To work with .ifo files a simple text editor can be sufficient, especially when you just want to delete an entry or resize the BuildBlocker for example. However for everything else Blender + Anno Addon is recommended to avoid going crazy.
In Blender:
Ctrl A All Transforms before exportCtrl A All Transforms before exportCuboids mostly appear as <Dummy> which only distinguish by their <Name> (see exceptions) and are fully determined by their <Position>, <Rotation> and <Extent> (related to their center point).
_ usually have consecutive digits starting at 0_01 continue with 02, 03 and so on_ are fixed names, so sth like railroad03 would not work| Name | Tag | Usage | assets.xml |
|---|---|---|---|
| BoundingBox | BoundingBox | includes the whole cfg | |
| MeshBoundingBox | MeshBoundingBox | includes the mesh geometry | |
| HitBox | IntersectBox | asset is highlighted during mouse-over and considered being selected for tool-bar actions | |
| infolayer | Dummy | position of InfoLayerIcon such as ‘Missing Workforce’ |
enable with <Infolayer />; template: InfoLayerIcon |
| transporter_spawn | Dummy | position of factory transporters in idle mode / before first move | HideTransportersBeforeTheyMove=1 |
| quest_spawn_ | Dummy | position where QuestObjects are spawned (for special quests like campaign there are other names like campaign_demolition_quest_spawn |
enable with <QuestObject />; Quests: Name can be used in ContextMarkerName |
| DamageImpact | Dummy | when damaged (incidents or weapons) but not ruined: area where mesh shows damage | |
| harbourblock01 | Dummy | blocks harbour area infront of buildings; minimum size is 5x5 tiles: x/z axis => 0 to 0.49 == 5 tiles; 0.5 to 0.99 == 6 tiles etc. | |
| docklandsmodule01 | Dummy | blocks harbour area infront of buildings; minimum size is 3x3 tiles x/z axis => 0 to 0.49 == 3 tiles; 0.5 to 0.99 == 4 tiles etc. | |
| loadingpier01 | Dummy | docking position for ships; use loadingpier02 for a 2nd pier |
configure in <LoadingPier> |
| loadingpier_air | Dummy | docking position for airships | configure in <LoadingPier> |
| hit_metal_ | Dummy | when hit by weapons: trigger metal sound / visuals | linked in projectile assets |
| hit_wood_ | Dummy | when hit by weapons: trigger wooden sound / visuals | linked in projectile assets |
| hit_bricks_ | Dummy | when hit by weapons: trigger brick sound / visuals | linked in projectile assets |
| hit_concrete_ | Dummy | when hit by weapons: trigger concrete sound / visuals | linked in projectile assets |
| expl_01 | Dummy | when hit by weapons: area with explosion effects | can be defined in <ExplosionEffects> |
| warflag | Dummy | a war flag is spawned at this position when island is at war | |
| hpbar | Dummy | when being attacked: position of current hitpoints bar | |
| FireDummy | Dummy | position of fire (if no .fc file) | |
| railroad01 | Dummy | connection to rails; use railroad02 for another one |
HasBuildingBaseTiles=1 to remove them after asset was destroyed / moved; AllowCodeToControlRotation=0 if they are not centered relative to the building |
| railroadbase01 | Dummy | mandatory use with railroad01 / railroad02 | |
| mining_ground | Dummy | WorkAreaPath starts here | <WorkAreaPathSnapDummy> |
| mining_mountain | Dummy | WorkAreaPath ends here | <WorkAreaPathSnapDummy> |
| irrigation_connector | Dummy | for water source: connection to irrigation canals | |
| watersupply_connector | Dummy | for water consumer: connection to irrigation canals | |
| slot_station | Dummy | start position for river channel | BezierPath / StartPositionDummyName |
| turret_ | Dummy | position of a turret | configure in <Turrets> |
| shootTurret_ | Dummy | turrets: position of muzzle effects / projectile | configure in <MuzzleEffectAssets> / <ProjectileAsset> |
| shootLeft_ | Dummy | cannons: position of muzzle effects / projectile | configure in <MuzzleEffectAssets> / <ProjectileAsset> |
| shootRight_ | Dummy | cannons: position of muzzle effects / projectile | configure in <MuzzleEffectAssets> / <ProjectileAsset> |
| shootFront_ | Dummy | cannons: position of muzzle effects / projectile | configure in <MuzzleEffectAssets> / <ProjectileAsset> |
| WorkforcePier | Dummy | connection for workforce transfer ships | enable with <WorkforceConnector /> |
| VisitorPier | Dummy | connection for tourist ships | enable with <VisitorPier /> |
| ShipEntrance | Dummy | ? some kind of anchor for incoming visitor / workforce ships ? | |
| SpecialistSpawn | Dummy | should spawn a clickable specialist on arrival (not used anymore?) | |
| BoardingDummy_ | Dummy | on ship arrival: feedbacks walk towards island | configure in HarborWaterConfig |
| DisembarkDummy_ | Dummy | on ship arrival: feedbacks walk towards ship | configure in HarborWaterConfig |
| TouristIdleDummy_ | Dummy | visitors gather here until ship arrival if the “Tendency” is negative | |
| special_feedback_loading | Dummy | spawn point for fishing ship | configure in <FisheryConfig> (per region) |
| nextFloor | Dummy | indicates position of the next floor level for skyscrapers | |
| backside_rect | Dummy | indicates the backside of a train wagon; important for directional coupling | |
| frontside_rect | Dummy | indicates the frontside of a train wagon; important for directional coupling | |
| bird_land01 | Dummy | birds can land here | |
| speaker_ | Dummy | ? Anarchist loudspeaker audio ? | |
| joint_back | Dummy | ? used in several vehicles with trailers ? | |
| GeneratedItemSlot | Dummy | ? does nothing; used for coastal_01, food_01, factory_06, workshop_06; institution_02 ? | |
| EventPier | Dummy | ? does nothing; used for visitor piers ? | |
| HarborFrontBuilding | Dummy | ? does nothing; used for visitor piers and workforce pier ? | |
| fire_ | Dummy | ? only used for man_of_war and campaign queen ship; leftover with no function ? |
Planes can consist of as many vertices as you want to achieve quite complex blockers. Each vertice is translated into a pair of x and z coordinates related to the center point of your MAIN_FILE [should be (0/0/0)].
Therefore Ctrl A All Transforms on all planes is highly recommended if you work with Blender.
Note that 1 tile in Anno corresponds to |x| = 0.5 / |z| = 0.5
| Tag | Usage | assets.xml |
|---|---|---|
| BuildBlocker | the (logical) footprint an asset has ingame (== usually blocked tiles) | almost all properties of <Blocking/> only work within this blocker |
| FeedbackBlocker | dynamic feedback is allowed to walk here (includes first person mode) | |
| PriorityFeedbackBlocker | dynamic feedback is not allowed to walk here (includes first person mode) | |
| UnevenBlocker | mesh within and above this plane is always above terrain. Usually used for assets with AdjustToTerrainHeight=0 |
|
| WaterBlocker | blocks area for ships | |
| QuayArea | area where a quay is constructed automatically (by default: with fence) | configure in GroundDecalAsset |
| InvisibleQuayArea | area where a quay is constructed automatically (by default: without fence); if overlapping with QuayArea: overwrites QuayArea | configure in GroundDecalInvisible |
| PathBlocker | ? probably some kind of feedback blocker; rarely used; is not imported into Blender ? | |
| ExtraBlocker | ? rarely used (e.g. calamari fishery); is not imported into Blender ? |
Dynamic feedback adapts to this heightmap instead of terrain. Usually used for assets with AdjustToTerrainHeight=0.
Guide on how to create this map: MeshHeightMap
One entry for each sequence used in the corresponding cfg. For all possible sequence IDs look at <SequenceIDs> in >GlobalBalancing< (Guid: 2001270).