mirror of
https://github.com/dhewm/iddevnet.git
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97 lines
3.5 KiB
HTML
97 lines
3.5 KiB
HTML
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0039)https://www.iddevnet.com/doom3/maps.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [Radiant]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Radiant</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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Maps in Doom 3 are defined by four different files, all of which are
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in ascii so it should be very easy for other people to write editors
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and tools for them. For a map to work properly, all four files must
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be included (the only exception is .aas files are not needed for
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multiplayer maps).
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</p><p>
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<b>.map</b>
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<br>
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The .map file is the main file that is created when you edit a file,
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it defines all the entities and brushes in the map. The other three
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files are all generated from the .map file with the dmap command.
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The format hasn't changed much from the Quake series.
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</p><p>
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<b>.cm</b>
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<br>
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The .cm file defines the collision geometry in the map. It is used
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by the physics system for collision detection.
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</p><p>
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<b>.proc</b>
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<br>
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The .proc contains all the pre-processed geometry in the map. It stores
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all the visible triangles, batched up in to surfaces. It also stores all
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the portal information, and any precalculated shadow volumes (if a light
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doesn't move, and a brush doesn't move, the shadow volume can be
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precalculated).
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</p><p>
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<b>.aas</b>
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<br>
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The .aas files contain the 'area awareness' data for the AI to navigate
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through the level. A seperate aas file is generated for each
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size monster. Generally an aas48 and an aas96 file is generated for
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most monsters sizes. If a map has a special monster in it, such as the
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mancubus, saboth, guardian, or cyberdemon, then it will generate a special
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aas file for them.
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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