NameOfTheCommand, Argument_{1}, Argument_{2}, Argument_{3}, ..., Argument_{n} |
CreateMeshBuilder |
AddVertex, vX, vY, vZ, nX, nY, nZ |
vX: The x-coordinate for the vertex in meters. Negative values are left, positive ones right. The default value is 0. vY: The y-coordinate for the vertex in meters. Negative values are down, positive ones up. The default value is 0. vZ: The z-coordinate for the vertex in meters. Negative values are backward, positive ones forward. The default value is 0. nX: The x-coordinate for the normal of this vertex. The default value is 0. nY: The y-coordinate for the normal of this vertex. The default value is 0. nZ: The z-coordinate for the normal of this vertex. The default value is 0. |
AddFace, v_{1}, v_{2}, v_{3}, ..., v_{max} |
v_{i}: The vertex index to include in this face. Allowed values are 0 through n-1, where n is the number of AddVertex commands used. |
AddFace2, v_{1}, v_{2}, v_{3}, ..., v_{max} |
v_{i}: The vertex index to include in this face. Allowed values are 0 through n-1, where n is the number of AddVertex commands used. |
Cube, HalfWidth, HalfHeight, HalfDepth |
HalfWidth: A floating-point number representing half the width of the cube in meters. HalfHeight: A floating-point number representing half the height of the cube in meters. HalfDepth: A floating-point number representing half the depth of the cube in meters. |
ⓘ Cube representation |
The Cube command is equivalent to a series of AddVertex and AddFace commands, which you need to account for when using other commands in the same CreateMeshBuilder section. The details on what the Cube command does are available here. |
Cylinder, n, UpperRadius, LowerRadius, Height |
n: An integer representing the number of vertices to be used for the base of the frustum. UpperRadius: A floating-point number representing the radius for the upper base of the frustum in meters. Can be negative to indicate that the top cap is to be omitted. LowerRadius: A floating-point number representing the radius for the lower base of the frustum in meters. Can be negative to indicate that the bottom cap is to be omitted. Height: A floating-point number representing the height of the prism in meters. Can be negative, which will flip the frustum vertically and display it inside-out. |
ⓘ Cylinder representation |
The Cylinder command is equivalent to a series of AddVertex and AddFace commands, which you need to account for when using other commands in the same CreateMeshBuilder section. The details on what the Cylinder command does are available here. |
GenerateNormals |
This command is ignored by openBVE. |
Translate, X, Y, Z TranslateAll, X, Y, Z |
X: A floating-point number representing the translation on the x-coordinate in meters. Negative values translate to the left, positive ones right. The default value is 0. Y: A floating-point number representing the translation on the y-coordinate in meters. Negative values translate down, positive ones up. The default value is 0. Z: A floating-point number representing the translation on the z-coordinate in meters. Negative values translate backward, positive ones forward. The default value is 0. |
Scale, X, Y, Z ScaleAll, X, Y, Z |
X: A non-zero floating-point number representing the scale factor on the x-coordinate. The default value is 1. Y: A non-zero floating-point number representing the scale factor on the y-coordinate. The default value is 1. Z: non-zero A floating-point number representing the scale factor on the z-coordinate. The default value is 1. |
Rotate, X, Y, Z, Angle RotateAll, X, Y, Z, Angle |
X: The x-direction of the rotational axis. Negative values point to the left, positive ones to the right. The default value is 0. Y: The y-direction of the rotational axis. Negative values point down, positive ones up. The default value is 0. Z: The z-direction of the rotational axis. Negative values point backward, positive ones forward. The default value is 0. Angle: The angle to rotate in degrees. Negative values rotate counter-clockwise, positive ones clock-wise. The default value is 0. |
Shear, dX, dY, dZ, sX, sY, sZ, r ShearAll, dX, dY, dZ, sX, sY, sZ, r |
dX: The x-coordinate of the vector D. The default value is 0. dY: The y-coordinate of the vector D. The default value is 0. dZ: The z-coordinate of the vector D. The default value is 0. sX: The x-coordinate of the vector S. The default value is 0. sY: The y-coordinate of the vector S. The default value is 0. sZ: The z-coordinate of the vector S. The default value is 0. r: The ratio that indicates how much to displace vectors. The default value is 0. |
SetColor, Red, Green, Blue, Alpha |
Red: The red component of the color. Measured from 0 (black) to 255 (red). The default value is 255. Green: The green component of the color. Measured from 0 (black) to 255 (green). The default value is 255. Blue: The blue component of the color. Measured from 0 (black) to 255 (blue). The default value is 255. Alpha: The alpha component of the color. Measured from 0 (transparent) to 255 (opaque). The default value is 255. |
SetEmissiveColor, Red, Green, Blue |
Red: The red component of the color. Measured from 0 (black) to 255 (red). The default value is 0. Green: The green component of the color. Measured from 0 (black) to 255 (green). The default value is 0. Blue: The blue component of the color. Measured from 0 (black) to 255 (blue). The default value is 0. |
SetBlendMode, BlendMode, GlowHalfDistance, GlowAttenuationMode |
BlendMode: The blend mode to use. The default is Normal. GlowHalfDistance: The distance at which the glow is at 50% of its intensity, measured in meters. The value must be an integer in the range from 1 to 4095, or 0 to disable glow attenuation. The default value is 0. GlowAttenuationMode: The glow attenuation mode to use. The default is DivideExponent4. |
▸ Available options for BlendMode: |
Normal: The faces are rendered normally. Additive: The faces are rendered additively. |
▸ Available options for GlowAttenuationMode: |
DivideExponent2: The glow intensity is determined via the function x^{2} / (x^{2} + GlowHalfDistance^{2}), where x is the distance from the camera to the object in meters. DivideExponent4: The glow intensity is determined via the function x^{4} / (x^{4} + GlowHalfDistance^{4}), where x is the distance from the camera to the object in meters. |
⚠ | openBVE 2 compatibility note: In openBVE 2, only additive glow will be supported and the GlowAttenuationMode parameter is likely going to be dropped. Please avoid using normal blending in conjunction with using glow. |
LoadTexture, DaytimeTexture, NighttimeTexture |
DaytimeTexture: The file name of the daytime version of the texture to load, relative to the directory the object file is stored in. NighttimeTexture: The file name of the nighttime version of the texture to load, relative to the directory the object file is stored in. |
SetDecalTransparentColor, Red, Green, Blue |
Red: The red component of the color. Measured from 0 (black) to 255 (red). The default value is 0. Green: The green component of the color. Measured from 0 (black) to 255 (green). The default value is 0. Blue: The blue component of the color. Measured from 0 (black) to 255 (blue). The default value is 0. |
SetTextureCoordinates, VertexIndex, X, Y |
VertexIndex: The vertex index the coordinate is referring to. Allowed values are 0 through n-1, where n is the number of AddVertex commands used. X: The x-coordinate of the texture. Integer values correspond to the left/right edge of the texture. If only values between 0 and 1 are to be considered, 0 corresponds to the left and 1 to the right. Y: The y-coordinate of the texture. Integer values correspond to the top/bottom edge of the texture. If only values between 0 and 1 are to be considered, 0 corresponds to the top and 1 to the bottom. |