Zero-based child index of the extension node in the i3d. This is only the price of the base building, but not of the furnishings. (small, large, facade, platform, parkingLot) Each station can only have one extension of each type. A list of the attributes of an extension follows: type
![mods ski region simulator 2012 maps mods ski region simulator 2012 maps](https://i.ytimg.com/vi/_G-JANYXI4k/maxresdefault.jpg)
In the XML the extensions are defined using the nodes 'extension' as childs of the according ski stations. There is a distinguishion between extensions and common facilities.Įxtensions define for each station an exact list of the facilities the player can chos from, while die common facilities have the same list for each station. Extra facilitiesĮach ski station may habe multiple extra facilities. The id attribute of the ski stations in the XML are one-based child indices of the nodes in the I3D, which are under the node 'skiStations'. If you use your own name for the station, this is required. The filename of the image for the station. Sample image: stationIcon_sampleStation.png The filename of the image used as the icon for the station. Position of the slot icons belonging to this station in the overview map. Position of the station icon in the overview map. Name of the station that is a ski lift is going to Name of the station that is a ski lift is coming from The amount of guests this ski station can handle per day Type of the station ('valley' = Only a ski lift leaving, 'mountain' = Only a ski lift arriving, 'middle' = Both an arriving and a leaving ski lift) To use new names, look at New Ski Station Name Each 'skiStation' node defines a ski station.įollowing is a list with its attributes: id
![mods ski region simulator 2012 maps mods ski region simulator 2012 maps](https://i.ytimg.com/vi/avau1rjYnTM/maxresdefault.jpg)
The SkiResort XML (in the SampleModMap skiResort_map01.xm) defines the ski stations and the buildings that belong to it. The creation might take several seconds to minutes, depending on your computer and the scene complexity Once you set all the settings, press 'Recreate' if the object 'pedestriansNavMesh' was selected before, otherwise press 'Create' and then rename the newly created Nav Mesh to 'pedestriansNavMesh'.įurther the User Attribute 'onCreate' with the type 'script callback' and the value 'NavMeshPedestrians.onCreate' must be added. Merged Region Size = 20 Max Edge Length = 10 Max Edge Error = 1.3 Shape Build Mask = ff Terrain Detail = 100Įnable Culling = On Culling Info Layer = pedestrianInfoLayerĬulling Info Layer Channels = 1 Min Region Size = 15 The values which are written bold, are values which are different to the default values of the dialog. In this dialog you should set the following Values. Once you painted all your pedestrian areas, you should select the existing 'pedestrianNavMesh' object in the Scengegraph panel, if available,Īnd then open the build dialog in the menu 'Create->Navigation Mesh'. The easiest way to create this Nav Mesh, is by using the Info Layer 'pedestrianInfoLayer'. You can use as many Nav Mesh as you want, however for performance reasons, as less as possible should be used. The pedestrian areas are defined with Nav Meshes. Hint: If the Nav Meshes are not shown in the viewport, you can let them show by selecting in the menu 'View->Show->Navigation Meshes'. The creation might take several seconds to minutes, depending on your computer and the scene complexity. Once you set all the settings, press 'Recreate' if the object 'skierNavMesh' was selected before, otherwise press 'Create' and then rename the newly created Nav Mesh to 'skierNavMesh'. Max Climb = 0.9 Slope Limit = 80 Shape Build Mask = 0 Terrain Detail = 50Įnable Culling = On Culling Info Layer = slopeInfoLayer Culling Info Layer Channels = 1f
![mods ski region simulator 2012 maps mods ski region simulator 2012 maps](https://i.ytimg.com/vi/VUI4g4EJh7E/maxresdefault.jpg)
If the default settings have been changed before, these values must be reset manually. In the dialog you should set the following Values. To do this, first select the existing 'skierNavMesh' object in the Scenegraph panel, if available, and then click in the menu 'Create->Navigation Mesh'. It's easiest to use the 'Build Navigation Mesh Tool' in the GIANTS Editor. The Nav Mesh called 'skierNavMesh' defined where the skiers drive.