diff --git a/base/def/env_probe.def b/base/def/env_probe.def new file mode 100644 index 00000000..df89dc75 --- /dev/null +++ b/base/def/env_probe.def @@ -0,0 +1,10 @@ +entityDef env_probe +{ + "editor_color" "0 0 1" + "editor_mins" "-8 -8 -8" + "editor_maxs" " 8 8 8" + + "editor_usage" "Environment probe for Image Based Lighting" + + "spawnclass" "EnvironmentProbe" +} \ No newline at end of file diff --git a/base/def/misc.def b/base/def/misc.def new file mode 100644 index 00000000..33cdb0be --- /dev/null +++ b/base/def/misc.def @@ -0,0 +1,169 @@ +/*********************************************************************** + + miscellaneous + +***********************************************************************/ + +entityDef worldspawn { + "editor_color" "0 0 0" + "editor_mins" "?" + "editor_maxs" "?" + + "editor_usage" "Every map should have exactly one worldspawn." + "editor_var music" "music wav file." + "editor_var gravity" "gravity value for the level." + "editor_var no_stamina" "disables stamina so the player can always run" + "editor_var no_Weapons" "only fists and no melee attacks" + "editor_var def_player" "player def to use when spawning this world" + + "spawnclass" "idWorldspawn" + "gravity" "1066" + "name" "world" +} + +entityDef light { + "editor_color" "0 1 0" + "editor_mins" "-8 -8 -8" + "editor_maxs" "8 8 8" + "editor_rotatable" "1" + + "editor_usage" "Light source. If health is set, light becomes breakable and turns off when shot." + + "editor_material texture" "light shader to use." + "editor_color color" "light color" + "editor_var shaderParm3" "shaderParm 3" + "editor_var shaderParm4" "shaderParm 4" + "editor_var shaderParm5" "shaderParm 5" + "editor_var shaderParm6" "shaderParm 6" + "editor_var shaderParm7" "shaderParm 7" + "editor_var count" "how many times light must be triggered to toggle." + "editor_var break" "break when triggered." + "editor_model model" "model to use." + "editor_model broken" "model to use when the light is broken (defaults to model name with '_broken' appended to name)" + "editor_var hideModelOnBreak" "hides the model when broken" + "editor_var health" "amount of damage to recieve before becoming broken. 0 is nonbreakable." + "editor_var target" "entities to trigger if shot." + "editor_var levels" "the number of times a light must be triggered until it turns off. Each time it's triggered, it's dimmed to a lower level." + "editor_var start_off" "causes the light to be off when the level starts." + "editor_var snd_broken" "sound shader to use when broken" + "editor_var mtr_broken" "material to use when broken" + "editor_color color_demonic" "demonic color to use if in demonic mode." + "editor_material mat_demonic" "demonic shader to use if in demonic mode." + "editor_var leave_demonic_mat" "leaves the demonic shader when the effect expires.. color is still reverted back." + + "spawnclass" "idLight" + "health" "0" + "levels" "1" + "start_off" "0" + "count" "1" + "break" "0" + + // jmarshall: Quake 1 light styles + /* + "style" "-1" + + "ls_frametime" "100" + + "num_styles" "12" + + "light_style0" "m" + "light_style1" "mmnmmommommnonmmonqnmmo" + "light_style2" "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" + "light_style3" "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" + "light_style4" "mamamamamama" + "light_style5" "jklmnopqrstuvwxyzyxwvutsrqponmlkj" + "light_style6" "nmonqnmomnmomomno" + "light_style7" "mmmaaaabcdefgmmmmaaaammmaamm" + "light_style8" "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" + "light_style9" "aaaaaaaazzzzzzzz" + "light_style10" "mmamammmmammamamaaamammma" + "light_style11" "abcdefghijklmnopqrrqponmlkjihgfedcba" + */ + // jmarshall end +} + +entityDef speaker { + "editor_color" "0 1 0" + "editor_mins" "-8 -8 -8" + "editor_maxs" "8 8 8" + "editor_material" "textures/common/speaker" + + + "editor_usage" "" + + "editor_snd s_shader" "the sound shader or wavefile." + "editor_snd snd_demonic" "demonic sound shader." + "editor_var overlayDemonic" "set to 1 overlays the demonic sound instead of replacing it." + "editor_var s_waitfortrigger" "play on load or play when triggered." + "editor_var s_volume" "override shader volume level." + "editor_var s_minDistance" "override shader minDistance." + "editor_var s_maxDistance" "override shader maxDistance." + "editor_var s_omni" "force omnidirectional" + "editor_var s_looping" "force looping" + "editor_var s_occlusion" "force no portal occlusion" + "editor_var s_global" "force no falloff at all" + "editor_var s_shakes" "this entity can make the screen shake when the sound is loud." + "editor_var wait" "when set > 0, seconds between triggerings. time between sounds is wait + or - random" + "editor_var random" "wait variance." + + "spawnclass" "idSound" +} + +entityDef info_location { + "editor_color" "1 1 0" + "editor_mins" "-4 -4 -4" + "editor_maxs" "4 4 4" + + "editor_usage" "Place one of these in each door-separated area for naming the gameplay sections" + "editor_var name" "location name for HUD. Cannot be the same as any other entity in the game." + "editor_var location" "use this when you have two locations with the same name." + + "spawnclass" "idLocationEntity" +} + +entityDef info_locationSeparator { + "editor_color" "1 1 0" + "editor_mins" "-16 -16 -16" + "editor_maxs" "16 16 16" + + "editor_usage" "Touch a vis-portal with this to break location name flood filling without using a door" + + "spawnclass" "idLocationSeparatorEntity" +} + +entityDef info_vacuum { + "editor_color" "1 1 0" + "editor_mins" "-4 -4 -4" + "editor_maxs" "4 4 4" + + "editor_usage" "Place one of these in an outside area in each map for vacuum flooding" + + "spawnclass" "idVacuumEntity" +} + +entityDef info_vacuumSeparator { + "editor_color" "1 1 0" + "editor_mins" "-16 -16 -16" + "editor_maxs" "16 16 16" + + "editor_usage" "Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through." + + "spawnclass" "idVacuumSeparatorEntity" +} + +entityDef text { + "editor_color" "1 1 0" + "editor_mins" "-4 -4 -4" + "editor_maxs" "4 4 4" + "editor_showangle" "1" + "editor_rotatable" "1" + + "editor_usage" "Used to display debug text in a level" + "editor_var text" "text to print" + "editor_var force" "if set to 1 prints always otherwise only in developer mode" + "editor_var playerOriented" "if set to 1 text always faces the player" + + "spawnclass" "idTextEntity" +} + +