These are some examples on the "description" or "command" files for rvglue.
The following description file tells rvglue just to rename the body of the editor's track 'USER018' to 'NHood1':
create nhood1 user018.w |
Same as previous except that the ugly blue walls of the track pieces are now colored bright red, which is annoying, too.
create nhood1 user018.w( legosplit ( pwall ( colorize red ) ) ) |
This makes the whole track muddy (Slippery surfaces and brown car tracks):
create( nhood1 ) user018.w( surface(mud) ) |
Since our track features an enormous bridge we built using some instances and the in-game editor, we want to have that bridge in the track's body.
create( nhood1 ) user018.w myinsts.fin |
Since we are somewhat drunk and think that the steel bridge should feel muddy, we do the recoloring and make the bridge-body instance 'brbody' muddy:
create( nhood1 ) user018.w( legosplit ( pwall ( colorize red ) ) ) myinsts.fin( brbody( surface(mud) ) ) |
Since there are two steel bridges, the first intended to be muddy and the second invisible, we saved them to two different .fin files.
create( nhood1 ) user018.w bridge1.fin ( brbody( surface mud ) ) bridge2.fin ( brbody( invisible ) ) |
Since the file becomes larger and we want it to be more easy to read, we insert some comments. The hashmark '#' is used for one-line comments, while the square brackets '[...]' may span multiple lines.
# Editor directory: NHood1 create nhood1 # Track editor's track: user018.w [ The first bridge just behind the ten-corner tunnel everybody will hate: ] bridge1.fin ( brbody( surface mud ) ) [ The second bridge, my very funny invisible shortcut nobody will find except myself: ] bridge2.fin ( brbody( invisible ) ) |
We used the 'carpet' instance on both bridges, and want it to be slippery on both bridges, but hate to type the same command twice, so we use the 'global' section:
# Editor directory: NHood1 create nhood1 global ( carpet( surface slippery ) # Carpet is alway slippery! ) # Track editor's track: user018.w [ The first bridge just behind the ten-corner tunnel everybody will hate: ] bridge1.fin ( brbody( surface mud ) ) [ The second bridge, my very funny invisible shortcut nobody will find except myself: ] bridge2.fin ( brbody( invisible ) ) |
Since a friend sent us some better bridge-body instances than the simple 'brbody' we used before, we rebuild the bridges. But now we would have to write twenty lines, one for every bridge part. The 'default' group is a better place for that:
# Editor directory: NHood1 create( nhood1 ) global ( carpet( surface slippery ) # Carpet is alway slippery! ) # Track editor's track: user018.w [ The first bridge just behind the ten-corner tunnel everybody will hate: ] bridge1.fin ( [ This makes everything muddy except 'carpet', which has is personal entry in the 'global' section: ] default( surface mud ) ) [ The second bridge, my very funny invisible shortcut nobody will find except myself: ] bridge2.fin ( default( invisible ) ) |
Since the lamps at the ceiling and the boxes in the room's corner are ugly we decide to cut them out:
# Editor directory: NHood1 create( nhood1 ) global ( carpet( surface(slippery) ) # Carpet is alway slippery! ) # Track editor's track: user018.w ( legosplit ( lamp ( off ) box ( off ) ) ) [ The first bridge ] bridge1.fin ( default( surface mud ) ) [ The second bridge ] bridge2.fin ( default( invisible ) ) |
Let's assume we keep bumping into "invisible barriers". Get rid of them by lowering the collision data of "oversized" under-track blue lego walls:
# Editor directory: NHood1 create( nhood1 ) global ( carpet( surface(slippery) ) # Carpet is alway slippery! ) # Track editor's track: user018.w ( legosplit ( lamp ( off ) box ( off ) pwall ( lower_coll ) ) ) [ The first bridge ] bridge1.fin ( default( surface mud ) ) [ The second bridge ] bridge2.fin ( default( invisible ) ) |