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Script specific commands can be found here. Most of them are only meaningful if used as a part of a script. The usual script is structured as follows: #description This is my
script Command List: addborders, advmix, aviadd, avistart, avistop, beep, call, engage, execute, fderender, flushcon, resample, loop, noop, pushfunction, rem, renderstring, requirepoints, requiresource, requiretexture, run, select, shade, showmessage, starttimer, writeilf. |
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Usage: requiretexture This command checks whether a texture windows is open and stops the script otherwise with an error message. |
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Usage: requiresource Stops the running script if no texture was set as Source Texture. |
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Usage: requirepoints Checks if Surface Points (i.e. objects like rectangles etc.) are available on the texture form and breaks otherwise. |
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Usage: pushfunction Saves currently selected function to a stack. Hint: Use the popfunction command to restore the saved function. |
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Usage: select <functionidentifier> Selects the Function <functionidentifier> and automatically loads its <custom> Preset. Function identifiers consist of the function's group (basic, color, generator, ...) and the function's name (solid, saturation, perlin noise, ...) separated by a / character. They are not case-sensitive. Example: select basic/solid |
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Usage: run <functionidentifier>,<presetname> This command switches to the Function <functionidentifier>, loads the Preset <presetname>, runs the function and returns to the previous function. All settings are restored afterwards. Internally the command is translated to this series: pushfunction Example: run color/invert,red |
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Usage: engage [<texture>[,<function>[,<preset>]]] Runs the currently selected function with the custom preset on the currently active texture, if no parameter was specified. Hint: Some functions require a source texture or surface points. If you are using those kind of functions, verify with the requiresource and requirepoints at the beginning of the script whether the items are available. |
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Usage: loop(<variable>,<startvalue>,<endvalue>) The loop command is used to repeat a block of commands. The number of repetitions is the difference between the <endvalue> and the <startvalue> (+1). <endvalue> must be greater or equal to the <startvalue>. Both have to be fixed numbers, variables are currently not allowed. A temporal variable with the name <variable> is set at each iteration to the corresponding number between <startvalue> and <endvalue>. Example:
loop(a,10,20) Hint: Single line loops can be achieved quickly by a special notation, like e.g this line: &100 set time offset=&; engage This repeats the two statements 100 times. The & character is a placeholder for the current iteration number. You can create dynamic line loops by using a variable as the iteration count:
compute a=100 These two lines print the numbers from 0 to 99 to the console. |
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Usage: call <scriptname> Inserts the script <scriptname> as subroutine in your script. Verify that scripts don't call each other, because this will make the script run forever and crash the application. The parameter <scriptname> contains the script folder and the name of the script, separated by a / character. Example: call textures/agate |
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Usage: showmessage <message> Shows a windows, which contains the text string <message>. Example of usage in scripts: resetquery |
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Usage: rem <text> Outputs the comment string <text> to the console. This is useful for script debugging purposes. Example: rem Now we render the stone wall! |
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Usage: noop Does nothing at all: no operation. |
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Usage: flushcon Clears the content of the console, just like the DOS command cls (which you can also use here). |
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Usage: starttimer Starts the stop timer. Useful for benchmarking. Hint: Use the stoptimer command to stop the timer and show the measured span of time. |
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Usage: execute <filename> Runs the external file <filename>. For security reasons, the function always asks the user if he really wants to run that file to avoid malicious scripts. Use this command for example to view an AVI video file after you have it rendered via a script. Example: execute C:\temp\test.avi |
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Usage: avistart <filename>[,<framerate>] Creates a new AVI video file, which can be employed to store textures as frames. A Texture Form has to be available, which supplies the width and height data of the AVI video. Example: avistart E:\temp\test.avi,25 Hint: Currently, only uncompressed 24-bit AVI files are createable with Texture Maker. |
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Usage: aviadd Adds the content of the currently active texture to the AVI file, that was initialized with the avistart command. |
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Usage: avistop Closes the AVI file, which was created by the avistart command. |
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Usage: beep Beeps. You can use this e.g. to make noise after a long script has completed. |
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Usage: writeilf <targetfile>,<imagefile>,<imagecount> Creates a standard ILF file (image list file). The <targetfile> parameter defines the name of the file, that the list is written to. Use the <imagefile> parameter to adjust the prefix name (e.g. MyImage). You can include the image filename extensions in the <image file> parameter (e.g. MyImage.jpg) to have them used instead of the standard BMP extension. The value <imagecount> defines the number of image filename that are stored in the file. For example <imagecount>=100 makes 100 lines with number from 0 to 99.
Example: writeilf C:\myilf,myimages.tga,5 |
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Usage: addborders Creates a new textures from the active one with borders added. Use the configuration variables border left, border right, border top and border bottom to set the border dimensions. The background color is defined by the variable secondary color. Example: set border left = 10; addborders |
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Usage: renderstring <text> Renders the string <text> to a new texture with the font settings and colors like set in the Render Text dialog. The new texture will be named Text. Example: renderstring "Hello World!" |
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Usage: advmix Calls the Multi-Texture Mixer to render a new texture with the current mixer settings and to terminate after that. The new texture will have the name Mixer. |
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Usage: shade Calls the Shader, which will render a new texture with the current shader settings and close after that. The new texture will be named Shader.. |
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Usage: fderender Launches the First Day Engine to render a landscape image to a new texture. After the rendering, the FDE will close. The new texture will be named FirstDay. |
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Usage: reample Launches the Reampler to have it automatically render a seamless texture from the active texture's content. |