Material Definitions (ocm)
Material Definitions (ocm)
Material definitions determine looks and behaviour of landscape materials.
Section [Material]
Value
Data type
Description
Name
String (max. 15)
Name of material.
ColorAnimation
Integer
0 or 1. Color animation.
Shape
Integer
Shape of surface: Flat (0), Octagon, FlatTop (1), Smoother, Smooth (2) or Rough (3).
Density
Integer
A density of 25 and above is liquid. 50 and above is solid. BlastFree offers a parameter to only blast solid materials of a given density or lower.
Friction
Integer
0-100. Friction.
DigFree
Integer
0 or 1. Determines wether the material can be dug into.
BlastFree
Integer
0 or 1. Determines whether the material can be blasted away.
Blast2Object
definition id
Type of objects created by blasting this material.
Dig2Object
definition id
Type of objects dug out from this material.
Dig2ObjectRatio
Integer
ca. 100-500. Mass ratio when digging out objects.
Dig2ObjectRequest
Integer
0 or 1. If 1, objects are only dug out on request.
Blast2ObjectRatio
Integer
ca. 100-500. Mass ratio when blasting free objects.
Blast2PXSRatio
Integer
Mass ratio when material pixels are blasted free.
Instable
Integer
0 or 1. Stability.
MaxAirSpeed
Integer
ca. 10-100. Maximum falling speed.
MaxSlide
Integer
Maximum side offset when sliding.
WindDrift
Integer
Horizontal drift by wind.
Inflammable
Integer
Inflammability.
Incendiary
Integer
This material incinerates objects.
Note: For compatibility reasons, the misspelling "Incindiary" is also accepted if (and only if) no value with the correct spelling is set.
Corrode
Integer
This material corrodes other materials.
Corrosive
Integer
This material can be corroded.
Extinguisher
Integer
This material will extinguish burning objects.
Soil
Integer
Plants grow on this material.
Light
Integer
0 or 1. If greater than zero, ambient light is emitted from this material even if drawn unterground.
TempConvStrength
Integer
Strength of temperature conversion.
BlastShiftTo
String (max. 15)
Material changes into another material when blasted.
InMatConvert
String (max. 15)
Entering this material the material will change into...
InMatConvertTo
String (max. 15)
...this material...
InMatConvertDepth
Integer
...when at the given depth.
AboveTempConvert
Integer
Above this temperature the material will change into...
AboveTempConvertTo
String (max. 15)
...this material.
AboveTempConvertDir
Integer
Direction of temperature conversion: 0 bottom up, 1 top down
BelowTempConvert
Integer
Below this temperature the material will change into...
BelowTempConvertTo
String (max. 15)
...this material.
BelowTempConvertDir
Integer
Direction of temperature conversion: 0 bottom up, 1 top down
Placement
Integer
0-100. This Value is used for lighting of the landscape and is usually determined automatically from the other material values.
TextureOverlay
String (max. 15)
Standard texture for this material used by the landscape generator.
OverlayType
Integer
Bit mask for texture calculation on this material. Bit 0 (1): exact (no zoom), bit 1 (2): no texture, bit 2 (4): extra large zoom
PXSGfx
String (max. 30 chars)
Graphics used for loose material pixels. This graphic should be available as material texture.
PXSGfxRt
4 integers
Target rectangle for the graphics of loose material pixels. Additional phases on the right and below the specified rectangle will be used. The rectangle should always start in the top left corner and use the complete texture size.
MinShapeOverlap
Integer
Used during map-to-landscape zooming when drawn with a texture with shape definitions: Minimum overlap of map pixels to corresponding shapes to cause a full shape expansion. See Shape textures.
User defined reaction
In addition to default reactions, every material can define custom reactions which are executed when the material passes another material as a free pixel (e.g. precipitation or particles after explosios) or by material movement (e.g. when a lake floods a tunnel).
In the .ocm-file: Any number of sections [Reaction]
Value
Data type
Description
Type
String
Type of reaction that should happen. See Table.
TargetSpec
String
Target material, with which the loose material reacts. See material specifications.
ScriptFunc
String
Reaction type script only: Name of the script function, which determines the behaviour.
ExecMask
Integer
Bitmask, determining in which situation the reaction is to be executed. Bit indices are the reaction events. Default value -1 for all events.
Reverse
Boolean
Usually, the reaction defines what happens when loose material of the definition, in which the reaction is defined, hits solid material of the type specified in TargetSpec. If Reverse is set, this definition is swapped.
InverseSpec
Boolean
If true, the reaction will be defined for all other materials (including "Sky"), which do not fulfill the condition in TargetSpec.
CheckSlide
Boolean
If true, the standard behaviour (Bouncing off the ground and sliding according to MaxSlide) will be executed before the call is done.
Depth
Integer
Reaction type Convert only: Depth in target material required for conversion.
ConvertMat
String
Reaction type Convert only: Material, into which the loose material is converted. If sky is specified, the material will vanish.
CorrosionRate
Integer
Reaction type Corrode only: Chance of corrosion.
Reaction events
Name
Value
Event
MEE_PXSPos
0
Check before each movement frame of a loose material pixel against its background material
MEE_PXSMove
1
Check against each pixel that a loose material pixel passes during its movemvent
MEE_MassMove
2
During larger material movements (e.g. when a lake is flooded into a tunnel): Check of the moving material against the material over which it's moving
Reaction types
Name
Behaviour
Script
For each collision, the script function specified in ScriptFunc is called.
Convert
The material is converted into another. Comparable to the behaviour of snow in water.
Poof
Both the loose and the solid material are removed. Additionally, there's a 1:3 chance of creating a small smoke cloud, and a 1:3 chance that the sound "Pshshsh" is played. Comparable to the behaviour of water in lava.
Corrode
The loose material corrodes the target material at the chance CorrosionRate, and vanishes itself if it does so. If corrosion is performed, a small smoke cloud is created at a chance of 1:5, and the sound "Corrode" is played at a chance of 1:20. Comparable with the behaviour of acid on earth.
Insert
The loose material is inserted as solid material. Comparable to the behaviour of any material that hits a material of equal or higher density.
Material specifications
Name
Materials
Material name
If the specification equals the name of an existing material, this material will be used.
All
All materials, including "Sky"
Solid
All solid materials
SemiSolid
All solid and liquid materials
Background
All background materials, including "Sky"
Sky
The background material.
Incendiary
All materials that can incinerate objects.
Note: For compatibility reasons, the misspelling "Incindiary" is also accepted.
Extinguisher
All extinguishing materials.
Inflammable
All flammable materials.
Corrosive
All materials which can be corroded.
Corrode
All corrosive materials.
Reaction type 'Script'
This resource-intensive method can be used to define the material behaviour freely. The script function should be defined globally and have the following parameters:
Parameter number(s)
Name(s)
Data type
Description
1,2
x, y
Integer
Position of the loose material. The parameters may be modified in order to move the material pixel.
3,4
landscape_x, landscape_y
Integer
Position in the landscape, on which the material hits.
5,6
xdir, ydir
Integer
Speed (in 1/100px) of the movement of the material. May be modified in order to change the material speed. Not for MassMover.
7
pxs_material
Integer
Material number of the loose material. Useful if the same reaction function is used for multiple materials
8
landscape_material
Integer
Material number of the solid material.
9
event
Integer
See Reaction events.
The return value of the function should be either 1 for removal or 0 for keeping the loose material.
Sven22015-10