Add custom box model example
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// 0x0F0005D0
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const GeoLayout custom_box_geo[] = {
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GEO_CULLING_RADIUS(500),
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GEO_OPEN_NODE(),
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GEO_SHADOW(SHADOW_SQUARE_PERMANENT, 0xB4, 240),
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GEO_OPEN_NODE(),
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GEO_SWITCH_CASE(2, geo_switch_anim_state),
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GEO_OPEN_NODE(),
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GEO_DISPLAY_LIST(LAYER_OPAQUE, custom_box_seg8_dl_08012D20),
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GEO_DISPLAY_LIST(LAYER_OPAQUE, custom_box_seg8_dl_08012D48),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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@ -0,0 +1,97 @@
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// Breakable Box
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// 0x08011A78
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static const Lights1 custom_box_seg8_lights_08011A80 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x08011A90
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ALIGNED8 static const Texture custom_box_texture[] = {
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#include "actors/custom_box/custom_box_surface.rgba16.inc.c"
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};
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// 0x08012A90
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static const Vtx custom_box_seg8_vertex_08012A90[] = {
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{{{ -100, 0, -100}, 0, { 992, 0}, {0x81, 0x00, 0x00, 0xff}}},
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{{{ -100, 0, 100}, 0, { 992, 992}, {0x81, 0x00, 0x00, 0xff}}},
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{{{ -100, 200, 100}, 0, { 0, 992}, {0x81, 0x00, 0x00, 0xff}}},
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{{{ -100, 0, 100}, 0, { 0, 992}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ 100, 0, 100}, 0, { 992, 992}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ 100, 200, 100}, 0, { 992, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ -100, 200, 100}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ 100, 0, -100}, 0, { 992, 0}, {0x00, 0x81, 0x00, 0xff}}},
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{{{ 100, 0, 100}, 0, { 0, 0}, {0x00, 0x81, 0x00, 0xff}}},
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{{{ -100, 0, 100}, 0, { 0, 992}, {0x00, 0x81, 0x00, 0xff}}},
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{{{ -100, 0, -100}, 0, { 992, 992}, {0x00, 0x81, 0x00, 0xff}}},
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{{{ 100, 200, -100}, 0, { 0, 0}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 100, 200, 100}, 0, { 0, 992}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 100, 0, 100}, 0, { 992, 992}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 100, 0, -100}, 0, { 992, 0}, {0x7f, 0x00, 0x00, 0xff}}},
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};
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// 0x08012B80
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static const Vtx custom_box_seg8_vertex_08012B80[] = {
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{{{ -100, 200, 100}, 0, { 0, 0}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ 100, 200, -100}, 0, { 992, 992}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ -100, 200, -100}, 0, { 992, 0}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ 100, 200, 100}, 0, { 0, 992}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ 100, 200, -100}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
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{{{ 100, 0, -100}, 0, { 0, 992}, {0x00, 0x00, 0x81, 0xff}}},
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{{{ -100, 0, -100}, 0, { 992, 992}, {0x00, 0x00, 0x81, 0xff}}},
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{{{ -100, 200, -100}, 0, { 992, 0}, {0x00, 0x00, 0x81, 0xff}}},
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{{{ -100, 0, -100}, 0, { 992, 0}, {0x81, 0x00, 0x00, 0xff}}},
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{{{ -100, 200, 100}, 0, { 0, 992}, {0x81, 0x00, 0x00, 0xff}}},
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{{{ -100, 200, -100}, 0, { 0, 0}, {0x81, 0x00, 0x00, 0xff}}},
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};
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// 0x08012C30 - 0x08012CD8
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const Gfx custom_box_seg8_dl_08012C30[] = {
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gsSPLight(&custom_box_seg8_lights_08011A80.l, 1),
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gsSPLight(&custom_box_seg8_lights_08011A80.a, 2),
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gsSPVertex(custom_box_seg8_vertex_08012A90, 15, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
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gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
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gsSP2Triangles( 7, 9, 10, 0x0, 11, 12, 13, 0x0),
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gsSP1Triangle(11, 13, 14, 0x0),
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gsSPVertex(custom_box_seg8_vertex_08012B80, 11, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP1Triangle( 8, 9, 10, 0x0),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_SHADING_SMOOTH),
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gsSPEndDisplayList(),
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};
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// 0x08012CD8 - 0x08012D20
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const Gfx custom_box_seg8_dl_08012CD8[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
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gsSPClearGeometryMode(G_SHADING_SMOOTH),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsDPTileSync(),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPEndDisplayList(),
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};
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// 0x08012D20 - 0x08012D48
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const Gfx custom_box_seg8_dl_08012D20[] = {
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gsSPDisplayList(custom_box_seg8_dl_08012CD8),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, custom_box_texture),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPBranchList(custom_box_seg8_dl_08012C30),
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};
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// 0x08012D20 - 0x08012D70
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const Gfx custom_box_seg8_dl_08012D48[] = {
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gsSPDisplayList(custom_box_seg8_dl_08012CD8),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, custom_box_texture),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPBranchList(custom_box_seg8_dl_08012C30),
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};
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-- name: Custom Box Model
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-- description: Press DPAD+down to spawn a box
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E_MODEL_CUSTOM_BOX = smlua_model_util_get_id("custom_box_geo")
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function mario_update_local(m)
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if (m.controller.buttonPressed & D_JPAD) ~= 0 then
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print('spawning box: ', id_bhvBreakableBox, E_MODEL_CUSTOM_BOX)
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-- spawn breakable box
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spawn_sync_object(
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id_bhvBreakableBoxSmall,
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E_MODEL_CUSTOM_BOX,
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m.pos.x, m.pos.y, m.pos.z,
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nil)
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end
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end
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function mario_update(m)
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if m.playerIndex == 0 then
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mario_update_local(m)
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end
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end
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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@ -15,7 +15,7 @@ Lua scripts you make can be placed either the `mods` folder in the base director
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- When developing Lua mods, run the game from a console. Lua errors and logs will appear there.
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- You can use the `print()` command when debugging. Your logs will show up in the console.
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- [Setting up Visual Studio Code](vs-code-setup.md) will give you autocomplete and other nice things.
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- You can create a folder within the mods folder containing multiple lua scripts as long as one script is called `main.lua`. Dynos actors can be placed inside this mod folder under `<your mod folder>/actors/`.
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<br />
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## Sections
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@ -54,3 +54,4 @@ All of this is a holdover from when there were only two players. It was a reason
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- [Replace Goomba Behavior](examples/behavior-replace-goomba.lua)
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- [Add to Goomba Behavior](examples/behavior-add-to-goomba.lua)
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- [Behavior with Surface Collisions](examples/behavior-surface-collisions.lua)
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- [Custom Box Model](examples/custom-box-model)
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