Shape Naming Conventions
Red Baron names all of its shapes according to a
numerical identification system. The benefits for doing this are enormous - it both speeds
up things in the code and freaks the heck out of us art-types! Personally, I
believe that when programmers get together, they communicate with a series of numbers,
clicks, and whistles. Anyway - we're stuck with naming simple things like a "green
truck" as a series of eight numbers.
These eight numbers tell the program everything
there is to know about the shape. These eight are in four pairs:
The first pair of numbers designate the CLASS of the object.
The second pair of numbers designate the TYPE of the object.
The third pair of numbers designate the DETAIL of the object.
The fourth (and last) pair of numbers designate the SQUADRON of the object (used only for planes).
Class
The object's CLASS tell the program
whether it's an Aircraft(03), Vehicle(06) an Air
Defense object (07), a Ground Force object (08), or a normal Building
(09). All the objects fall into one of these classes.
For example, all trucks, tanks, trains, or anything
else that has an engine and drives around would be in the Vehicle Class, so all are named
with the numbers "06" at the beginning of their ID.
Type
Once we tell the program what Class the object
belongs to, we need to tell it what TYPE of object within the Class it
is. There may be any number of types in a class.
For example, once we tell the program that something
is in the Vehicle Class, we need to tell it what kind of vehicle it is. A Gray Boxcar
object has the Type number "07", so the first four numbers in
the ID for a Gray Boxcar vehicle would be, "0607". A Brown
Boxcar object has the Type number "08" - its ID number would
be, "0608".
Detail
Next, we need to tell the program what DETAIL
level of object. As an object gets closer, it needs to be shown in greater detail. At the
same time, objects far away are represented by a less detailed shape. This is important
for framerate - by cutting down on the detail of far away objects, there is less for the
computer to draw, leaving it more power to increase the frames per second (FPS).
All shapes in Red Baron have four (4) Detail Levels.
Level "80" is the "maximum" level - you'd only see
this shape when you get close, and then only when the "Max Detail" setting is ON
in the preferences area of the game.
Next is the "81" level,
or "high" detail - this shape is displayed when objects are a few hundred yards
away (or more, depending on the shape's size and user preference settings).
The "medium" detail level or "82"
is next - this detail is shown at greater distances, when you just need to recognize the
object and it's facing/bearing.
Finally, the "83" or
"low" detail level is shown. This shape is little better than a dot, but may
hint at the object's basic outlines and is often displayed miles away.
Continuing with the example of the boxcars above, a
maximum detail level Gray Boxcar shape would have the ID, "060780".
As it moves away from the user in the game, it would cycle from "060780"
to "060781" to "060782" to "060783"
before becoming a dot on the horizon. Notice that the first four numbers don't change - it
is still a Gray Boxcar, no matter how far away it is.
Squadron
The SQUADRON pair of numbers are
unused by the ground objects. In all cases except Aircraft, leave it at
"00". This number is used on aircraft bitmap files for
different Squadron paint schemes.
So, to complete the saga of the Gray boxcar, let's
show it's Red Baron numerical ID's in all their glory:
06078000 - Gray Boxcar, Max detail
06078100 - Gray Boxcar, High detail
06078200 - Gray Boxcar, Med detail
06078300 - Gray Boxcar, Low detail
06088000 - Brown Boxcar, Max detail
06088100 - Brown Boxcar, High
detail
06088200 - Brown Boxcar, Med detail
06088300 - Brown Boxcar, Low detail
You'll find over time that you'll be able to know a
shape by just looking at its numbers. You'll begin to communicate with other shape
builders by stating its first four numbers. Do not be alarmed! You are still an artist -
you are NOT becoming an alien or <gasp> a programmer!
Object IDs
- Class
- 03 - Aircraft
06 - Vehicles
07 - Air Defenses
08 - Ground Forces
09 - Structures
Vehicle Types
0600 - AA Truck
0601 - Truck 1
0602 - Truck 2
0603 - Staff Car
0604 - Ambulance
0605 - Train, 2-end Engine
0606 - Train, Normal Engine
0607 - Train, Gray Boxcar
0608 - Train, Brown Boxcar
0609 - Train, Coal Car
060a - Train, Passenger Car
060c - Train, Flat Car
060d - Tank, Large Allied
060e - Tank, Large German
060f - Tank, Small Allied
0610 - Tank, Small German
Air Defense Types
0704 - Observation Tower
0706 - Flak Gun, Allied
0707 - Flak Gun, German
Ground Forces Types
0801 - MG Nest, Allied
0802 - Artillery, Allied
0804 - Slit Trench
0805 - MG Nest, German
0806 - Observation Point
0807 - Observation Balloon, Allied
0808 - Observation Balloon, German
0809 - Artillery, German
Structures Types sorry , no .3ds files are available for these
0900 - Warehouse
0901 - Green Tent
0902 - Hangar, Large
0903 - Hangar, Small
0904 - Barracks
- 0905 - Zepplin Hanger , not enabled in game , but the files appear to
be in rb.vol
0906 - Church
0907 - Town Building 1
0908 - Town Building 2
0909 - Town BUilding 3
090a - Farm House
090b - Barn
090d - Shack
0910 - Bridge, Road Ramp
0912 - Train Station
091b - Factory
091d - Manor House
091e - Cement Bunker
091f - Wood Bunker
0922 - Bridge, Road Center
0923 - Bridge, Steel Sides
0924 - Bridge, Column
0925 - Bridge, Rail Center
0926 - Bridge, Rail Ramp
-
- Aircraft Types *flyable* AC
type ID in decimal (used in paintcfg.ini)
-
0300 - Fokker E.3
00
-
0301 - Aviatik C.1
-
0302 - Albatros C.3
02
-
0303 - Roland CL.2
-
0304 - Albatros D.2
04
-
0305 - Halberstadt D.2
05
-
0306 - Albatros D.3
06
-
0307 - Rumpler C.4
-
0308 - Albatros D.Va
08
-
0309 - Gotha G.4
-
030a - Fokker Dr.1
10
-
030b - Hannover CL.3
-
030c - Pfalz D.3
12
-
030d - Halberstadt CL.2
-
030e - unused , intended for LVG ?
-
030f - Fokker D.7
15
-
0310 - Pfalz D.12
16
-
0311 - unused , ?
- 0312 - unused , ?
-
0313 - Morane Saulnier "N" (Bullet) 19
-
0314 - Nieuport 11
20
-
0315 - Nieuport 17
21
- 0316 - unused , intended for Caudron G4 ?
-
0317 - Spad 7
23
-
0318 - Nieuport 24
24
-
0319 - Salmson 2a2
-
031a - Breguet 14
-
031b - Spad 13
27
-
031c - Nieuport 28
28
-
031d - B.E.2e
-
031e - D.H.2
30
-
031f - F.E.2b
-
0320 - Sopwith Strutter 1.5
-
0321 - Sopwith Pup
33
-
0322 - Sopwith Triplane
34
-
0323 - R.E.8
-
0324 - Sopwith Camel
36
-
0325 - S.E.5a
37
-
0326 - D.H.4
-
0327 - Hadley Page 0/400
-
0328 - Sopwith Snipe
40
- 0329 - unused , unknown intended use
-
032a - Bristol Fighter
- 032b - possible extra *slot*
-
- ACMatGen a bunch of shared .bmp and .pab files necessary to
-
"Build" aircraft .mcu ,.dts and .dml files with MCU.exe
- AC3dsGen a bunch of *sub-assembly* .3ds files , including some
- early
developement examples and other wierd stuff
- ACOldBMPs some very kEwL old stuff dating back to late 1995 !
- Seems
like someone thought of hi-res wheels long ago , but HONEST,
- I didn't see these till I was cleaning up the
original *sourse* .zips recently !:)
More fun files !:)
- Bonus.zip hope this file blows your mind like it did mine ! ...
he he
this
page was mostly ripped from the mind of Zen Master Icky
..Muahahahahahhaha !:)