W_Console
v2.1
(References)
All rights
reserved, Kallel A.Y W_Console
2011-2012
General
Instruction |
Usage |
Example |
Goal |
Help |
Help |
Help |
Get help |
About |
About |
About |
About the program |
Load/Save (External)
Instruction |
Usage |
Example |
Goal |
Load 1 |
Load <World file> |
Load C:\my games\revolt\levels\nhood1\ Load C:\my games\revolt\levels\nhood1\nhood1.w |
Loads a world file inside W_Console |
Save |
Save
<World file> |
Save |
Save current world file |
Backup |
Backup |
Backup |
Save a backup file |
Restore |
Restore Restore # |
Restore Restore 3 |
Restore a backup (# = number assigned to the backup) |
Texanim 2 |
Texanim
<framelist> |
Texanim C:\my
games\revolt\levels\nhood1\framelist.txt |
Loads framelist |
Script |
Script
<Script file> |
Load C:\my games\revolt\levels\nhood1\script.txt |
Load a batch instruction file |
Clean |
Clean |
Clean |
Clean current directory from prm
files generated by W_Console (message to ask to
remove backup world files as well) |
(1): load = open
(2): Texanim = multiframe
Instruction |
Usage |
Example |
Goal |
Pick |
Pick world |
Pick world Pick load |
User interface to load a world file |
Pick texanim |
Pick framelist Pick texanim |
User interface to load a frame list file |
Shell
Instruction |
Usage |
Example |
Goal |
Dir |
Dir |
Dir |
Get Current directory’s files |
Cd |
Cd <directory> |
Cd C:\my games\revolt\levels\ Cd ..\ |
Change directory ..\ = upper (parent) directory |
Explore |
Explore |
Explore |
Open Explorer and explore to current directory |
Run |
Run
<bat/exe> |
Run rvglue.bat Run ase2w –m file.prm |
Launch an exe/batch file |
Revolt |
Revolt |
Revolt |
Open Re-Volt in –window –dev
mode |
Selection and Loops
Instruction |
Usage |
Example |
Goal |
Select |
Select # Select mesh
# |
Select 18 Select mesh 12 |
Select a mesh |
Instruction |
Usage |
Example |
Goal |
For |
For # # #-># : statement |
For 1->20: animate For 12 15: list For 0 9 17->31: getinfo |
Select meshes and apply statements to them |
|
|
|
|
Instruction |
Usage |
Example |
Goal |
getByTex |
getByTex
<Tex>: instruction |
GetByTex G: list GetByTex 0:
animate |
Get meshes by Texture index/character (A~I, 0~30) |
getByType |
getByType
<type>: instruction |
GetByType dblsd: shade 0 0 0 |
Get meshes by Flag/Type See Poly types for more infos
|
List
and information
Instruction |
Usage |
Example |
Goal |
Listall |
Listall |
Listall |
Get a full list of polys |
List |
List |
List |
Get a full list of current mesh’s polies |
Getinfo |
Getinfo |
Getinfo |
Get Current mesh informations |
Count |
Count polys |
Count polys Count poly |
Count the polys in current mesh |
Count
meshes |
Count meshes Count mesh |
Count the meshes in current World |
|
Count
vertices |
Count Vx Count vertices Count vertex |
Count the vertices in current mesh |
|
Texanim list |
Texanim
list |
Texanim list |
Get all texture animations |
|
|
|
|
ENVshade list |
Envshade
list |
Envshade list |
List all ENV (fake reflection) colors and the
polygons assigned |
* For Counting and listall,
a World file has to be loaded
* For Counting polys and listing, a mesh has to be selected
getByTex |
getByTex <Tex> |
GetByTex G GetByTex 0 |
Get meshes by Texture index/character (A~I, 0~30)
and list them |
getByType |
getByType
<type> |
GetByType dblsd |
Get meshes by Flag/Type and list them See Poly types for more infos
|
Manipulation
(Mesh and Polygons)
Instruction |
Usage |
Example |
Goal |
Convert |
Convert Quads |
Convert quads |
Convert a mesh from triangular to quads |
Shade |
Shade A R
G B Shade R G
B |
Shade 220 220 200 Shade 128 64 128 255 |
Shade a mesh (color it) A = Alpha (transparency), 0= transparent, 255 =
opaque R = Red B = Blue |
Tpage |
Tpage
<Tex> |
Tpage 2 Tpage C |
Assign Texture n°2 (C) to current mesh (remap) |
Flag |
Flag
<type> Type
<type> |
Flag env Type env texanim |
Assign type to current mesh |
Animate 1 |
Animate |
Animate |
Animate Current mesh (from loaded framelist) |
Anim |
Anim
# |
Anim 2 |
Assign the animation n°# to current poly (eq to flag texanim , tpage #) |
Export |
Export |
Export |
Export The current mesh to .PRM file (centered) |
(1): Requires a loaded world, a loaded framelist and a selected mesh
Manipulation
(Texture Animation)
Instruction |
Usage |
Example |
Goal |
Texanim deleteall * |
Texanim deleteall |
Texanim deleteall |
Delete all texture animations |
Texanim delete* |
Texanim delete
# |
Texanim delete
2 |
Delete a texture animation (index #) |
*: Still experimental
Manipulation
(ENV)
Instruction |
Usage |
Example |
Goal |
Envshade |
Envshade
# R G B Envshade
# A R G B |
Envshade
2 0 0 255 Envshade
8 128 255 255 255 |
Change Env’s color (Envshade list for listing) # = index of ENV R = Red G = Green B = Green A = alpha (not recommended) |
Generate
Instruction |
Usage |
Example |
Goal |
Generate Environment list |
Generate envlist |
Generate Envlist Generate Env |
Generate (fake) reflection (ENV) list (if not
generated) |
Generate Frame list |
Generate Framelist |
Generate Framelist |
Generate a framelist at
your working directory (worldfile.w_framelist.txt) |
Low level
Instruction |
Usage |
Example |
Goal |
ply |
ply
MESH_INDEX POLY_INDEX KEY VALUE |
Ply 18 2 type dblsd |
Edit Poly directly KEY: tpage, type,u0,u1,...,v0,v1,....vi0,vi1... |
ta |
ta
ANIMATION_INDEX FRAME_INDEX KEY VALUE |
Ta 2 1 time 0.016 |
Edit texture animation directly KEY: texture, time, uv1x,uv1y,uv2x.... uv4y |
Decode |
Decode |
Decode |
Decode (dump) current world file into Ali-Kay’s
Re-Volt language |
Control
and Console
Instruction |
Usage |
Example |
Goal |
Stopping executing a
command |
Break Stop |
Break Stop |
Stopping executing a command |
Silent |
Silent |
Silent |
Activate Silent mode (by default inactive) |
Verbose |
Verbose |
Verbose |
Activate Verbose mode (by default active) |
Dowrite |
Dowrite
message |
Dowrite Hello
world |
Write a message to console |
Cls |
Cls |
Cls |
Clear Current console |
Log |
Log |
Log |
Write log file |
Exit |
Exit |
Exit |
Exit program |
Preview
Instruction |
Usage |
Example |
Goal |
Nvfv |
Nvfv Fvnv |
Fvnv Nvfv |
Detect nVolt and FreeVolts (usually done at startup) |
Preview (mesh) 1 |
Preview Preview
mesh Preview
this |
Preview Preview mesh Preview this |
Preview current mesh (after automated export) |
Preview (level) 2 |
Preview
world Preview
level Preview * |
Preview world Preview level Preview * |
Preview current world |
Fvpreview 1 |
Fvpreview |
Fvpreview |
Force FreeVolts to preview
Current mesh |
FvWpreview 2 |
fvWpreview |
Fvwpreview |
Force FreeVolts to preview
current world |
(1): a world file has to be loaded ,
a mesh has to be selected first
(2): a world file must be loaded
Note: nVolt’s priority
is higher than FreeVolts’, Thus,
if you have both of nVolt and FreeVolts
only nVolt will be taken (force preview to overtake
this)
nVolt
must be installed in : Your Documents\nVolt\nVolt.exe
(just extract to your documents)
FreeVolts must be installed in: C:\windows\rv2.exe
(extract to C:\Windows or your Windows directory)
Types
Type |
W_Console name |
Usage |
Quad |
Quad |
4-vertices
polygon |
Double
sided |
Dblsd |
Double sided polygon (two faces are visibles : front and back) |
Transparency |
Trans |
Transparency |
Transparency type: Normal (0), additive (1) |
Ttype |
Transparency |
Texture animation |
Texanim |
Texture Animation Enabled: Note! The texture must be set to be Animation Index |
Environment ON |
Env |
(fake) reflection enabled |
Textures
Index |
Bitmap |
Usage |
0,
1, 2, 3 … 9 |
A, B, C, D… I |
Normal
track textures |
-1 |
@ |
Untextured |
Rv-Chaos
table
Number |
Texture Filename |
Number |
Texture Filename |
-1 |
No texture (normal Basecolor of object) |
15 |
AI 5
Car.bmp |
0 |
xxxA.bmp |
16 |
AI 6
Car.bmp |
1 |
xxxB.bmp |
17 |
AI 7
Car.bmp |
2 |
xxxC.bmp |
18 |
AI 8
Car.bmp |
3 |
xxxD.bmp |
19 |
AI 9
Car.bmp |
4 |
xxxE.bmp |
20 |
AI 10
Car.bmp |
5 |
xxxF.bmp |
21 |
AI 11
Car.bmp |
6 |
xxxG.bmp |
22 |
GFX\Font.bmp |
7 |
xxxH.bmp |
23 |
GFX\Spru.bmp |
8 |
xxxI.bmp |
24 |
GFX\Envstill.bmp |
9 |
xxxJ.bmp |
25 |
GFX\Envroll.bmp |
10 |
Own Car.bmp |
26 |
GFX\Shadow.bmp |
11 |
AI 1 Car.bmp |
27 |
GFX\FxPage1.bmp |
12 |
AI 2 Car.bmp |
28 |
GFX\FxPage2.bmp |
13 |
AI 3 Car.bmp |
29 |
GFX\FxPage3.bmp |
14 |
AI 4 Car.bmp |
30 |
GFX\Loading.bmp |
KEYS (polygons)
Name |
Usage |
Tpage |
Texture |
Type |
Polygon type |
U0, v0, u1, v1 … u3,v3 |
UV map |
Vi0, vi1, vi2, vi3 |
Vertex index |
C0,c1,c2,c3 |
Colors |
Texture animation
Texture animation file
Texture animation file is an ASCII-text file which
structure is like the following:
Frame 0
Texture: G
Time: 0,01
uv1: 0,12x0,54
uv2: 0x0,57
uv3: 0x0,5
uv4: 0,2x0,5
End Frame
Frame 1
Texture: G
Time: 0,01
uv1: 0,11934x0,54
uv2: -0,00066x0,57
uv3: -0,00066x0,5
uv4: 0,19934x0,5
End Frame
More general:
Frame N
Texture: <Tex>
Time: 0.001
uv1: UxV
uv2: UxV
uv3: UxV
uv4: UxV
End frame
Where U and V are two float numbers from 0~1
Name |
Usage |
Tpage Texture |
Texture |
Time Delay |
Delay of frame |
Uv1 Uv2 Uv3 Uv4 |
UV map |
KEYS (Texture animation for ‘ta’
)
Name |
Usage |
Tpage |
Texture |
Time / delay |
Delay of frame |
U0, v0, u1, v1 … u3,v3 |
UV map |
--------------------
updated: January’25th
January’24th
2012 (by Kallel A.Y)