INTERF_INCOHERENCEORDER}} Check this radio button to have the list ordered from the father which have the most incoherence to the father which have the less incoherence
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INTERF_DLLORDER}} Check this radio button to have the list ordered by DLL Name
\par \page {\cs16\super #{\footnote \pard\plain \s15\widctlpar \f4\fs18 {\cs16\super #} IDP_INTERF_COMBODLL}}
Choosing in this combo box a DLL name, makes the list display only the Father owned by the selected DLL. If you choose the _All DLL_ entry, all fathers will be displayed.
\par
\par }

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@@ -0,0 +1,21 @@
; This file is maintained by HCW. Do not modify this file directly.
[OPTIONS]
HCW=0
COMPRESS=12 Hall Zeck
LCID=0x409 0x0 0x0 ;Anglais (Etats-Unis)
REPORT=Yes
CONTENTS=IDH_GENERAL
TITLE=Coherence Manager help
BMROOT=Bitmaps
HLP=..\CoheMngr.hlp
[FILES]
.\CM_help.rtf
[WINDOWS]
Normale="Coherence Manager Help",(315,52,361,584),62212,(r0),(r12632256),f3; help on coherence manager
main="",(653,102,360,600),20736,(r14876671),(r12632256),f3
[CONFIG]
BrowseButtons()

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[Keyboard]
Swap between Editor and Engine = F2
Swap to Editor without Preferences = ^F2
Activate Hierarchy Editor = #F2
Activate Actor Editor = #F3
Activate Geometric Object Editor = #F4
Activate IPO Editor = #F5
Activate Light Editor = #F6
Activate Physical Object Editor = #F7
Activate Sector Editor = #F8
Activate Waypoints & Ways Editor = #F9
Activate Zone Editor = #F10
Activate Actions Editor = ^F3
Activate Material Editor = ^F4
Activate Mechanic Editor = ^F5
Activate Particle Editor = ^F6
Activate Sound Editor = ^F7
Activate IPT Editor = ^F8
Exit = &F4
Reinit the map = ^R
Save All = ^S
Undo = ^Z
Redo = ^Y
Options = ^O
Keyboard = ^K
Pause Engine = F5
One Step Engine = F6
Force 3D View = F7

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[Preference]
User Prefix = KWN

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[Keyboard]
Select Background Color = ^TAB
Proportionnal sizing = ^P
Cancel all drawing flags = &<26>
Ignore Drawing Flags = ^<5E>
Normal Object = ^1
Grided Object = ^2
Wired Object = ^3
Show Object BV = ^5
Show Object Axis = ^6
Normal World = &1
Grided World = &2
Wired World = &3
World Sectors = &4
Visible Sectors = &5
Current Sector = &6
Collision Map = &<26>
Sectors BV = &7
Actors BV = &8
Objects BV = &9
No BV = &0
Show Main Centers = ^8
Show All Centers = ^9
Show No Center = ^0
Show Axis Left = #8
Show Axis Right = #9
Show No Axis = #0
Display Instance Info = #1
Display Instance To Camera = #2
Display Camera Info = #3
Display Distance = #4
Show Borders = #5
Scale Editor Objects = #6
Compute Centers = #7
Unselect all = U
Delta selection = D
Full selection = F
Fixed depth pyramid = #F
real Time pyramid = #T
Force Mouse Cursor = ^M
Swap Mouse Mode = ^W

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[ReferencePath]
Super-Object Reference Path = GameData\World\Levels\
Sectors Reference Path = GameData\World\Levels\
Environments Reference Path = GameData\World\Libraries\Environment\
MecEnvironments Reference Path = GameData\World\Libraries\Environment\
Geometric Objects Reference Path = Gamedata\World\Levels\
Zdx Geometric Objects Reference Path = Gamedata\World\levels\_common\Families\
Light Objects Reference Path = Gamedata\World\Levels\
Waypoint Objects Reference Path = Gamedata\World\Levels\
Way Objects Reference Path = Gamedata\World\Levels\
Families Reference Path = GameData\World\levels\_common\Families\
Animations Reference Path = GameData\World\Graphics\Anims\

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[User]
User Prefix=KWN
User Status=Designer
User Language=French
[Options]
Automatic Coherence=FALSE
Reinit the Map=TRUE
Scale editor object=FALSE
Pyramid Depth= 0.0000
Target Depth= 0.0000
Automatic swap=FALSE
Swap mode=RIGHT

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Error Operator Module
---------------------
At last run, known modules were :
Data / Controls DLL (Yves BABITCH)
WAtch Window for editors (David REIZER)
Actors Editor (Yves BABITCH)
OGD Module (Marc Trabucato)
TAC Module (Marc Trabucato)
IA Debugger (Yves BABITCH)
Mechanics Editor (Yves BABITCH)
Particles Generator Editor (David REIZER)
---------------------

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:Base General
:Title Aide g<>n<EFBFBD>rale des <20>diteurs
1 Sommaire=ID_PRESENTATION
1 Interface
2 Aper<65>u g<>n<EFBFBD>ral=ID_INTERFACE
1 Fonctionnalit<69>s g<>n<EFBFBD>rales
2 Fonctions g<>n<EFBFBD>rales=ID_PAGE_GENERALITES
2 Affichage=ID_AFFICHAGE
2 S<>lection, <20>diton et d<>placement=ID_SELECTION
2 La cam<61>ra=ID_CAMERA
2 Les diff<66>rents outils=ID_OUTILS

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[Keyboard]
multiple selection = SHIFT
pyramid selection = TAB
multi-pyramid selection = #TAB
use Selection dialog = S
Copy instance alone = ^C
copy instance with Branch = ^B
cut instance = ^X
paste at chosen position = ^V
paste under Default parent = ^D
paste under Found parent = ^F
paste under same parent = ^G
Delete selected instances = DEL
Change super-object parent = #C
Edit super-object flags = #E
Register selection for move = R
add/delete Registration = #R
Teleport to new position = T
Teleport to instance = I
Teleport to camera = C
Teleport camera to instance = K
Teleport camera centered on Rayman = #K
Choose translation vector = #V
put on Ground = G
Orient to position = O
orient keePing vertical = P
rotate instance / X = #X
rotate instance / Y = #Y
rotate instance / Z = #Z
inverse rotate instance / X = &X
inverse rotate instance / Y = &Y
inverse rotate instance / Z = &Z
translate instance -> Left = NUMPAD4
translate instance -> Right = NUMPAD6
translate instance -> Down = NUMPAD2
translate instance -> Up = NUMPAD8
translate instance -> On = NUMPAD3
translate instance -> Back = NUMPAD9
increase rotation step = NUMPAD*
decrease rotation step = NUMPAD/
increase translation step = NUMPAD+
decrease translation step = NUMPAD-
X constraint axis = X
Y constraint axis = Y
Z constraint axis = Z
move mouse in depth = Q
Warped move mouse in depth = W
camera follows instance = K
mouse rotate Horizontal = H
mouse rotate Vertical = V
update current Sector = #S
Detect current sector = #D
Display distance = #1
Select Sector = ^T
[Preference]
Left Frame Width =200
DialogList Dimension =355
DialogEdit Dimension =371
Bottom Frame Height =120

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:Base Editor
:Title Editor Help
:Index Editor Index=.\Editor.hlp
1 Editeur de Hi<48>rarchie
2 A Propos de ...=ID_PRESENTATION>main
2 Interface
3 Pr<50>sentation=ID_INTERFACE>main
3 Affichage des listes=ID_LISTES>main
3 Barre de menus=ID_MENUS
3 DialogBar=ID_DIALOGBAR>main
3 Edition des param<61>tres=ID_EDITION>main
3 Fen<65>tre de mod<6F>les=ID_MODELES>main
2 Utilisation
3 Autorisations=ID_AUTO>main
3 Undo / Redo=ID_UNDO>main
3 Statut de l'utilisateur=ID_USERMODE>main
3 Cr<43>ation et suppression d'instances=ID_INSTANCES>main
3 S<>lection=ID_SELECTION>main
3 D<>placement 3D=ID_DEPLACEMENT>main
3 Modification des liens hi<68>rarchiques=ID_HIERARCHIE>main
3 Copy / Paste=ID_COPY>main
2 Guide d'utilisation rapide
3 Guide d'utilisation rapide=ID_GUIDE>main

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[Options]
Sound_ON_OFF=ON
MPEG_ON_OFF=ON
WAV_ON_OFF=ON
ADPCM_ON_OFF=ON
CD_ON_OFF=OFF
SUPERVISATER_ON_OFF=OFF
SXD_DIST_SATUR=8
SXD_DIST_FADE=30
FORCE_LOAD_BANKS=ON
[DLL_Test]
[DLL_Sxd]
Unconditionnal=None
File0=WAVMW
Test0=_SND_fn_bTestSnd_MMX@0
Default=WAVPW
[DLL_Cd]
Unconditionnal=None
Default=CD_WM
[DLL_MPEG]
Unconditionnal=None
File0=MPGMX
Test0=_SND_fn_bTestSnd_MMX@0
Default=MPGP5

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/****************************************************************/
/* Parameters of the Tips by Editor */
/****************************************************************/
[TipOfDay]
ITF_nTip =2
OAC_nTip =1
OGD_nTip =1
OLG_nTip =1
OSC_nTip =3
OWP_nTip =1
OZO_nTip =2
T3G_nTip = 1
TAN_nTip =4
TIA_nTip =3
TID_nTip =1
TGM_nTip =1
ITF_Mode =FirstOnly
OAC_Mode =FirstOnly
OGD_Mode =FirstOnly
OLG_Mode =FirstOnly
OSC_Mode =FirstOnly
OWP_Mode =FirstOnly
OZO_Mode =FirstOnly
T3G_Mode = FirstOnly
TAN_Mode =FirstOnly
TIA_Mode =FirstOnly
TID_Mode =FirstOnly
TGM_Mode =FirstOnly
[Colors]
ITF_Text = R000,G000,B150
ITF_Back = R205,G190,B255
OAC_Text = R150,G050,B000
OAC_Back = R250,G205,B180
OGD_Text = R200,G000,B000
OGD_Back = R255,G200,B100
OLG_Text = R200,G000,B000
OLG_Back = R250,G250,B100
OSC_Text = R100,G000,B100
OSC_Back = R255,G150,B255
OWP_Text = R000,G050,B100
OWP_Back = R000,G190,B150
OZO_Text = R200,G020,B000
OZO_Back = R200,G150,B100
T3G_Text = R000,G050,B000
T3G_Back = R050,G250,B050
TAN_Text = R000,G000,B100
TAN_Back = R000,G150,B250
TIA_Text = R000,G050,B100
TIA_Back = R100,G250,B250
TID_Text = R000,G000,B000
TID_Back = R200,G210,B170
TGM_Text = R200,G000,B000
TGM_Back = R250,G250,B200
/****************************************************************/
/* Tips of the Interface (ITF) */
/****************************************************************/
[ITF1]
L1 = You can edit the keystrokes available for each editor :
L2 = . Menu "Tools" -> "Options", then button "Keyboard"
L3 = . Button "Option" of the DialogBar, then button "Keyboard"
L4 = . Keystroke "Ctrl+K"
L5 = .
L6 = button "option" :
B6 = BOption.bmp,X24,Y20
L7 = .
L8 = The dialog gives the list of the editors defining some keystrokes.
L9 = You can modify the keystrokes according to your own preferences.
L10 = .
L11 = Note:
L12 = . The complete list of the existing keystrokes is avaiable in the file "RaccourcisClaviers.doc"
L13 = /e in the directory EDT_Data.
L14 = . Most of the editor functionalities are associated to a keystroke : if you print this file, you will
L15 = /e obtain an almost complete list of the functions that you can use in the editors...
[ITF2]
L1 = The buttons on the second line of the toolbar can be used to open / close the editors
L2 = .
L3 = They have the same funtion as the entries of the menu "Editors", and are displayed in
L4 = the same order.
B4 = EdButtons.bmp,X350,Y26
L5 = .
L6 = Note:
L7 = If the icons are not explicit enough, you can ask a graphist to draw some better ones !
L8 = They will replace these ones in a next version...
[ITF3]
L1 = There is a new option in the editors, to visualise the actors that are nor visible in the engine.
L2 = .
L3 = Menu "Tools" -> "Display all actors"
L4 = The actors that are not visible in the engine are displayed with the "Ed" object, like the
L5 = GenDoors. This object is removed when activating the engine, and reinserted when entering
L6 = the editors again.
L7 = .
L8 = To disactivate this option, you must uncheck the entry "Tools" -> "Display All Actors"
L9 = .
L10 = Note:
L11 = If you want these actors to be displayed with a different object to distinguish them from the
L12 = Gendoors, you can ask a graphist to create a specific object : it will be used instead of "Ed"
L13 = in a next version...
[ITF4]
L1 = The key stroke "Ctrl+M" can be used to force themouse cursor on the first screen.
L2 = .
L3 = If you loose the mouse pointer, or if it get stuck in the second screen, you must click
L4 = to give focus to the 3D view, then use this keystroke : themouse cursor will reappear
L5 = on the first screen.
[ITF5]
L1 = To display the centers of the visible objects, you can use the corresponding toolbar button
B1 = BCenters.bmp,X98,Y24
L2 = or the following menu entry : "3DView" -> "Display" -> "Centers"
L3 = .
L4 = This option display the centers of all the objects that are visible when activating it
L5 = .
L6 = To update the display of the center (recompute the visibility of the objects), you can use
L7 = the menu entry : "3DView" -> "Compute Objects Centers"
[ITF6]
L1 = A new button of the toolbar can be used to choose the display mode for the fog
B1 = BFogs.bmp,X74,Y22
L2 = (Fog On / Fog Off).
L3 = This option is applied in Editor mode only.
[ITF7]
L1 = The last button of the DialogBar can be used to choose the display mode of the Status Bar :
L2 = . 'I'/t: the status bar display the informations concerning the selected instance
L3 = . 'C'/t: the status bar display the informations concerning the cam<61>ra
L4 = . 'I/C'/t: the status bar display the informations of the instance relative to the cam<61>ra
L5 = .
L6 = Note:
L7 = This mode can alos be modified using the corresponding key strokes
L8 = (default : Shift+1, Shit+2, Shift+3)
[ITF8]
L1 = You can now change the icon representing an actor model :
L2 = .
L3 = . In the list of model types, select the type : Actor_Model
L4 = . Select the chosen model
L5 = . Use the "Icon" button to open the dialogbox containing the list of the bitmaps
L6 = /e that you can use for this model
L7 = . Select a bitmap
L8 = . Save all
L9 = .
L10 = Note : This functionality is available in all the editors where the model view is displayed.
[ITF9]
L1 = .
L2 = You can now display the list of all the objects of a given type belonging to a same sector :
L3 = .
L4 = These lists are available in the following editors :
L5 = . Hierarchy . Actors . Lights . Waypoints .
L6 = .
L7 = They are displayed in the List Dialog of these editors :
B7 = DLists.bmp,X199,Y183
[ITF10]
L1 = .
L2 = You can now select all the objects of a given type belonging to a same sector :
L3 = .
B3 = BSelect.bmp,X28,Y29
L4 = .
L5 = The selection button of the DialogBar displays the following selection dialog :
L6 = .
B6 = DSelect.bmp,X233,Y164
L7 = .
L8 = .
L9 = .
L10 = Youcan then choose the type and sector that you want : the editor will automatically
L11 = select all the objects of the given type that belong to the chosen sector.
/****************************************************************/
/* Tips of the Actor Editor (OAC) */
/****************************************************************/
[OAC1]
L1 = In the actor editor, you preload the models of a given family.
L2 = .
L3 = . In the selection dialog, open the popup menu (right button click) and choose the entry
L4 = /e "Show preloaded objects"
L5 = /e => the preloaded objects are displayed
L6 = .
L7 = . In the selection dialog, open the popup menu on a family
L8 = /e (right button click on the selected family).
L9 = /e => if the family has no model to preload, the entry "no model to preload for family"
L10 = /e is displayed (disabled).
L11 = /e => if the family has some models to preload, the entry "preload models of family"
L12 = /e is displayed (enabled).
L13 = .
L14 = . Choose the entry "Preload models for family"
L15 = /e => all the models of the family are preloaded.
L16 = .
L17 = To load a pre-loaded model, you can simply double-click on its name in the selection dialog.
[OAC2]
L1 = The new CustomBits and the others.
L2 = .
L3 = CB1 : Unseen Frozen Anim Player
L4 = .
L5 = /t=> The AnimPlayer is not running when the actors is not visible
L6 = /t (the actor has the CB 12)
L7 = .
L8 = CB2 : Need Module Matrices
L9 = .
L10 = /t=> When an actor has Modules Zone of type ZDR
L11 = /t=> When an actor has its modules used in A.I.
L12 = .
L13 = CB5 : Ray Trace Hit :
L14 = .
L15 = /t=> When the actor could be found with a ray trace.
L16 = .
/****************************************************************/
/* Tips of the Geometry Editor (OGD) */
/****************************************************************/
[OGD1]
L1 = A new function can be used to manage the points that were duplicated when cutting an object.
L2 = .
L3 = . The key stroke "S" can be used to activate (disactivate) the mode "Select Duplicated Points".
L4 = .
L5 = /e The status bar display the message : "Select Duplicated Points mode is On (Off)"
L6 = /e When this mode is activated, the editor selects automatically the duplicated points
L7 = /e corresponding to the point selected by the user.
L8 = /e The objects containing these duplicated points are displayed with a violet color.
L9 = /e When the selected point is moved, the dupicated points are moved simultanneously,
L10 = /e to keep them grouped on a same position.
L11 = .
L12 = .
L13 = . The key stroke "U" can be used only when the mode "Select Duplicated Points" is Off.
L14 =.
L15 = /e When a point was moved, you can press this key to update the position of all the duplicated
L16 = /e points, to group them on the same position.
/****************************************************************/
/* Tips of the Light Editor (OLG) */
/****************************************************************/
[OLG1]
L1 = There are several types of lights :
L2 = .
L3 = . Ambiant/t/t: uniform light on every surface
L4 = . Parallel/t/t: parallel rays with an infinite source, without attenuation
L5 = . Parallel Box/t: parallel rays with a box source, attenuated on X and Y
L6 = . Spot/t/t: cone light
L7 = . Z-Light/t/t: parallel rays onthe Z-axis, attenuated on Z
[OLG2]
L1 = You can orient a parallel light or a spot using the same key strokes as in the hierarchy editor.
L2 = .
L3 = . Select the light
L4 = . Press the "Orient" key stroke (default value : 'O'), and keep the key pressed
L5 = . Click on the target, then move the mouse with the left button pressed
L6 = .
L7 = => the light is oriented to follow the 3D position of the mouse.
[OLG3]
L1 = .
L2 = Choice of the background color in engine mode
L3 = .
L4 = . Insert a fog light in the map
L5 = . use the button : "fog Back"
L6 = . Choose the color of the fog
L7 = . Choose big values for the Near, Far and Infinite (greater than the size of the map)
L8 = . Swap to engine mode.
[OLG4]
L1 = .
L2 = You can now display the LIST OF THE LIGHTS AFFECTING A SECTOR.
L3 = .
L4 = These lists are available in the List Dialog of the Light Editor :
B4 = DLightList.bmp,X191,Y152
L5 = .
L6 = .
l7 = .
L8 = .
L9 = . "Name_Of_Sector (Position)"
L10 = /e list of the lights belonging to the corresponding sector .
L11 = .
L12 = . "Name_Of_Sector (Effect)"
L13 = /e list of the lights having an effect on the corresponding sector.
/****************************************************************/
/* Tips of the Sector Editor (OSC) */
/****************************************************************/
[OSC1]
L1 = A new parameter was defined in the sectors :
B1 = Priority.bmp,X110,Y100
L2 = .
L3 = .
L4 = By default, all the sectors have the normal priority (0).
L5 = .
L6 = The priority is used to detect the transition between sectors : at each step, the engine checks if
L7 = the actor is entering a sector with a higher priority than the current sector.
L8 = .
L9 = WARNING ! Using priorities will slow down the engine !
L10 = This functionality must be use only when the sector configuration does not allow any other
L11 = solution.
[OSC2]
L1 = The sector editor allows you to display the bouding boxes of the sectors :
L2 = . With the menu/t: "3DView" -> "Display Borders"
L3 = . With the keyboard/t: Shift + 5
[OSC3]
L1 = With the sector editor, you can build easily the lists of the edited sector :
L2 = .
L3 = . Select the sector to edit (double-click in the 3D View or in the dialog)
L4 = . In the "Select Mode" panel, activate the button "List"
L5 = . Choose the list(s) to modify (for example "Activity" and "Sound")
L6 = => the sectors belonging to the selected lists are displayed with green color,
L7 = /e in the 3D view and in the dialog.
L8 = .
L9 = . Click on a sector that does not belong to the lists (in the 3D view or in the dialog)
L10 = => the chosen sector is automatically added to the lists.
L11 = .
L12 = . Click on a sector belonging to the lists (in the 3D view or in the dialog)
L13 = => the chosen sector is automatically removed from the lists.
[OSC4]
L1 = .
L2 = In the GRAPHIC LIST of a sector, you can now define some sectors that will be
L3 = VISIBLE IN LOOK MODE only.
L4 = .
L5 = For this, you just have to check the parameter "Look" for the sector inserted
L6 = in the graphic list :
B6 = DLook.bmp,X191,Y65
L7 = .
L8 = .
L9 = The sectors visible in Look mode only are displeyed at the end of the graphic list.
L10 = A "L" indicates their status.
B10 = DListLook.bmp,X157,Y89
/****************************************************************/
/* Tips of the Waypoint Editor (OWP) */
/****************************************************************/
[OWP1]
L1 = All the fuctionnalities available in the popup menu can be activated
L2 = with the key strokes :
L3 = .
L4 = . Show All Links/t: Shift + A
L5 = . Show Out Links/t: Shift + O
L6 = . Show In Links/t: Shift + I
L7 = . Show No Links/t: Shift + N
L8 = .
L9 = . Add or Remove Node : Alt + W
L10 = .
L11 = . Select Prev WP/t/t/t:/t <
L12 = . Select Next WP/t/t/t: Shift/t+ < (>)
L13 = . Select Prev Wp and continue/t: Alt/t+ <
L14 = . Select Next WP and continue/t: Ctrl/t+ <
[OWP2]
L1 = .
L2 = When instantiating a DYNAMIC WP (i.e. child of an actor), the editor displays a warning :
L3 = .
B3 = Dwarning.bmp,X261,Y91
L4 = .
L5 = .
L6 = .
L7 = For an exisiting dynamic WP, you can change the status of the Waypoint using the
L8 = entry "Set Static" of the popup menu.
L9 = .
B9 = MStatic.bmp,X192,Y58
L10 = .
L11 = The WP will then become a STATIC one (i.e. child of the world).
/****************************************************************/
/* Tips of the Zone Editor (OZO) */
/****************************************************************/
[OZO1]
L1 = In the Zone editor, you can move an actor without moving its zones :
L2 = . Select the actor to be moved.
L3 = . Press the "Actor Only" key stroke (default value : Alt + A)
L4 = . Move the actor (keeping the key strok pressed)
L5 = => the actor is moved, but its zone keep their absolute position in the world.
[OZO2]
L1 = In the Zone editor, you can resize a zone with the mouse :
L2 = . Press the Ctrl key and keep it pressed
L3 = . Cick on the zone to be resized
L4 = . Move the mouse, keeping the left button pressed
L5 = => the zone is resized, following the move of the cursor.
[OZO3]
L1 = BEWARE!
L2 = You must never use module zone with the type ZDR-Itself on a scaled PO.
/****************************************************************/
/* Tips of the Grid View (T3G) */
/****************************************************************/
[T3G1]
L1 = The jey stroke "Navigation Mode" (default key : "N") can be used to activate and
L2 = desactivate the "Navigation" mode of the Grid View.
L3 = This mode affect the keyboard arrows to the Grid instead of the camera.
L4 = .
L5 = When this mode is activated, the arrow keys are affected to the navigation : they can
L6 = be used to go from one case to another inside the grid
L7 = .
L8 = When this mode is desactivated, the arrow keys are affected to the camera moves.
/****************************************************************/
/* Tips of the Anim Player (TAN) */
/****************************************************************/
[TAN1]
L1 = .
L2 = You can now PLAY A COMPLETE ACTION in the Anim Player.
L3 = .
L4 = . If no action is selected in the action list, the animation list
L5 = /e display all the animations of the family.
L6 = . If an action is selected in the action list, the animation list
L7 = /e display only the animations used by this action.
L8 = .
L9 = You can now play a complete action :
L10 = . select an action in the actions list
L11 = . use the Player buttons to play the selected action
L12 = .
L13 = You can still play a single animation :
L14 = . select an animation in the animations list
L15 = . use the Player buttons to play the selected animation
[TAN2]
L1 = The FAMILY LIST display the families that are available in the editors.
L2 = .
L3 = The entry "Display All" of the popup menu (right button in the list) can be used
L4 = to display the unloaded families. These families are displayed with gray characters.
L5 = .
L6 = To load a family, you can double-click on its name in the list.
[TAN3]
L1 = The ACTION LIST display the actions of the selected family.
L2 = .
L3 = . The actions containing at least one animation are displayed with bold characters.
L4 = . The actions containing no animation are displayed with normal characters.
L5 = .
L6 = To play a complete action, you must select no animation in the animations list :
L7 = the Player buttons will then apply to the complete action.
L8 = .
L9 = The Animm Player will chain the animations of the action on the order of the list.
[TAN4]
L1 = The ANIMATION LIST display : .
L2 = . the animations of the chosen family if no action is selected.
L3 = . the animations used by the chosen action if an action is selected.
L4 = .
L5 = The loaded animations are displayed with bold characters : they can be played directly.
L6 = .
L7 = The unloaded animations are displayed with normal characters.
L8 = To load an animation, you can double-click on its name in the list.
/****************************************************************/
/* Tips of the AI Editor (TIA) */
/****************************************************************/
[TIA1]
L1 = The names of the constants are displayed with light-blue color in the AI text.
L2 = The constants can be displayed using the "C" button of the AI toolbar.
[TIA2]
L1 = The breakpoints allow you to stop the execution of the AI just before the chosen
L2 = instruction.
L3 = .
L4 = To insert a BreakPoint in the AI, you can set the cursor in the corresponding line
L5 = and press F9 : the breakpoint is added at the beginning of the chosen line.
[TIA3]
L1 = Use of the #Define command
L2 = .
L3 = This command is used like a macro inside a single behaviour.
L4 = .
L5 = Syntax :
L6 = /t<Begin of Line> #Define <Name> <Body> <End of Line>
L7 = .
L8 = /e WARNING :
L9 = . The body of this command must be writen on a single line.
L10 = . It can be a complete declaration or part of it.
L11 = . The calls must be done in the same behaviour as the declaration.
L12 = .
L13 = /e Example
L14 = This command can be used to give to a variable a specific name in each behaviour
L15 = . Create a private DsgVar :
L16 = /tPrivate Integer MyLocalVariable : 10
L17 = . In each behaviour where this variable is used with a specific meaning :
L18 = /t#Define LocalNameOfMyVariable MyLocalVariable
L19 = .
L20 = This allow you to reduce the number of variables, keeping explicit names in the AI
[TIA4]
L1 = .
L2 = When the initial values of an actor have been lost during the Ai compilation, you
L3 = can RELOAD THE INITIAL VALUES of the designer variables for all the instances of
L4 = a given model.
L5 = .
L6 = . Select the corresponding model.
L7 = . In the menu "Tools", select the entry "Reload Initial Values"
L8 =.
L9 = The editor will reload the initial values of all the instances of this model.
[TIA5]
L1 = The ARRAY EDITION was improved to make their modification easier.
L2 = .
L3 = For an Array Variable, the "Edit" button display the edition dialog :
B3 = DArray.bmp,X248,Y130
L4 = .
L5 = .
L6 = .
L7 = - You can move the selected value in the array using the buttons "Up" and "Down"
L8 = .
L9 = - You can delete the selected value using the button "Delete"
L10 = /e all the following values are moved to the top
L11 = /e the last value of the arrau is duplicated
L12 = .
L13 = - You can insert a value after the selected one using the button "Insert"
L14 = /e all the following values are moved to the bottom
L15 = /e the last value of the arrau is deleted.
/****************************************************************/
/* Tips of the AI Debugger (TID) */
/****************************************************************/
[TID1]
L1 = You can use the AI breakpoints in the AI debugger :
L2 = .
L3 = . Activate the chosen actor by cheking the "On" column
L4 = . Launch the engine
L5 = => the engine will break on the instruction before the breakpoint
L6 = .
L7 = You can display the result of the AI by selecting the actor name and developping its result tree.
/****************************************************************/
/* Tips of the Material Editor (TGM) */
/****************************************************************/
[TGM1]
L1 = .
L2 = You can now get the RGBVALUE OF A PIXEL in a texture :
L3 = . Right Click on the icon representing the texture
L4 = . The corresponding RGB value is registered on the button "Pixel Color"
B4 = DPixel.bmp,X171,Y18
L5 = .
L6 = You can apply automatically this value to the Chromakey parameter:
L7 = . Left Click on the button representing the "Pixel Color"
L8 = . The registered RGB value is automatically applied to the Chromakey
L9 = .
L10 = This value is also available in all dialogs "Choose a Color"
L11 = (for the edition of the parameters : Chromakey, Ambiant, Diffuse and Specular)
L12 = . Use the button "Get Texture Color" in this dialog
L13 = . The registered RGB color is applied to the edited parameter
B13 = DColor.bmp,X271,Y63

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:Base Act_Help.hlp
:Title Actions Editor Help
1 Pr<50>sentation
2 Sur l'interface=ID_PRESENTATION>Test
2 Le mode Etat
3 La liste des familles=ID_DLG_FAMILLE>Test
3 La liste des actions=ID_DLG_ACTION
3 La liste des <20>tats=ID_DLG_ETAT>Test
3 La liste des animations=ID_DLG_ANIMATION>Test
3 Le contenu d'un <20>tat=ID_DLG_CONTENU>Test
2 Le mode Activation
3 La liste des familles=ID_DLG_FAMILLE>Test
3 La liste des listes de noms de zones=ID_DLG_NAMELIST>Test
3 La liste des listes d'activations=ID_DLG_ZALIST>Test
3 La liste des actions=ID_DLG_ACTLIST>Test
3 La liste des activations=ID_DLG_ZA>Test
3 Le contenu d'une liste d'activations=ID_DLG_ZALCONTENT>Test
1 Comment cr<63>er ...
2 Une action=ID_CREER_ACTION>Test
2 Un <20>tat=ID_CREER_ETAT>Test
2 Une liste d'activations=ID_CREER_ZALIST>Test
2 Une activation=ID_CREER_ZA>Test

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[Preference]
Open Mode=ZAM
STM Left Frame Width=200
STM DialogList Height=328
STM ActionList Height=328
STM StateList Height=328
STM Bottom Frame Height=200
STM StateContent Width=720
STM AnimationList Width=338
ZAM Left Frame Width=200
ZAM DialogList Height=245
ZAM NamesList Height=245
ZAM ZAList Height=245
ZAM ActionList Height=245
ZAM Bottom Frame Height=200
ZAM ZAList Content Width=529
ZAM ActivationList Width=529

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@@ -0,0 +1,2 @@
[General]
Colors=FF80400080FF0000C8969600E1969600FA96960096AF96000080FF0096E1960096FA96009696AF009696C8009696E1009696FA00AF96AF00AF96C800AF96E100AF96E100AFAF9600AFC89600AFE19600AFFA9600C896AF00C8AFAF00C8C8AF00C8E1AF00C8FAAF00C8C89600C8C8AF0000FFFF00FF008000C8C8FA0096C8C800AFC8C80064AFC80064C8C80082

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@@ -0,0 +1,24 @@
:Base MatHelp.hlp
:Title Material Editor Help
1 Introduction
2 Who made this editor ?=JUMP_DEVELOPERS
2 What is a game material for ?=JUMP_GAMEMATERIALINTRO
1 How do I ...
2 Create a new game material ?=JUMP_HOWTOCREATE
2 Delete a game material ?=JUMP_HOWTODELETE
2 Select a game material in the view to edit it ?=JUMP_KEYBOARDPICK
2 Drop a material on a single face of an object ?=DUMMY
2 Know if a game material is used or not ?=JUMP_HOWTOKNOWUSED
1 The material editor graphic interface
2 The global interface=JUMP_GAMEMATERIALEDITOR
2 The edition panes
3 The main edition pane=JUMP_MAINEDITIONPANE
3 The mechanics edition pane=JUMP_MECHANICSMATERIALEDITPANE
3 The sound edit pane=JUMP_SOUNDMATERIALEDITPANE
3 The collision edit pane=JUMP_COLLIDEMATERIALEDITPANE
3 The visual edition pane=JUMP_VISUALMATERIALEDITPANE
3 The texture edition pane=JUMP_TEXTUREEDITPANE
2 The keyboard configuration
3 Introduction=JUMP_KEYBOARDINTRO
3 Material picking mode=JUMP_KEYBOARDPICK
3 Material application mode=JUMP_KEYBOARDSPLIT

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@@ -0,0 +1,21 @@
[KeyBoard]
Select material under cursor = CONTROL
Drop material = M
[Material Editor Preferences]
Display Mode=Used
Left Pane Width=274
Visual Pane Height=171
Mechanics Pane Height=314
Collide Pane Height=311
Sound Pane Height=70
Main Pane Height=104
Texture Pane Width=318
List Pane Width=674
Material List Height=170
Load Warnings=Never
[Preload]
File1=AGOs\AGOs.gmt
File2=Common\Common.gmt
File3=Common\Common.gmt

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;Editeur de mat<61>riaux, param<61>tres de m<>canique, sauvegarde des valeurs par defaut
{MECANIC:
Absorption("0.91")
Adhesion(0)
Friction("0.86")
PenetrationMax(0)
PenetrationSpeed(0)
Progression(1)
Slide("0.86")
}

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@@ -0,0 +1,8 @@
[Colors]
ColFieldInstText=0000000000
ColFieldInstBG=D0D9F00099
[Dimensions]
ListHeight=155
ControlHeight=212
EditorWidth=267

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:Base Meca.hlp
:Title Aide de l'<27>diteur de Fiches de M<>caniques
1 Pr<50>sentation g<>n<EFBFBD>rale de l'<27>diteur de fiches de M<>caniques=IDH_GENERAL>Normale
1 Fiches de M<>caniques : cr<63>ation et <20>dition
2 Editer une fiche=fiche_editer>Normale
2 Cr<43>er une fiche=fiche_creer
2 Renommer une fiche=fiche_renommer
2 Supprimer une fiche=fiche_supprimer

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[Keyboard]
navigation mode = N
left case = LEFT
right case = RIGHT
up case = UP
down case = DOWN

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:Base T3D.hlp>MainFram
:Title T3D Helper
1 G<>n<EFBFBD>ralit<69>s
2 Pr<50>sentation=ID_PRESENTATION
2 Afficher un acteur seul=ID_MODE_ACTEUR
2 Afficher les modules d'un acteur dans une grille=ID_MODE_GRILLE
2 Afficher un module seul=ID_MODE_MODULE
2 Le Viewer
3 Pr<50>sentation=ID_MODE_VIEWER
3 Editer le contenu=ID_DLG_CONTENT

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:Base ANIMVIEW.HLP
1 ANIMVIEW
2 Animation Viewer Help=IDJ_ANIMVIEWER@ANIMVIEW.HLP>main
2 Accessing Animation Viewer=IDJ_ACCESSANIMVIEWER@ANIMVIEW.HLP>main
2 Animation Viewer Interface=IDJ_ANIMVIEWERINTERFACE@ANIMVIEW.HLP>main
2 Loading an animation=IDJ_LOADINGANIMATION@ANIMVIEW.HLP>main
2 Playing an animation=IDJ_PLAYINGANIMATION@ANIMVIEW.HLP>main
2 Reported Bugs=IDJ_REPORTEDBUGS@ANIMVIEW.HLP>main
2 Frequently Asked Questions=IDJ_FAQ@ANIMVIEW.HLP>main

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Designer1 = DS1
Alexis Vaisse = ALX
Arnaud 'Ritchy' Guyon = ARG
Benoit Germain = BNT
Carlos Torres = CAT
Cedric Barthou = CEB
Chantal Oury = SHA
Christophe 'Diablo' Cavelan = CHR
Daniel 'The Boss' Palix = DNL
Dorian 'WaR GuN' Thibaut = DOT
Fabien Bole-Feysot = FBN
Frederic 'Bart' Compagnon = FRD
Frederick 'Fred' Gaveau = FRG
Frederic Houde = FRH
Frederic Lefebvre = FRL
Ivano 'Pulco' Pirona = IVP
Jacques Thenoz = JAC
Jean Zappavigna = JEZ
Jean-Christophe 'Satan' Guyot = STN
Jean-Christophe Petit = JCP
Marc Trabucato = MRC
Michael 'Jarod' Janod = MIC
Michel Vibert = MIV
Nicolas D = NFP
Olivier Diaz = OLD
Olivier 'Globbox' Palmieri = OLP
Olivier Soleil = SUN
Philippe 'Cat's Eyes' Laurens = PHL
Stephane 'Perroquet' Hilbold = STH
Vincent 'Papa Vince' Monnier = VIM
Vincent Lhullier = VCT
Yann Le Tensorer = YLT
Yann 'Grincheux' Le Guyader = YLG
Zoran 'Vilain Kanar' Milisavljevic = ZOR

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[WAW_Section_Position]
WAW_Entry_X=655
WAW_Entry_Y=-20
WAW_Entry_Cx=455
WAW_Entry_Cy=290

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:Base 3DGeom.hlp>MainFram
:Title Aide sur l'<27>diteur de G<>om<6F>trie
1 G<>n<EFBFBD>ralit<69>s
2 Pr<50>sentation=ID_GENERAL>MainFram
2 L'interface=ID_INTERFACE>MainFram
2 Les listes d'objets=ID_DIALOG_LISTE>MainFram
2 La boite d'informations sur un objet=ID_DIALOG_INFO>MainFram
1 Comment faire
2 Pour d<>placer un point=ID_DEPLACER_POINT>MainFram
2 Pour renommer un objet=ID_CHANGER_NOM>MainFram

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[Keyboard]
Multiple selection = CONTROL
Sphere selection = SHIFT
Select duplicated points = S
Update duplicated points = U

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[Keyboard]
Orient light = O
Active light = #A
Real time = #R
Ctrl = CONTROL
[Preference]
Light Left Frame Width=190
Light DialogList Dimension=181
Light Edit Dimension=573
[Default colors]
Color nr 0Red=182
Color nr 0Green=226
Color nr 0Blue=225
Color nr 1Red=224
Color nr 1Green=183
Color nr 1Blue=225
Color nr 2Red=0
Color nr 2Green=0
Color nr 2Blue=0
Color nr 3Red=0
Color nr 3Green=0
Color nr 3Blue=0
Color nr 4Red=0
Color nr 4Green=0
Color nr 4Blue=0
Color nr 5Red=0
Color nr 5Green=0
Color nr 5Blue=0
Color nr 6Red=0
Color nr 6Green=0
Color nr 6Blue=0
Color nr 7Red=0
Color nr 7Green=0
Color nr 7Blue=0
Color nr 8Red=211
Color nr 8Green=223
Color nr 8Blue=185
Color nr 9Red=139
Color nr 9Green=67
Color nr 9Blue=87
Color nr 10Red=0
Color nr 10Green=0
Color nr 10Blue=0
Color nr 11Red=0
Color nr 11Green=0
Color nr 11Blue=0
Color nr 12Red=0
Color nr 12Green=0
Color nr 12Blue=0
Color nr 13Red=0
Color nr 13Green=0
Color nr 13Blue=0
Color nr 14Red=0
Color nr 14Green=0
Color nr 14Blue=0
Color nr 15Red=0
Color nr 15Green=0
Color nr 15Blue=0

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:Base light
1 L'<27>diteur de lumi<6D>re=ID_PRESENTATION
1 Cr<43>ation des lumi<6D>res=ID_LIGHT_CREATION
1 Param<61>tres <20>ditables=ID_LIGHT_PARAM
1 Le dialogue d'<27>dition=ID_DIALOG_EDIT
1 Edition de l'<27>tat=ID_ON_OFF
1 Edition du caract<63>re temps r<>el=ID_REAL_TIME_ON_OFF
1 Edition de la couleur=ID_COLOR
1 Edition des param<61>tres near-far=ID_NEAR_FAR
1 Edition de l'orientation=ID_ORIENT
1 secteurs affect<63>s par une lumi<6D>re=ID_SECTOR
1 les listes de l'<27>diteur de lumi<6D>re=ID_LIST
1 Importer une lumi<6D>re depuis 3DsMax=ID_3DSMAX
1 Calcul des RLI=ID_COMPUTE_RLI

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:Base Sector.hlp
:Title Sector Help
1 Editeur de Secteurs
2 A propos de ...=ID_PRESENTATION
2 Secteur
3 Objet Secteur=ID_SECTEUR>main
3 Param<61>tres du secteur=ID_PARAMETRES>main
2 Interface
3 Interfaces
4 Pr<50>sentation=ID_INTERFACE>main
4 Interface du mode "Sector"=ID_MODESECTOR>main
4 Interface du mode "List"=ID_MODELIST>main
4 Interface du mode "Environment"=ID_MODEENV>main
3 Dialogues ( Modes "Sector" et "List" )
4 Liste des Secteurs=ID_DIALOGLIST>main
4 Dialogue de s<>lection=ID_DIALOGSELECT>main
4 Listes du secteur courant=ID_EDITLISTES>main
3 Dialogues ( Mode "Environment" )
4 Environnements du secteur courant=ID_EDITENVS>main
4 Liste des surfaces limites=ID_LISTSRFS>main
4 Liste des environnements=ID_LISTENVS>main
4 Edition de l'Environnement=ID_ENV>main
4 Environnement M<>canique=ID_MECENV>main
4 Environnement visuel=ID_VISENV>main
2 Utilisation
3 Sommaire=ID_UTILISATION>main
3 Choix du mode=ID_UT_MODE>main
3 Choix du secteur <20>dit<69>=ID_UT_EDIT>main
3 S<>lection d'un secteur=ID_UT_SELECT>main
3 Mode "R<>ciproque"=ID_UT_SYMMODE>main
3 Edition des listes=ID_UT_LIST>main
3 Environnements du secteur <20>dit<69>=ID_UT_ENVELEMS>main
3 Edition des surfaces=ID_UT_SURF>main
3 Param<61>tres de l'environnement=ID_UT_ENV>main
3 Environnement m<>canique=ID_UT_MECENV>main
3 Environnement visuel=ID_UT_VISENV>main
2 Guide d'utilisation rapide
3 Exemple=ID_GUIDE>main
3 Raccourcis clavier=ID_CLAVIER>main

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[Keyboard]
Delete Element In List = DEL
[Preference]
Sector Left Frame Width = 180
Sector DialogList Dimension = 337
Sector SelectMode Dimension = 98
Sector EditedSector Dimension = 134
SelectedSector Dimension = 411
Sector Bottom Frame Height = 120
GraphicList Dimension = 150
CollisionList Dimension = 145
ActivityList Dimension = 145
SoundList Dimension = 155
SoundEvent Dimension = 223
Env Left Frame Width = 139
Env DialogList Dimension = 372
Env SelectMode Dimension = 63
Env EditedSector Dimension = 60
EnvironmentList Dimension = 223
Env Bottom Frame Height = 186
Surfaces Dimension = 115
Environments Dimension = 99
Environment Dimension = 266
MecEnvironment Dimension = 252
VisEnvironment Dimension = 127
[Files]
Environment File = "Ed.gev"
MecEnvironment File = "Ed.mev"
VisEnvironment File = "Ed.vev"

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:Base Zdd.hlp
:Title Zones Editor Help
1 Editeur de zones
2 Sommaire=ID_Titre
2 Recherche=ID_Recherche
2 Pr<50>sentation des zones
3 Les diff<66>rents types de zones=ID_Types
3 Les zones d'acteur=ID_ZoneActeur
3 Les zones de module=ID_ZoneModule
2 Cr<43>ation de zones
3 Comment cr<63>er des zones d'acteur=ID_CreationActeur
3 La liste des familles, mod<6F>les, acteurs=ID_List1
3 La liste des zones d'acteur=ID_List2
3 Cr<43>er des zones de type partag<61>=ID_Partage
3 Comment changer le nom d<>une liste de zone=ID_NomListe
3 Comment affecter une zone <20> un nom donn<6E>=ID_Affectation
3 Comment cr<63>er des zones de module=ID_CreationModule
3 Comment changer la taille d<>une zone=ID_Taille
2 Visualisation des zones
3 Visualisation d<>un acteur seul avec ses zones=ID_AfficherActeur
3 Visualisation des zones de plusieurs acteurs=ID_DisplayControl1
3 Visualisation des zones dans d'autres <20>diteurs, en mode moteur=ID_DisplayControl2
3 Visualisation des zones de module sur un acteur=ID_VisualisationModule

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[Keyboard]
ChangeZoneSize = CONTROL
MoveOnlyActor = &A

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:Base Zdd.hlp
:Title Zones Editor Help
1 Editeur de zones
2 Sommaire=ID_Titre
2 Recherche=ID_Recherche
2 Pr<50>sentation des zones
3 Les diff<66>rents types de zones=ID_Types
3 Les zones d'acteur=ID_ZoneActeur
3 Les zones de module=ID_ZoneModule
2 Cr<43>ation de zones
3 Comment cr<63>er des zones d'acteur=ID_CreationActeur
3 La liste des familles, mod<6F>les, acteurs=ID_List1
3 La liste des zones d'acteur=ID_List2
3 Cr<43>er des zones de type partag<61>=ID_Partage
3 Comment changer le nom d<>une liste de zone=ID_NomListe
3 Comment affecter une zone <20> un nom donn<6E>=ID_Affectation
3 Comment cr<63>er des zones de module=ID_CreationModule
3 Comment changer la taille d<>une zone=ID_Taille
2 Visualisation des zones
3 Visualisation d<>un acteur seul avec ses zones=ID_AfficherActeur
3 Visualisation des zones de plusieurs acteurs=ID_DisplayControl1
3 Visualisation des zones dans d'autres <20>diteurs, en mode moteur=ID_DisplayControl2
3 Visualisation des zones de module sur un acteur=ID_VisualisationModule

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@@ -0,0 +1,70 @@
[Instances]
DisplayModelFields=1
DisplayUnallocatedMS=1
AskForNewInstanceName=1
[Models]
ConfirmAllocation=0
ConfirmUnallocation=1
[Watch Window]
ConfirmSuppression=1
AlwaysVisible=1
[General]
SynchroList=1
GetUnloadedModels=0
RestoreGroup=0
[Help]
HelpOnActiveView=0
[Colors]
ColFieldInstText=0000000000
ColFieldInstBG=C0D5FE0093
ColFieldInitialText=0000000000
ColFieldInitialBG=D2BE2D00BD
ColFieldCurrentText=0000000000
ColFieldCurrentBG=40B6BF00B5
ColFieldModelText=FFFF0000FE
ColFieldModelBG=F2F980006B
ColFamilyText=0000000000
ColFamilyBG=9FF4A40037
ColInWatchText=FF000000FF
ColInWatchBG=A0A0A000E0
ColLinkedText=5259EF009A
ColLinkedBG=CB8FC2001C
ColNameText=0000000000
ColNameBG=70C8FC0034
ColModelText=0000000000
ColModelBG=68F2CC0026
MustFillWatchData=1
[Dimensions]
ListHeight=217
ControlHeight=153
MSHeight=153
CharacEditorWidth=250
WatchPosTop=174
WatchPosBottom=405
WatchPosLeft=150
WatchPosRight=350
ModelHeight=311
AIHeight=344
[CurrentSettings]
CurrentLevel=3
IAActivated=1
WatchActivated=0
LinksVisible=0
VariablesActivated=0
DisplayCurrent=1
DisplayInitial=1
[DialogList]
CurrentMode=Tree View
TreeMustShowUnloadedObjects=0
TreeMustShowOnlyFamiliesWithModels=1
[HideVariableSection]
YLT_RaymanModel=FALSE

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:Base Actors
:Title Aide Editeur d'acteur
1 Sommaire=ID_PRESENTATION
1 Interface
2 Aper<65>u g<>n<EFBFBD>ral=ID_INTERFACE
2 Dialogue de s<>l<EFBFBD>ction=ID_PAGE_SELECTION
2 Dialogue d'<27>dition=ID_PAGE_EDITIONPANE
2 Fen<65>tre de mod<6F>les=ID_CREATIONMODELE
1 Les Mini-Structures
2 Edition des mini-structures=ID_PAGE_MSPANE
1 L'editeur d'IA
2 Edition d'une IA=ID_PAGE_IAEDITOR

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@@ -0,0 +1,7 @@
:Base EdIR.hlp
:Title Intelligence editor Contents
1 General Informations=IDH_MAIN
1 Buttons'part=HID_BUTTONS_ZONE
1 Behaviours editor=HID_BEHAVIOURS_ZONE
1 Rules editor=HID_RULES_ZONE
1 Description of the language=IDH_LANGUAGE_DESCRIPTION

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:Base EdIRfr.hlp
:Title Editeur d'Intelligence : Sommaire
1 Informations G<>n<EFBFBD>rales=IDH_MAIN
1 Les boutons=HID_BUTTONS_ZONE
1 L'<27>diteur de comportements=HID_BEHAVIOURS_ZONE
1 L'<27>diteur de r<>gles=HID_RULES_ZONE
1 Description du langage=IDH_LANGUAGE_DESCRIPTION
1 Les M<>taActions=IDH_LES_METAACTIONS
1 Les Conditions=IDH_LES_CONDITIONS
1 Les Proc<6F>dures=IDH_LES_PROCEDURES
1 Les Fonctions=IDH_LES_FONCTIONS

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@@ -0,0 +1,927 @@
; SCR 526
; Scripts Parser Version 5.2.6
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : Ed.MOD
;Generated by 3DSMAX ExpMod plug-in from file EDref2.max
;Created date : 09/22/97 18:49:20
;Version directive, the version number is stored in file result 0
$SetCurrentFileDouble(0,"5.20")
;Unit directive, the unit is stored in file result 1
;And correspond to the value of one unit exprimed in meter
$SetCurrentFileDouble(1,1)
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AmbientColor("0.0862745","0.0901961","0.0901961")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",21)
Texture("hed_crps_part2.tga")
}
{Material:combi02
Type(Gouraud)
AmbientColor("0.0862745","0.0901961","0.0901961")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",21)
Texture("hed_crps_part2.tga")
}
{Material:OEILG
Type(Gouraud)
AmbientColor("0.47451","0.47451","0.682353")
DiffuseColor("0.905882","0.952941","0.960784")
SpecularColor(1,1,1,0)
Texture("hed_oeil_mhh.tga")
}
{Material:oeilD
Type(Gouraud)
AmbientColor("0.470588","0.509804","0.682353")
DiffuseColor("0.905882","0.952941","0.960784")
SpecularColor(1,1,1,0)
Texture("hed_oeil_mhh.tga")
}
{Material:ed_pupilles
Type(Gouraud)
AmbientColor(1,1,1)
DiffuseColor("0.7","0.7","0.7")
SpecularColor("0.9","0.9","0.9",30)
Texture("hed_pupille.tga")
}
{Material:ed_doigts
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_doigts.tga")
}
{Material:ed_doigtsdessous
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_doigts_dessous.tga")
}
{Material:mainpaume
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_maimpaume.tga")
}
{Material:bouche_G
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_bouche.tga")
}
{Material:bouche_D
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_bouche.tga")
}
{Material:nuque_G
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_nuque.tga")
}
{Material:nuque_D
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_nuque.tga")
}
{Material:front
Type(Gouraud)
AmbientColor("0.254902","0.215686","0.286275")
DiffuseColor("0.552941","0.494118","0.631373")
SpecularColor("0.870588","0.701961","0.898039",7)
Texture("hed_front.tga")
}
{Material:POMPE_SEMELLE
Type(Gouraud)
AmbientColor("0.137255","0.141176","0.141176")
DiffuseColor("0.215686","0.313726","0.423529")
SpecularColor(0,"0.72549","0.776471",21)
Texture("hed_shoes_sem.tga")
}

View File

@@ -0,0 +1,43 @@
; SCR 512
; Scripts Parser Version 5.1.2
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : mais.mod
;Generated by Max23Dos Moulinette
;Created date : 06/13/97 12:31:41
;Version directive, the version number is stored in file result 0
$SetCurrentFileDouble(0,5.00)
;Unit directive, the unit is stored in file result 1
;And correspond to the value of one unit exprimed in meter
$SetCurrentFileDouble(1,1.0)
{Edit-ListModifGeometric:
}
{Geometric:SaveGame(11,0,2)
AddVertex(0,"0.000000","0.000000","0.0","0.000000","0.000000","0.000000","0.0","0.0","0.0")
AddElement(0,Sprites,"*^ElementSprites:SaveGame")
}
{ElementSprites:SaveGame(1)
AddSprite(0,0,"1.000000","1.000000","*^Sprite:SaveGame")
}
{Sprite:SaveGame(1)
AddMaterial(0,"*^GameMaterial:SaveGame")
AddInfo(0,2DScaled,"0.000000","0.8","0.8","0.000000","0.000000")
}
{GameMaterial:SaveGame
VisualMat("*^Material:SaveGame")
}
{Material:SaveGame
Type(Gouraud)
AmbientColor("1.0","1.0","1.0")
DiffuseColor("1.0","1.0","1.0")
SpecularColor("0.900000","0.900000","0.900000",30)
AddTexture(0,"*^Texture:SaveGame")
}
{Texture:SaveGame
LoadTexture("_EdtTex/SaveGame.tga")
}

View File

@@ -0,0 +1,71 @@
; SCR 526
; Scripts Parser Version 5.2.6
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : Camera.MOD
;Generated by 3DSMAX ExpMod plug-in from file Gendoors.max
;Created date : 06/05/98 18:37:33
;Version directive, the version number is stored in file result 0
$SetCurrentFileDouble(0,"5.20")
;Unit directive, the unit is stored in file result 1
;And correspond to the value of one unit exprimed in meter
$SetCurrentFileDouble(1,1)
{Geometric:Camera(17,0,1)
AddVertex(0,"-0.279836","-0.403745","0.827927",0,0,"-0.02",0,0,0)
AddVertex(1,"0.281269","-0.403745","0.827927",0,0,"-0.01",0,0,0)
AddVertex(2,"-0.279836","0.315182","0.827927",0,0,"-0.01",0,0,0)
AddVertex(3,"0.281269","0.315182","0.827927",0,0,"-0.02",0,0,0)
AddVertex(4,"-0.279836","-0.403745","1.38903",0,0,"0.02",0,0,0)
AddVertex(5,"0.281269","-0.403745","1.38903",0,0,"0.01",0,0,0)
AddVertex(6,"-0.279836","0.315182","1.38903",0,0,"0.01",0,0,0)
AddVertex(7,"0.281269","0.315182","1.38903",0,0,"0.02",0,0,0)
AddVertex(8,"-0.594054","-0.942039","0.513709",0,"-0.01",0,0,0,0)
AddVertex(9,"0.595487","-0.942039","0.513709",0,"-0.01",0,0,0,0)
AddVertex(10,"0.595487","-0.942039","1.70325",0,"-0.01",0,0,0,0)
AddVertex(11,"-0.594054","-0.942039","1.70325",0,"-0.01",0,0,0,0)
AddVertex(12,"-0.373451","-0.428143","0.220695",0,0,"-0.02",0,0,0)
AddVertex(13,"-0.373451","0.334959","0.220695",0,0,"-0.01",0,0,0)
AddVertex(14,"0.389651","0.334959","0.220695",0,0,"-0.02",0,0,0)
AddVertex(15,"0.389651","-0.428143","0.220695",0,0,"-0.01",0,0,0)
AddVertex(16,"0.00809999","-0.0465922","0.983797",0,"-0.00894427","0.00447214",0,0,0)
AddElement(0,IndexedTriangles,"*^ElementIndexedTriangles:Camera_DefaultMaterial")
}
{ElementIndexedTriangles:Camera_DefaultMaterial(26,1)
Material("*^Material:DefaultMaterial")
AddFaceUV(0,0,2,3,0,0,-1,0,0,0)
AddFaceUV(1,3,1,0,0,0,-1,0,0,0)
AddFaceUV(2,4,5,7,0,0,1,0,0,0)
AddFaceUV(3,7,6,4,0,0,1,0,0,0)
AddFaceUV(4,8,9,10,0,-1,0,0,0,0)
AddFaceUV(5,10,11,8,0,-1,0,0,0,0)
AddFaceUV(6,1,3,7,1,0,0,0,0,0)
AddFaceUV(7,7,5,1,1,0,0,0,0,0)
AddFaceUV(8,3,2,6,0,1,0,0,0,0)
AddFaceUV(9,6,7,3,0,1,0,0,0,0)
AddFaceUV(10,2,0,4,-1,0,0,0,0,0)
AddFaceUV(11,4,6,2,-1,0,0,0,0,0)
AddFaceUV(12,0,1,9,0,"0.504127","-0.86363",0,0,0)
AddFaceUV(13,9,8,0,0,"0.504127","-0.86363",0,0,0)
AddFaceUV(14,5,4,11,0,"0.504127","0.86363",0,0,0)
AddFaceUV(15,11,10,5,0,"0.504127","0.86363",0,0,0)
AddFaceUV(16,1,5,10,"0.86363","0.504127",0,0,0,0)
AddFaceUV(17,10,9,1,"0.86363","0.504127",0,0,0,0)
AddFaceUV(18,4,0,8,"-0.86363","0.504127",0,0,0,0)
AddFaceUV(19,8,11,4,"-0.86363","0.504127",0,0,0,0)
AddFaceUV(20,12,13,14,0,0,-1,0,0,0)
AddFaceUV(21,14,15,12,0,0,-1,0,0,0)
AddFaceUV(22,12,15,16,0,"-0.894427","0.447214",0,0,0)
AddFaceUV(23,15,14,16,"0.894427",0,"0.447214",0,0,0)
AddFaceUV(24,14,13,16,0,"0.894427","0.447214",0,0,0)
AddFaceUV(25,13,12,16,"-0.894427",0,"0.447214",0,0,0)
AddUV(0,0,0)
}
{Material:DefaultMaterial
Type(Flat)
AmbientColor(1,1,1)
DiffuseColor(1,1,1)
SpecularColor(1,1,1,32)
}

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