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Quick Reference: Keywords

A list of [keywords] and their parameters.

[illumination_interior]

Sets which [interiorlight]s illuminate a mesh, up to a maximum of four.

A value must be provided for all four parameters. If an index is invalid, no error is thrown and the mesh is still lit by the other lights. -1 is the standard invalid index used when a mesh is lit by less than four lights.

It is possible to have a mesh be lit by the same [interiorlight] more than once. The appearance is identical to increasing a single light's brightness by the same factor.

Meshes without this keyword inherit the lighting from the previous mesh that does have this keyword. If no previous meshes have this keyword, the default lighting is 0, 1, 2, 3.

Valid Files: Model.cfg

Must follow: [mesh]

ParameterDescription
interior light slot #0zero-based index of [interiorlight] entries that should be used to light this mesh
interior light slot #1
interior light slot #2
interior light slot #3

[interiorlight]

Defines a point light source (used for vertex lighting a mesh and/or preventing passengers complaining it's too dark in the bus).

The light source is attached to the mesh - if the mesh is animated, the light source will move with it.

The light source won't illuminate any mesh unless told to using [illumination_interior].

Valid Files: Model.cfg

Must follow: [mesh]

ParameterDescription
brightness variablescript variable or value controlling the brightness of the light
brightness multipliermultiplier for brightness variable value
colourrthe colour of the light
g
b
positionxthe point that the light eminates from
y
z

[light_enh_2]

Defines a light bloom effect.

Valid Files: Object.sco, Model.cfg

Must follow: [mesh]

ParameterDescription
positionxLocation of the centre of the light source relative to the origin
y
z
directionxVector in which the light points
y
z
rotation axisxVector defining the axis around which the bloom effect rotates when rotating is 1
y
z
omni0 = directional, 1 = omnidirectional
rotating0 = direction vector, 1 = rotate to user around rotation axis, 2 = rotate to user around all axes
colourrRed, Green and Blue channels of the light colour (0-255 integers)
g
b
sizediameter of the light effect (metres)
max brightness cone angleangle (°) away from direction vector at which light ceases to be at maximum brightness
min brightness cone angleangle (°) away from direction vector at which light ceases to be visible
brightness variablescript variable or value controlling the brightness of the light
brightness multipliermultiplier for brightness variable value
z-offsetoffsets the bloom effect from the centre point this many metres towards the camera (useful to prevent a bloom effect clipping into a globe light source for example)
effectbloom edge effect, integer made by combining these options: +1 = star, +2 = no fog, +4 = effect only
cone effectshould the light make a cone effect when it's foggy?
on/off timetime (seconds) taken for the light to increase to 63% brightness, or decrease to 37% brightness
bitmapbloom effect texture (if left blank, the standard circle (/Texture/licht.bmp) will be used instead)

[matl]

Selects a material from a mesh for applying effects to.

Valid Files: Object.sco, Model.cfg

Must follow: [mesh]

ParameterDescription
texture paththe material's texture path, as found in the O3D file
material indexzero-based index specifying which occurence of texture path to select

[mesh]

Adds a mesh.

Valid Files: Object.sco, Model.cfg

ParameterDescription
file paththe path to the O3D file, relative to the model directory

[mouseevent]

Makes a mesh clickable, and defines what trigger is fired when the mesh is clicked.

Valid Files: Object.sco, Model.cfg

Must follow: [mesh]

ParameterDescription
trigger nameThe name of the trigger that will be fired when the mesh is clicked.

[rendertype]

Sets the position in the render order for the sceneryobject.

Valid Files: Object.sco

ParameterDescription
typeA rendertype from these possibilities:
presurface
surface
on_surface
1
2
3
4

[texttexture]

Defines a texture to which text is written.

For objects, stringvar can be a zero-based index of the label that should be used as the text input.

Valid Files: Object.sco, Model.cfg

See also: [texttexture_enh], [useTextTexture]

ParameterDescription
stringvarThe name of the string variable that contains the text that will appear on the texture
fontnameThe internal name of the font that will be used to write the text
widthThe width of the texture
heightThe height of the texture
fullcolourIf 1, the font's colour channels are used; if 0, the monochrome colour defined below is used
colourrThe colour of the text if fullcolour is 0
g
b

[texttexture_enh]

Defines a texture to which text is written. Enhanced version of [texttexture].

For objects, stringvar can be a zero-based index of the label that should be used as the text input.

Valid Files: Object.sco, Model.cfg

See also: [texttexture], [useTextTexture]

ParameterDescription
stringvarThe name of the string variable that contains the text that will appear on the texture
fontnameThe internal name of the font that will be used to write the text
widthThe width of the texture
heightThe height of the texture
fullcolourIf 1, the font's colour channels are used; if 0, the monochrome colour defined below is used
colourrThe colour of the text if fullcolour is 0
g
b
orientation Sets the alignment of the text:
0: Centred
1: Left
2: Right
3: "best centered over spacing"
4: "best centered over spacing, case of doubt left"
5: "best centered over spacing, case of doubt right"
grid"everytime aligned to grid with pixels grid. Else use 1 or 0."

[useTextTexture]

Replaces the selected material's texture with the specified text texture.

Valid Files: Object.sco, Model.cfg

Must follow: [matl]

See also: [texttexture], [texttexture_enh]

ParameterDescription
text texture indexThe zero-based index of the [texttexture] or [texttexture_enh] entry to use

[visible]

Allows a variable to hide or show a mesh.

Valid Files: Object.sco, Model.cfg

Must follow: [mesh]

ParameterDescription
script variablethe script variable that specifies when this mesh is visible
valuethe mesh is only visible when script variable is equal to this value