mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-22 12:42:49 +00:00
docs: UGC search and creations on property and character pages
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -967,6 +967,11 @@ are time taken, so less is better.
|
||||
|
||||
## Properties
|
||||
|
||||
The property page's model list shows each model's icon: for a player-built model (or a car or rocket) the icon the UGC
|
||||
server made of it (the item's icon until it has), with its UGC state and a link to it on the UGC page. The character
|
||||
page's inventories (models, vault models and the brick building ones included) show creations the same way.
|
||||
**UGC Search** (`/ugc_search`, `properties_view`) finds creations and where they are: see docs/UgcServer.md.
|
||||
|
||||
**Today's Top Properties** (Properties page, permission `feature_properties`, default GM 5). The game's news screen has
|
||||
four "Today's Top Properties" slots, one per small property world: Block Yard, Nimbus Rock, Chantey Shanty and Raven
|
||||
Bluff (from the client's PropertyTemplate and PropertyEntranceComponent tables). A slot only displays what the server
|
||||
@@ -1050,6 +1055,11 @@ red. Terrain needs `client_location` to be set.
|
||||
tab has the same switches as World 3D where they apply: detail, Terrain, Scenery, Sky, Placed models, Build area,
|
||||
Shadows and Hidden objects (off by default), remembered per account.
|
||||
|
||||
**Generated models.** When the UGC server has made a player-built model, the property 3D view draws it from the model
|
||||
the UGC server made (the NIF the game client gets), and builds the rest from their LXFML as before; switch
|
||||
**Generated models** off in Layers to build every model from its LXFML. The switch shows once the property has a
|
||||
made model; a model's Selected tab says which it is drawn from, with its UGC state. See docs/UgcServer.md.
|
||||
|
||||
**Scenery.** The property 3D view (and the showcase's) draws the zone around the property as the game does: every
|
||||
scene object's model and the zone's sky, from the game client's files (needs `client_location`). Models load nearest
|
||||
first; the detail setting picks the model level of detail, how far objects are drawn (1400/800/450 units), texture
|
||||
|
||||
Reference in New Issue
Block a user