User manual CONITEC 3D GAMESTUDIO-SOURCE DEVELOPMENT

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[. . . ] 3D Gamestudio Programmer's Manual © Conitec July 2002 1 3D GameStudio Source Development Kit Programmer's Manual for A5 Engine 5. 230 Johann C. Lotter / Conitec July 2002 3D Gamestudio Programmer's Manual © Conitec July 2002 2 This manual is protected under the copyright laws of Germany and the U. S. Acknex, A4, A5, and 3D GameStudio are trademarks of Conitec Corporation. Any reproduction of the material and artwork printed herein without the written permission of Conitec is prohibited. [. . . ] A dead reckoning mechanism is used for extrapolating positions and angles between cycles. The structure of the messages is a single-byte code, followed by code-dependant informations. When describing the content of messages, we use the following conventions: Byte = an unsigned integer, on one byte. Short = a signed integer, on two bytes, Big Endian order (Intel order). Long = a signed integer, on four bytes, Big Endian order (Intel order). Float = a floating point number, on four bytes, Big Endian order (Intel order). Fixed = a fixed point number in 22. 10 format, on four bytes, Big Endian order (Intel order). String = a sequence of characters, terminated by 0 ('\0') Angle = a short, to be multiplied by 360. 0/65535. 0 to convert it to degrees. Position = a coordinate packed in three bytes by dividing it by 8 CPosition = either Position or Fixed, depending on the pos_resolution variable Scale(x) = a value packed into one byte to be multiplied by x/255. 0. Client Messages The following commands are used for transferring information from a client to the server. Command cls_fill cls_join cls_create Bytecode 0x01 0x02 0x03 Arguments Description Filler byte for inflating UDP messages to a minimum length. Long Player_DPID String Player_Name Long Player_DPID String File_Name Position Start[3] Short Action_Index Short Identifier Long Entity_DPID Long Player_DPID Request for joining the session (TCP). Request creating an entity with given model name, and link the client to it (TCP). If a client does not send anything for more than 5 seconds, it is automatically disconnected by the server. Send a string (TCP). cls_remove cls_ping 0x04 0x07 cls_level cls_var 0x09 0x0a Long Player_DPID String Level_Name Short Var_Index Short Var_Length Fixed Var[Var_Length] Short String_Index String Text cls_string 0x0b 3D Gamestudio Programmer's Manual © Conitec July 2002 13 Command cls_skill Bytecode 0x0e Arguments Long Entity_DPID Short Struct_Offset Fixed Skill Long Entity_DPID Short Struct_Offset Fixed Skill[3] Description Send an entity skill (TCP). Struct_Offset gives the byte offset of the skill in the A4_ENTITY struct. cls_skill3 0x0f Send an entity vector skill (TCP). Server Messages The following commands are used for transferring information from the server to either a specific client, or to all clients connected. Server-client communication uses the reliable TCP protocol for important messages, and the unreliable UDP protocol for unimportant messages. Command svc_fill svc_create svc_remove svc_entsound Bytecode 0x01 0x03 0x04 0x05 Arguments Description Filler byte for inflating TCP and UDP messages to at least 8 bytes. Short Entity_Index Short Identifier Short Entity_Index Short Entity_Index Short Sound_Index Scale(2000) Volume Long Sound_Handle Short Action_Index Short Number Position Start[3] Fixed Vel[3] Created entity with given index (TCP). Generate a particle or beam effect on the clients (UDP). svc_effect 0x06 svc_info 0x07 Long 0x11191218 Send a sync value and the server Byte Protocol_Version time to the clients (TCP). Float Frame_Time Short Var_Index Send a variable to all clients (TCP). Short Var_Length Fixed Var[Var_Length] Short String_Index String Text Short Entity_Index Short Struct_Offset Fixed Skill Short Entity_Index Short Struct_Offset Fixed Skill[3] svc_var 0x0a svc_string svc_skill 0x0b 0x0e Send a string to all clients (TCP). Struct_Offset gives the byte offset of the skill in the A4_ENTITY struct. Send an entity vector skill particularly to the entity's client (TCP). Update entity parameters 2 (UDP). svc_skill3 0x0f svc_update1 svc_update2 0x40. . 0x7f Short Entity_Index 0x80. . 0xbf Short Entity_Index (Parameters see below) (Parameters see below) 3D Gamestudio Programmer's Manual © Conitec July 2002 14 Command svc_update3 Bytecode Arguments (Parameters see below) Description Update entity parameters 3 (UDP). 0xc0. . 0xff Short Entity_Index For the 3 entity parameter update messages, bits 0. . 5 of the svc_update bytecode give the parameter combination to be sent or received, in the order given below. Parameter position pan scale type frame flags1 ambient albedo skin tilt roll nextframe lightrange color alpha uv flags2 Update. Bit 1. 0 1. 1 1. 2 1. 3 1. 4 1. 5 2. 0 2. 1 2. 2 2. 3 2. 4 2. 5 3. 0 3. 1 3. 2 3. 3 3. 4 Arguments CPosition Pos[3] Angle Pan Short Scale[3] String File_Name Short Frame_Int Scale(1) Frame_Frc Byte Flags Scale(100) Ambient Scale(255) Albedo Byte Skin Angle Tilt Angle Roll Short Nextframe Scale(2000) Lightrange Scale(255) Blue, Green, Red Scale(100) Alpha Short U, V Byte Flags Remarks XYZ position XYZ scale*0. 25 Name of the mdl, wmb, pcx, etc. [. . . ] Bones are a linked list of 3D vertices that are used for animation in the MDL5 format. If on moving a bone vertex the connection line to his parent rotates, it's childs are rotated likewise about the parent position. If the distance of the bone vertex to its parent changes, the change is added onto the distance between childs and parent. So the movement of the childs is done in a spherical coordinate system, it is a combination of a rotation and a radius change. [. . . ]

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