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- ACK-3D
- ( Animation Construction Kit 3-D )
-
-
- Introduction:
-
- Welcome to ACK3D! This contruction kit is part of a project created to
- allow you, the user, to design your own 3D games and applications. While
- still in its infancy the hope is to present enough of a kit to give you the
- idea of what is still to come. With ACK3D you can create your own maps and
- link them together together to form a 3D world of adventure. A variety of
- objects can populate this world, both stationary and moving, to add realism
- to the environment.
-
- Please feel free to experiment with the sample files provided, they are
- included for your enjoyment. Any comments regarding the kit will be greatly
- appreciated. Address your comments to:
-
- Lary Myers
- 76004,1574 (CompuServe account)
- 5 Jacob street
- Ballston Lake, NY 12019
-
-
- The Game Design library of the Gamers forum is a good place to check on
- CompuServe for latest versions, discussions, etc.
-
-
- Disclaimer
-
- The author, Lary Myers, and any other persons referred to
- in this documentation or in the computer programs ACK3D and MAPEDIT
- accept no responsibility for any loss of time, money or productivity,
- or damage to any person(s) or computer hardware or software, as a
- result of using the programs ACK3D and MAPEDIT, even if the above
- mentioned had knowledge or had been notified of the possibilities
- of such events.
-
-
- Distribution
-
- The programs ACK3D and MAPEDIT along with any associated files, are
- being released into the public domain as "PUBLICWARE" and may be freely
- copied and modified providing the disclaimer mentioned above is maintained
- in effect for any released versions.
-
-
- ------------------------------------------------------------------------------
- The Master Description file:
-
- This is the master file read into ACK3D at startup. It contains information
- used to create the map and images. Both ACK3D and MAPEDIT use this file.
-
- Naming convention;
-
- ACK3D will first look for the file called ACK3D.L01 to load. This is
- always the level one starting place for the program. Levels are named
- starting with ACK3D as the filename and L## as the extent where ## is a
- two digit number for the level (ie L01, L02, ... L99). Thus, 99 levels
- are possible with this naming convention.
-
- Comments;
-
- A semi-colon (;) as the first character of a line indicates a comment.
-
-
- Commands;
- The following sections are available;
-
-
- Walls:
- - Begins the section that list all of the wall bitmaps used in the map.
- Start with a Files: command then list the walls with the syntax,
- #,wallfile[.ext]
- If no extent is given then .IMG is assumed. If the extent is .BBM then
- a Deluxe Paint II brush is loaded, all other extents load in the
- original IMG format.
- The following wall numbers are special,
- 58 - Secret door (either X or Y).
- 60 - Door on a vertical (X) wall.
- 61 - Side panel for doors.
- 62 - Door on a horizontal (Y) wall.
- End the files section with EndFiles:
- End the Walls section with EndWalls: (This will allow other info to
- be placed in here besides walls).
-
- Objects:
- - Begin the files section with the Files: command then list objects with
- the same syntax as the Walls ( #,objectfile[.ext] )
- End the files section with a EndFiles: command.
- Next comes the object description section, the following commands apply
- to every object,
-
- Number: Object number from 1 to 100 identifying the object
-
- Bitmaps: Numbers from the object files section identifying which
- bitmaps to display for this object. A single number here says
- the object has only 1 bitmap to display. Multiple numbers
- separated by commas indicate the object has multiple views
- or bitmaps.
-
- Direction: Number from 0 to 10 where 0-7 are movement directions using,
-
- 7 0 1
- \ | /
- 6 - + - 2
- / | \
- 5 4 3
-
- Direction 8 is move up, 9 is move down, and 10 is stay
- in one place and cycle through the multiple views. This
- will allow objects to animate in one place.
-
- Speed: Number from 0 to 255 (Higher than 48 seems to be way too fast
- and may not be reliable yet). A value of 0 means the object
- is stationary.
-
-
-
- Continue listing objects with the above commands.
- End the objects section with the EndObjects: command.
-
-
- StartX:
- - Initial X coordinate of player. Should be greater than 64 (since the
- map needs walls all around its borders) and less than 4032.
-
- StartY:
- - Initial Y coordinate of player, from 65 to 4031.
-
-
- StartAngle:
- - Initial angle player is facing. For now this number is based on a
- circle that is 1920 units around, so...
-
-
- (270 deg)
- (225 deg) 1200 1440 1680 (315 deg)
- \ | /
- (180 deg) 960 - + - 0 (0 or 360 deg)
- / | \
- (135 deg) 720 480 240 (45 deg)
- (90 deg)
-
-
- SkyColor:
- - Color from 0 to 255 to use on the top half of screen
-
- FloorColor:
- - Color from 0 to 255 to use on the bottom half of screen
-
- FlashColor:
- - Color from 0 to 255 to use with random lightning flashes
-
- DoorSpeed:
- - Number from 1 to 255 to use when opening the door, 2 is the
- default, 4 seems to work pretty well.
-
- MapFile:
- - Filename of map to load (default is xgrid.dat)
-
- PalFile:
- - Filename of palette file to load
-
- GoalScreen:
- - Filename of screen to load when goal is reached. (May be either an
- IMG file or a LBM Deluxe Paint file).
-
- GoalPal:
- - Filename of palette file to load when goal reached. Only needed if
- an IMG screen is used (LBM files have embedded palettes).
-
- ------------------------------------------------------------------------------
- Controls when running ACK3D:
-
- Use the mouse or keyboard arrows to move around the map. When coming upon
- a door, click the right button of the mouse to open it (it will close by
- itself after a brief interval).
-
- Use ESCAPE to exit ACK3D.
-
- ------------------------------------------------------------------------------
- Map Editor:
-
- The mapedit program supplied (don't laugh, it was a quick and dirty program
- to avoid using a hex editor to edit the maps!) allows the MapFile to be edited
- for use with ACK3D. To use type MAPEDIT followed by the name of the description
- file (NOT THE MAP FILE!). MapEdit will use the information in the description
- file to load the object bitmaps and the map codes.
-
- A mouse is required to use MapEdit.
-
-
- Controls:
- Use the left mouse button to select a wall or object and to place it on
- the map.
-
- Use the right mouse button to place a blank square on the map (The same as
- selecting the blank square and using the left button).
-
- Select Exit or press ESCAPE to exit MapEdit.
-
-
- MapEdit Layout:
-
- ╔══════════════════════════════════════════════════════════════════════════════╗
- ║ ┌─┐ ║
- ║ │2│ ┌───────────────┐ ┌─┐ ┌───────────────┐ ║
- ║ └─┘ │ │ │3│ │ │ ║
- ║ ╔════════════════════════════════╗ │ │ └─┘ │ │ ║
- ║ ║ ║ │ │ ┌─┐ │ │ ║
- ║ ║ ║ │ │ │4│ │ │ ║
- ║ ║ ║ │ │ └─┘ │ │ ║
- ║ ║ ║ │ │ ┌─┐ │ │ ║
- ║ ║ ║ │ 9 │ │5│ │ 10 │ ║
- ║ ║ 1 ║ │ │ └─┘ │ │ ║
- ║ ║ ║ │ │ ┌─┐ │ │ ║
- ║ ║ ║ │ │ │6│ │ │ ║
- ║ ║ ║ │ │ └─┘ │ │ ║
- ║ ║ ║ │ │ ┌─┐ │ │ ║
- ║ ║ ║ │ │ │7│ │ │ ║
- ║ ║ ║ │ │ └─┘ │ │ ║
- ║ ║ ║ │ │ ┌─┐ │ │ ║
- ║ ║ ║ │ │ │8│ │ │ ║
- ║ ╚════════════════════════════════╝ └───────────────┘ └─┘ └───────────────┘ ║
- ║ ┌───────────────┐ ┌───────────────┐ ║
- ║ ┌────┐ ┌────┐ ┌───┐ ┌────┐ │ │ │ │ ║
- ║ │Load│ │Save│ │New│ │Exit│ │ 11 │ │ 12 │ ║
- ║ └────┘ └────┘ └───┘ └────┘ │ │ │ │ ║
- ║ └───────────────┘ └───────────────┘ ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- Areas:
- 1 - Map display area, use the scrollbar arrows on the sides to scroll
- around the map.
-
- 2 - Current selected wall or object.
-
- 3 - Pass checkbox. When selected any objects placed on the map will allow
- the player to walk/pass through the object. A small dot to the left
- of the number in the map (area 1) will indicate the object is passable.
- The pass option is good for things like lights, etc.
-
- 4 - Blank square. This square can be selected to erase any walls or objects
- on the map.
-
- 5 - Start square. Only ONE allowed per level. When used the start square
- will override the StartX and StartY commands in the master description
- file (but not the StartAngle).
-
- 6 - Up square. Causes the player to move back up one level until level one
- is reached.
-
- 7 - Down square. Causes the player to move down one level.
-
- 8 - Goal square. Only one of these should be in the entire game. Presents
- the screen specified in the master description file and then ends the
- program. If no goal screen is found then a simple YOU WON is displayed.
-
- 9 - Walls. Select the current wall to use. The bitmap will appear in area
- 7 when selected.
-
- 10 - Objects. Select the current object to use. The FIRST bitmap for the
- object will appear in area 8. NOTE: The object numbers in area 5 are
- the identifiers that appear in the Objects: section of the description
- file, NOT the bitmap numbers. Only one occurance of an object can
- appear on the map. A warning box will display if the same object is
- being placed more than once.
-
-
- 11 - Bitmap of current wall.
-
- 12 - Bitmap of current object.
-
- Buttons:
- Load - Not functional yet. Will eventually allow other maps to be loaded.
-
- Save - Saves the current map to the MapFile specified in the description
- file.
-
- New - Will give a warning box and then clear the entire map to blank
- squares.
-
- Exit - Will warn if the map has been modified and then exit to DOS.
-
-
- Colors:
- MapEdit has a pretty dull screen. This was done so that the actual bitmaps
- and palette file could be loaded and viewed while still allowing the user to
- see the edit screen. In order to do this the colors 0,11, and 15 are forced to
- thier default palette color by MapEdit. This may cause some of the bitmaps to
- show speckles of the wrong color if they happen to use any of these 3 colors.
-
-