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terrain
README_DEMOS CONTENTS:
This process is a "terrain generation" program, using the
game box to draw geometry and the game controller to provide
the interface. Data can be created and saved back out to
the Indy. It demonstrates many advanced features, including
the hostI/O communication. See the README file for more
information.
README CONTENTS:
To run this program, type: terrain
Note: Running this program by typing 'gload' is a bad idea,
because some of the features will be disabled. Run
the program by running the terrain program, which runs
on the Indy. The terrain program will gload the ROM
into the Ultra64.
This is a terrain editing program. It allows you to interactively
create a terrain on the Ultra64 using the game controller.
The terrain that you generate can then be saved back to the
Indy and used in a separate Ultra64 program that you write.
General controls:
joystick: rotate terrain
crosshair: move cursor (and mountain)
E: build a mountain / make a mountain higher
D: build a ditch / make a mountain smaller
F: make mountains wider
C: make mountains narrower
A: undo a mountain
B: finalize a mountain
G: see below
L: turn on/off menu
While the trigger (G) is being depressed:
joystick: scale and move terrain up/down in view
crosshair: move terrain in x/z view
While menu is active:
crosshair up/down: select different menu items
crosshair left/right: modify values in menu
R: choose min/max/mid value
Cursor mode:
When the cursor mode is "Make Mountains," the controls act as
described above. Cursor mode of "Place Texture" only makes
sense after loading a texture (see below LOADING A TEXTURE).
When the cursor mode is "Place Texture," the controls act
the same, except:
A: turn paintbrush on/off
B: cycle through loaded textures
C-F: move a vertex laterally
R: draw a triangle of texture (instead of a quad)
While the trigger (G) is being depressed:
C-F: Alter the texture coordinates at one or more
vertices. This is affected by the GROUP TEXTURE
and OPERATION modes which are in the TEXTURE MENU.
Saving a terrain:
In the "Dump Menu," you can save a terrain, which will
create 3 files:
ter0_data.h - the data which can be used in another U64 app.
ter0_header.h - a header, also for use in other U64 apps.
ter0_save.h - a file which can be reloaded with LOAD TERRAIN
You can use the dumped files ter0.data.h and ter0.header.h
which contain a display list named terrain0_dl which you can
use to display your terrain. The X and Z values of the
vertices (in modeling coordinates) will range from -512 to 512.
Volume culling information is automatically included in
the display list when SAVE MODE (in the DUMP MENU) is set
to SECTION CULL or ALLCULL (section cull includes culling
information for each 7x7 array of quads in the terrain.
ALLCULL only includes culling information for the entire
terrain as a whole.) NOTE that any textures you specified
in the terrain program will have to be included by you in your
Ultra64 program using the terrain.
Loading a texture:
You can load textures dynamically with the NEW TEXTURE menu
item in the TEXTURE MENU. When you select this menu item,
you will have to type the name of your texture at the prompt
on the indy (in the shell window where you ran the terrain
program). You can navigate directories by typing .. (for up
directory) or the name of a directory (for down directory).
Type the name of the texture you want. The texture file you
specify should be a .h file created by rgb2c with the -o MIP
flag (i.e., mipmapped texture). Currently, the Terrain
program only supports mipmapped textures.
Bump function:
You can make mountains of different shapes by selecting
different bump functions.
Size:
The default terrain size is 32x32 quads. You can alter
the number in the MODE MENU with the TERRAIN SIZE Z parameters.
Contour lines:
You can turn on contour lines, which allow you to see the
border of each quad. Choose ENABLE CONTOURS in the MODE MENU.
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998
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