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Render Controllers

文档版本:1.21.0.24

A collection of render controllers to apply.

架构

render_controllers:
{
  format_version "format_version"
  object "render_controllers" : opt
  {
    object "^controller\.render\.[a-z\.]+" : opt
    {
      object "arrays" : opt
      {
        object "geometries" : opt
        {
          array "<any object property>" : opt
          {
            string "<any array element>" : opt
          }
        }
        object "materials" : opt
        {
          array "<any object property>" : opt
          {
            string "<any array element>" : opt
          }
        }
        object "textures" : opt
        {
          array "<any object property>" : opt
          {
            string "<any array element>" : opt
          }
        }
      }
      object "color" : opt
      {
        number "r" : opt
        string "r" : opt
         "g" : opt
         "b" : opt
         "a" : opt
      }
      boolean "filter_lighting" : opt
      0 "geometry"
      boolean "ignore_lighting" : opt
      object "is_hurt_color" : opt
      {
         "r" : opt
         "g" : opt
         "b" : opt
         "a" : opt
      }
      0 "light_color_multiplier"
      array "materials" : opt
      {
        object "<any array element>" : opt
        {
          string "<any object property>" : opt
        }
      }
      object "on_fire_color" : opt
      {
         "r" : opt
         "g" : opt
         "b" : opt
         "a" : opt
      }
      object "overlay_color" : opt
      {
         "r" : opt
         "g" : opt
         "b" : opt
         "a" : opt
      }
      array "part_visibility" : opt
      {
        object "<any array element>" : opt
        {
          string "<any object property>" : opt
          boolean "<any object property>" : opt
          number "<any object property>" : opt
        }
      }
      boolean "rebuild_animation_matrices" : opt
      array "textures" : opt
      {
        0 "<any array element>"
      }
      object "uv_anim" : opt
      {
        array "offset" : opt
        {
          0 "<any array element>"
        }
        array "scale" : opt
        {
          0 "<any array element>"
        }
      }
    }
  }
}
format_versionformat_version
format_version:
string
render_controllersobject
The collection of render controllers, each property is the identifier of a render controller.
render_controllers
^controller\.render\.[a-z\.]+object
A single render_controller.
^controller\.render\.[a-z\.]+
arraysobject
A collection of definition of arrays.
arrays
geometriesobject
A collection of Geometry array.
geometries
<any object property>array
A geometry array definition.
<any object property>
<any array element>string
A geometry item, must be defined in the entity.
materialsobject
A collection of materials array.
materials
<any object property>array
A material array definition.
<any object property>
<any array element>string
A material item, must be defined in the entity.
texturesobject
A collection of texture array.
textures
<any object property>array
Textures.
<any object property>
<any array element>string
An texture item.
colorobject
The color to apply.
color
rnumber
A color definition as number, between 0 and 1.
rstring
A color definition in molang, between 0 and 1.
g
The value of green, between 0 and 1.
b
The value of blue, between 0 and 1.
a
The value of alpha, between 0 and 1.
filter_lightingboolean
Whenever or not to apply enviroment lighting to this object.
geometry0
The model data to use.
0:
string
ignore_lightingboolean
Whenever or not to apply enviroment lighting to this object.
is_hurt_colorobject
The color to overlay on the entity when hurt.
is_hurt_color
r
The value of red, between 0 and 1.
g
The value of green, between 0 and 1.
b
The value of blue, between 0 and 1.
a
The value of alpha, between 0 and 1.
light_color_multiplier0
The amount of light that blends into what is being rendered, lower values gives darker rendering, (1 = 100%).
0:
string
0:
number
materialsarray
The specification where to apply materials to.
materials
<any array element>object
The definitions of what material to apply to what set of bones, can be done through specific names, or patterns using * as a wildcard.
<any array element>
<any object property>string
The material to apply, or patterns using * as a wildcard.
on_fire_colorobject
The color that will be overlayed when the object is on fire.
on_fire_color
r
The value of red, must result in a float between 0 and 1.
g
The value of green, must result in a float between 0 and 1.
b
The value of blue, must result in a float between 0 and 1.
a
The value of alpha, must result in a float between 0 and 1.
overlay_colorobject
The color to put over the object.
overlay_color
r
The value of red, between 0 and 1.
g
The value of green, between 0 and 1.
b
The value of blue, between 0 and 1.
a
The value of alpha, between 0 and 1.
part_visibilityarray
Determines what part of the object to show or hide.
part_visibility
<any array element>object
The object that describe different bone visibility.
<any array element>
<any object property>string
<any object property>boolean
<any object property>number
rebuild_animation_matricesboolean
Whenever or not to rebuild the animation matrices.
texturesarray
The texture to apply, multiple texture can be used as to create an overlay effect, a specific material is required though.
textures
<any array element>0
The texture definition to apply.
uv_animobject
The UV animation to apply to the render texture.
uv_anim
offsetarray
The offset to apply the UV, this will cause the texture on the object to shift by said amount, can be molang. The value for how much to offset is usually specified between 0 and 1
offset
<any array element>0
The offset to apply on the texture, can be molang.
scalearray
The scale to apply to the texture, this will cause texture to seem to grow and shrink if done per frame.
scale
<any array element>0
The scale to apply on the texture, can be molang.