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- 19:55, 10 February 2023 Engine Tools/TexCooker (hist | edit) [2,890 bytes] Jellysoap (talk | contribs) (Created page with "TexCooker is a batch texture conversion utility that is designed to convert source uncompressed texture files (mainly in TGA format) to the game default DDS (Direct Draw Surface) files with GPU-efficient compression. == Configuration == Each configuration may define one or more compression methods suitable for your needs. You can specify an external utility that will perform conversion of textures and also many different usages that will change texture parameters.<synt...") Tag: Visual edit
- 18:03, 3 February 2023 The Driver Syndicate/Level Editor/Static Models (hist | edit) [3,432 bytes] NikkiChan92 (talk | contribs) (Rough Draft)
- 12:39, 2 February 2023 The Driver Syndicate/Vehicles/Configuration File (hist | edit) [9,213 bytes] Sherbetjutsu (talk | contribs) (Created page with "'''Vehicle configuration scripts''' contain the names and handling properties of vehicles for the Driver Syndicate Vehicle scripts are loaded from <code>scripts/vehicles/</code> ==Fields== ===name=== Name of the vehicle, generally in <code>'XX Name</code>, where XX is the year. name "'74 Rollo"; ===cleanmodel=== Location of the .egf model that the vehicle uses. cleanmodel "models/vehicles/rollo.egf"; ===damagedmodel=== Location of the .egf model the vehicle beco...") Tag: Visual edit: Switched
- 21:56, 1 February 2023 The Driver Syndicate/Addon System (hist | edit) [4,234 bytes] NikkiChan92 (talk | contribs) (The start of the making a Addon's page.)
- 13:02, 1 February 2023 Sound Scripts (hist | edit) [3,959 bytes] Jellysoap (talk | contribs) (Created page with "'''Sound scripts''' contain "sound entries" that are used to wrap Equilibrium-specific playback instructions around WAV or OGG files. A sound entry can define its pitch and volume, how far away it can be heard from (attenuation distance), and can be used to randomize which precise sound file is played. Nodes can be used to define even more complex behaviours defined by the inputs. Sound scripts by default are loaded from: * <code>scripts/EmitterSounds.txt</code> * Lu...") Tag: Visual edit
- 03:40, 1 February 2023 The Driver Syndicate/Vehicles/Creating Vehicle Models (hist | edit) [8,691 bytes] Sherbetjutsu (talk | contribs) (Created page with "== Preparing a Car Model for Import == The following information is about preparing a model that already exists for the Eqiulibrium [sic] Engine == Armature == An Armature must be added for a vehicle to <gallery> Car_Armature_Bone_Names.png|An armature with all available bone names, headlights can be omitted for cars without popup headlights </gallery>")
- 21:45, 31 January 2023 The Driver Syndicate/Addon System/Installing Addons (hist | edit) [2,896 bytes] NikkiChan92 (talk | contribs) (Short summary on installing mods.)
- 20:55, 31 January 2023 The Driver Syndicate/Level Editor/Paths (hist | edit) [1,781 bytes] Jellysoap (talk | contribs) (Created page with "Path editor allows you to add and adjust various paths. Currently it's mainly used for ambient sound paths but it can be used for other types of scripted objects. == Making a new path == You can either create a new path set or edit existing by pressing Open button (you'll be prompted with file open dialog) # Press '''Create''' button to make a new path in the set, you'll be prompted with a window to enter a name. Press OK and a new path will appear in the list # Doub...") Tag: Visual edit
- 20:35, 31 January 2023 The Driver Syndicate/Level Editor/Prefabs (hist | edit) [596 bytes] Jellysoap (talk | contribs) (Created page with "== Viewport controls == '''Placement mode''' # Choose prefab from the list using double click # Ctrl + Mousewheel: adjusts the height of placement # Space: rotate by 90 degrees # ESC: cancel placement '''Creation mode''' # Select the region by dragging mouse with left button pressed # Press Create button on the panel # Edit mode: Select a prefab and press edit to edit the prefab.") Tag: Visual edit
- 20:32, 31 January 2023 The Driver Syndicate/Level Editor/Roads (hist | edit) [991 bytes] Jellysoap (talk | contribs) (Created page with "== Viewport controls == # Holding Left Mouse: paint road cell. # Right mouse: Brings up context menu # Holding Middle mouse: draws a line, with large roads this is faster than placing down cell by cell. # Space: rotate 90 degrees toggling between north, south, west, and east. # T: cycles between types. (straight road, junction, parking, pavement/pedestrian) == Context menu == Shows road ID and allows to perform some quick operations on road # Remove all road cells - r...") Tag: Visual edit
- 20:26, 31 January 2023 The Driver Syndicate/Level Editor/Occluders (hist | edit) [681 bytes] Jellysoap (talk | contribs) (Created page with "This is important tool because you can seriously drop performance with your cities without occluders. == Viewport controls == '''Placement''' # First left click: begins occluder # Second left click: sets end point # Third left click: sets the height of occluder and ends it. '''Editing''' # Manipulation: Control + Left click: toggle selection # ESC: cancel selection # DEL: delete selection Use gizmos to adjust the occluders. TIP: a '''''perfect'' occluder''' is a '...") Tag: Visual edit
- 20:18, 31 January 2023 The Driver Syndicate/Level Editor/Blocks (hist | edit) [2,159 bytes] Jellysoap (talk | contribs) (Created page with "== Creating a new block == # Select a texture from the texture list # Left click and drag, this will draw a box on the grid. # Press enter and your starting block will appear. == Viewport controls == '''Selection tool:''' # CTRL + right click: Toggle face selection (each face will be adjustable when highlighted) # CTRL + left click: Toggle all faces # G-move # R-rotate # (when all faces toggled) CTRL+Space to copy/paste model/block # CTRL-G - group block objs togeth...") Tag: Visual edit
- 20:06, 31 January 2023 The Driver Syndicate/Level Editor/Level Objects (hist | edit) [2,060 bytes] Jellysoap (talk | contribs) (Created page with "== Controls for viewport == # Left hold and drag: places objects (when Tiled placement is On) # Right hold and drag: removes objects (when Tiled placement is On) # Right click on model: brings up context menu # Space: rotate 90 degrees for placement # Control + Left click: toggle selection # Control + Space: duplicate selection # ESC: cancel selection # DEL: deletes selection # G: movement mode # R: rotation mode # T toggles between tiled and non-tiled placement mode. #...") Tag: Visual edit
- 19:59, 31 January 2023 The Driver Syndicate/Vehicles/Vehicle Zones (hist | edit) [1,726 bytes] NikkiChan92 (talk | contribs) (A short description of vehicle zones.)
- 19:42, 31 January 2023 The Driver Syndicate/Level Editor/Heightfields (hist | edit) [2,062 bytes] Jellysoap (talk | contribs) (Created page with "== Controls == # Space: rotate texture tile # Control + Mouse wheel: Changes radius of tool # Left mouse: sets tile texture and properties (see "What to set" and "Tile flags") # Right mouse: deletes tile texture # Middle mouse drag: draws a line and performs same as left mouse for each tile in line") Tag: Visual edit
- 19:29, 31 January 2023 The Driver Syndicate/Level Editor/Region Editor (hist | edit) [441 bytes] Jellysoap (talk | contribs) (Created page with "'''Region Editor''' lets you view your map from the top, move and delete regions of the level and resize your map. * File tab, here you will generate your map. * Level tab, here you can resize your map.") Tag: Visual edit
- 18:17, 31 January 2023 The Driver Syndicate/Level Editor (hist | edit) [4,998 bytes] NikkiChan92 (talk | contribs) (Level editor controls. (For preview build 2847))
- 18:13, 31 January 2023 Material System/Materials (hist | edit) [1,912 bytes] Jellysoap (talk | contribs) (Created page with "A '''material''' is a <code>.mat</code> key-values text file that defines a two-dimensional surface. It contains all of the information needed for engine to simulate the surface visually, aurally, and physically. The contents of a material will fall into some or all of these categories: # Texture names # Physical surface types # Shader parameters # Special compile properties # Fallbacks # Proxies == Simple Example == <syntaxhighlight lang="cpp" lin...") Tag: Visual edit
- 18:03, 31 January 2023 Key-Values File (hist | edit) [1,385 bytes] Jellysoap (talk | contribs) (Created page with "Equilibrium Engine has it's own data interchange format that uses human-readable text to store and transmit data objects consisting of attribute–value pairs and arrays (or other serializable values). Those files used in many of the engine files, such as '''Material Files''', '''Vehicle Configuration Files''', '''Various Object Definition Files''', '''egfCa and animCa scripts.''' The data structure maybe seem similar to '''JSON''' but it's been simplified and extende...") Tag: Visual edit
- 16:41, 31 January 2023 Engine Tools/FCompress (hist | edit) [33 bytes] Jellysoap (talk | contribs) (Created page with "Utility to create packages TODO") Tag: Visual edit
- 16:40, 31 January 2023 Engine Tools/animCa (hist | edit) [156 bytes] Jellysoap (talk | contribs) (Created page with "animCa is a motion package compiler Takes intermediate animation formats like ESA and FBX and generates MOP file under specific rules of ASC files. TODO:") Tag: Visual edit
- 16:39, 31 January 2023 Engine Tools/egfCa (hist | edit) [146 bytes] Jellysoap (talk | contribs) (Created page with "egfCa is a model compiler Takes intermediate model formats like ESM/ESX and FBX and generates EGF file under specific rules of ESC files. TODO:") Tag: Visual edit
- 16:34, 31 January 2023 Engine Tools (hist | edit) [857 bytes] Jellysoap (talk | contribs) (Created page with "There are currently a set of tools to work with the Equilibrium Engine content * egfCa - Compiler utility to generate Equilibrium Graphics Files (EGF), model format used to display static and animated models * animCa - Compiler utility to create Motion Packages, which stores animation data for one more more EGF models * EGFMan - an utility to view models and somewhat convinient user interface for compiling scripts * FCompress - Equilibrium Package File generator, used f...") Tag: Visual edit