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https://git.code.sf.net/p/quake/quakeforge
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initial docs for the map files because I never did quite understand the texture information. (still don't, but once I doc it, it won't matter if I forget it:)
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doc/cliptest.map
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doc/cliptest.map
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// --
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// -- Created with Quest
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// --
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// Quest Group Name: World
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// Quest Group Flags: 1
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// Quest Group Color: 0
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{
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"classname" "worldspawn"
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"wad" "quake101.wad"
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{
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}
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{
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4 ( 1 0 4 5 ) wmet4_4 0 0 0 1 1
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}
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}
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}
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}
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{
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4 ( 4 7 3 2 ) wmet4_4 0 0 0 1 1
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4 ( 7 6 0 3 ) wmet4_4 0 0 0 1 1
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}
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{
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4 ( 1 0 4 5 ) wmet4_4 0 0 0 1 1
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4 ( 4 7 6 5 ) wmet4_4 0 0 0 1 1
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}
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{
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}
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{
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}
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}
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}
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}
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}
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{
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"classname" "info_player_start"
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"origin" "96 -80 64"
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}
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{
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"classname" "info_player_deathmatch"
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"origin" "96 -80 64"
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}
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{
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"classname" "light_globe"
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"origin" "48 0 96"
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}
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64
doc/mapformat.txt
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64
doc/mapformat.txt
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//unfortunatly, have to wrap the docs in a C comment for doxygen
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/**
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\page mapformat Map (.map) File Format
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"//" marks a comment which extends to the end of the current line
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Note that () and {} characters require white space around them.
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A map consists of a series of entities delineated by {}
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An entity consists of a series of either epairs or brushes, one per "line".
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An epair is a pair of quoted (via "quotes") strings. The first string of the
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pair is the key, the second string the value. epairs are used to populate the
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dictionary of the entity.
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A brush is a simple, convex polytope delinieated by {}. The format of a brush
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is as follows:
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\verbatim
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{
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[optional vertex list]
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<plane spec> <texture name> <texcoord spec> [optional flags]
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<plane spec> <texture name> <texcoord spec> [optional flags]
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<plane spec> <texture name> <texcoord spec> [optional flags]
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...
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}
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\endverbatim
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That is, an optional vertex list followed by a number of surface specs, one
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per line.
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The optional vertex list, found in map files produced by Quest3d, is denoted
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by a colon followed by a number indicating the number of vertices in the list.
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Following this, one per line, come the 3d coordinates of the vertices, one
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vertex per line. The vertex coordinates are listed in X Y Z order.
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There are two formats for the plane spec, selected via the presence (vertex
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mode) or absence (plane point mode) of the vertex list.
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In vertex mode, the plane spec directly describes the shape of the surface
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polygon. It is simply a number indicating the number of vertices, followed by a
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set of 0 based indices, enclosed in (). The indices indicate which of the
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vertices from the vertex list to use. When compiling the map, only the first 3
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vertices are significant: they are used as the 3 points for calculating the
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plane.
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In point plane mode, the plane spec consists of three point vectors, each
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enclosed in ().
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The three points (from either mode) are then used to calculate the plane
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normal and offset: n = (p0 - p1) x (p2 - p1), d = p1 . n
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The texture name is just a simple string (no spaces) that specifies the name
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of the texture within the wadfile.
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The texcoord spec is black magic.
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The optional flags indicate various options for the surface. So far, the only
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flag supported is "detail", indicating that the brush is a detail brush and not
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to be used for visibility calculations. If any surface has the detail flag set,
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the whole brush is affected.
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Example map file (vertex mode):
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\verbinclude cliptest.map
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*/
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INPUT += @top_srcdir@/tools
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INPUT += @top_srcdir@/doc/quakeforge.txt
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INPUT += @top_srcdir@/doc/faq.txt
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INPUT += @top_srcdir@/doc/mapformat.txt
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# If the value of the INPUT tag contains directories, you can use the
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# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
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