mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-28 15:11:55 +00:00
316 lines
No EOL
18 KiB
Text
316 lines
No EOL
18 KiB
Text
===============================================================================
|
|
Universal Doom Map Format Sonic Robo Blast 2 extensions v1.0 19.06.2024
|
|
|
|
Copyright (c) 2024 Sonic Team Junior
|
|
uses Universal Doom Map Format Specification v1.1 as a template,
|
|
original document Copyright (c) 2009 James Haley.
|
|
Permission is granted to copy, distribute and/or modify this document
|
|
under the terms of the GNU Free Documentation License, Version 1.2
|
|
or any later version published by the Free Software Foundation;
|
|
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
|
|
|
|
===============================================================================
|
|
|
|
This document discusses the UDMF implementation found in Sonic Robo Blast 2's engine.
|
|
|
|
=======================================
|
|
I. Grammar / Syntax
|
|
=======================================
|
|
|
|
No changes.
|
|
|
|
=======================================
|
|
II. Implementation Semantics
|
|
=======================================
|
|
|
|
------------------------------------
|
|
II.A : Storage and Retrieval of Data
|
|
------------------------------------
|
|
|
|
No changes.
|
|
|
|
-----------------------------------
|
|
II.B : Storage Within Archive Files
|
|
-----------------------------------
|
|
|
|
No changes.
|
|
|
|
--------------------------------
|
|
II.C : Implementation Dependence
|
|
--------------------------------
|
|
|
|
The SRB2 engine only supports the following namespace:
|
|
"srb2"
|
|
|
|
The engine is allowed to refuse maps with an unsupported namespace,
|
|
or emit a warning.
|
|
|
|
=======================================
|
|
III. Standardized Fields
|
|
=======================================
|
|
|
|
The SRB2 engine ignores any user-defined fields.
|
|
All boolean fields default to false unless mentioned otherwise.
|
|
|
|
Sonic Robo Blast 2 defines the following standardized fields:
|
|
|
|
vertex
|
|
{
|
|
x = <float>; // X coordinate. No valid default.
|
|
y = <float>; // Y coordinate. No valid default.
|
|
zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
|
|
zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
|
|
}
|
|
|
|
linedef
|
|
{
|
|
id = <integer>; // ID of line. Interpreted as tag.
|
|
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
|
|
|
v1 = <integer>; // Index of first vertex. No valid default.
|
|
v2 = <integer>; // Index of second vertex. No valid default.
|
|
|
|
blocking = <bool>; // Line blocks things.
|
|
blockmonsters = <bool>; // Line blocks enemies.
|
|
twosided = <bool>; // Line is 2S.
|
|
dontpegtop = <bool>; // Upper texture unpegged.
|
|
dontpegbottom = <bool>; // Lower texture unpegged.
|
|
skewtd = <bool>; // Upper and lower textures are skewed.
|
|
noclimb = <bool>; // Line is not climbable.
|
|
noskew = <bool>; // Middle texture is not skewed.
|
|
midpeg = <bool>; // Middle texture is pegged.
|
|
midsolid = <bool>; // Middle texture is solid.
|
|
wrapmidtex = <bool>; // Line's mid textures are wrapped.
|
|
nonet = <bool>; // Special only takes effect in singleplayer games.
|
|
netonly = <bool>; // Special only takes effect in multiplayer games.
|
|
bouncy = <bool>; // Line is bouncy.
|
|
transfer = <bool>; // In 3D floor sides, uses the sidedef properties of the control sector.
|
|
|
|
alpha = <float>; // Translucency of this line. Default is 1.0
|
|
renderstyle = <string>; // Render style. Can be:
|
|
// - "translucent"
|
|
// - "add"
|
|
// - "subtract"
|
|
// - "reversesubtract"
|
|
// - "modulate"
|
|
// - "fog"
|
|
// Default is "translucent".
|
|
|
|
special = <integer>; // Linedef action. Default = 0.
|
|
arg0 = <integer>; // Argument 0. Default = 0.
|
|
arg1 = <integer>; // Argument 1. Default = 0.
|
|
arg2 = <integer>; // Argument 2. Default = 0.
|
|
arg3 = <integer>; // Argument 3. Default = 0.
|
|
arg4 = <integer>; // Argument 4. Default = 0.
|
|
arg5 = <integer>; // Argument 5. Default = 0.
|
|
arg6 = <integer>; // Argument 6. Default = 0.
|
|
arg7 = <integer>; // Argument 7. Default = 0.
|
|
arg8 = <integer>; // Argument 8. Default = 0.
|
|
arg9 = <integer>; // Argument 9. Default = 0.
|
|
stringarg0 = <string>; // String argument 0.
|
|
stringarg1 = <string>; // String argument 1.
|
|
|
|
sidefront = <integer>; // Sidedef 1 index. No valid default.
|
|
sideback = <integer>; // Sidedef 2 index. Default = -1.
|
|
|
|
comment = <string>; // A comment. Implementors should attach no special
|
|
// semantic meaning to this field.
|
|
}
|
|
|
|
sidedef
|
|
{
|
|
offsetx = <integer>; // X offset. Default = 0.
|
|
offsety = <integer>; // Y offset. Default = 0.
|
|
|
|
texturetop = <string>; // Upper texture. Default = "-".
|
|
texturebottom = <string>; // Lower texture. Default = "-".
|
|
texturemiddle = <string>; // Middle texture. Default = "-".
|
|
|
|
repeatcnt = <integer>; // Number of middle texture repetitions. Default = 0.
|
|
|
|
sector = <integer>; // Sector index. No valid default.
|
|
|
|
scalex_top = <float>; // X scale for upper texture. Default = 1.0.
|
|
scaley_top = <float>; // Y scale for upper texture. Default = 1.0.
|
|
scalex_mid = <float>; // X scale for mid texture. Default = 1.0.
|
|
scaley_mid = <float>; // Y scale for mid texture. Default = 1.0.
|
|
scalex_bottom = <float>; // X scale for lower texture. Default = 1.0.
|
|
scaley_bottom = <float>; // Y scale for lower texture. Default = 1.0.
|
|
offsetx_top = <float>; // X offset for upper texture. Default = 0.0.
|
|
offsety_top = <float>; // Y offset for upper texture. Default = 0.0.
|
|
offsetx_mid = <float>; // X offset for mid texture. Default = 0.0.
|
|
offsety_mid = <float>; // Y offset for mid texture. Default = 0.0.
|
|
offsetx_bottom = <float>; // X offset for lower texture. Default = 0.0.
|
|
offsety_bottom = <float>; // Y offset for lower texture. Default = 0.0.
|
|
|
|
light = <integer>; // Light level, relative to 'sector' light level. Default = 0.
|
|
lightabsolute = <bool>; // true = 'light' is an absolute value, ignoring 'sector' light level.
|
|
|
|
comment = <string>; // A comment. Implementors should attach no special
|
|
// semantic meaning to this field.
|
|
}
|
|
|
|
sector
|
|
{
|
|
heightfloor = <integer>; // Floor height. Default = 0.
|
|
heightceiling = <integer>; // Ceiling height. Default = 0.
|
|
|
|
texturefloor = <string>; // Floor flat. No valid default.
|
|
textureceiling = <string>; // Ceiling flat. No valid default.
|
|
|
|
lightlevel = <integer>; // Light level. Default = 255.
|
|
lightfloor = <integer>; // The floor's light level. Default is 0.
|
|
lightceiling = <integer>; // The ceiling's light level. Default is 0.
|
|
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
|
|
// relative to the owning sector's light level.
|
|
lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
|
|
// relative to the owning sector's light level.
|
|
|
|
special = <integer>; // Sector special. Default = 0.
|
|
id = <integer>; // Sector tag/id. Default = 0.
|
|
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
|
|
|
xpanningfloor = <float>; // X texture offset of floor texture. Default = 0.0.
|
|
ypanningfloor = <float>; // Y texture offset of floor texture. Default = 0.0.
|
|
xpanningceiling = <float>; // X texture offset of ceiling texture. Default = 0.0.
|
|
ypanningceiling = <float>; // Y texture offset of ceiling texture. Default = 0.0.
|
|
xscalefloor = <float>; // X texture scale of floor texture. Default = 1.0.
|
|
yscalefloor = <float>; // Y texture scale of floor texture. Default = 1.0.
|
|
xscaleceiling = <float>; // X texture scale of ceiling texture. Default = 1.0.
|
|
yscaleceiling = <float>; // Y texture scale of ceiling texture. Default = 1.0.
|
|
rotationfloor = <float>; // Rotation of floor texture in degrees. Default = 0.0.
|
|
rotationceiling = <float>; // Rotation of ceiling texture in degrees. Default = 0.0.
|
|
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
|
|
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
|
|
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
|
ceilingplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing downward.
|
|
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
|
|
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
|
|
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
|
floorplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing upward.
|
|
|
|
lightcolor = <integer>; // Sector's light color as RRGGBB value. Default = 0x000000.
|
|
lightalpha = <integer>; // Sector's light opacity. Default = 25.
|
|
fadecolor = <integer>; // Sector's fog color as RRGGBB value. Default = 0x000000.
|
|
fadealpha = <integer>; // Sector's fog opacity. Default = 25.
|
|
fadestart = <integer>; // Sector's fading range start. Default = 0.
|
|
fadeend = <integer>; // Sector's fading range end. Default = 31.
|
|
colormapfog = <bool>; // Sector's colormap uses fog lighting.
|
|
colormapfadesprites = <bool>; // Sector's colormap affects full-bright sprites.
|
|
colormapprotected = <bool>; // Sector's colormap is not affected by colormap change specials.
|
|
|
|
flipspecial_nofloor = <bool>; // Trigger effects that require a plane touch are not executed when the floor is touched.
|
|
flipspecial_ceiling = <bool>; // Trigger effects that require a plane touch are executed when the ceiling is touched.
|
|
triggerspecial_touch = <bool>; // Trigger effects are executed anywhere in the sector.
|
|
triggerspecial_headbump = <bool>; // Trigger effects are executed if the top of the triggerer object touches a plane.
|
|
triggerline_plane = <bool>; // Trigger effects require a plane touch to be executed.
|
|
triggerline_mobj = <bool>; // Trigger effects can be executed by non-pushable objects.
|
|
|
|
invertprecip = <bool>; // Inverts the precipitation effect; if the sector is considered to be indoors,
|
|
// precipitation is generated, and if the sector is considered to be outdoors,
|
|
// precipitation is not generated.
|
|
gravityflip = <bool>; // Sector flips any objects in it, if the sector has negative gravity.
|
|
heatwave = <bool>; // Sector has the heat wave effect.
|
|
noclipcamera = <bool>; // Sector is not tangible to the camera.
|
|
outerspace = <bool>; // Sector has the space countdown effect.
|
|
doublestepup = <bool>; // Sector has half the vertical height needed for objects to walk into it.
|
|
nostepdown = <bool>; // Sector has the staircase effect disabled.
|
|
speedpad = <bool>; // Sector is a speed pad.
|
|
starpostactivator = <bool>; // Sector activates any Star Posts in it when walked into by a plyer.
|
|
exit = <bool>; // Sector is an exit sector.
|
|
specialstagepit = <bool>; // Sector is a Special Stage pit.
|
|
returnflag = <bool>; // Sector returns any Capture the Flag flags that come in contact with it to their respective bases.
|
|
redteambase = <bool>; // Sector is a Red Team base.
|
|
blueteambase = <bool>; // Sector is Blue Team base.
|
|
fan = <bool>; // Sector is a fan sector.
|
|
supertransform = <bool>; // Sector transforms any players that come in contact with it into their 'super' mode.
|
|
forcespin = <bool>; // Sector forces any players that come in contact with it to roll.
|
|
zoomtubestart = <bool>; // Sector is the starting point of a zoom tube path.
|
|
zoomtubeend = <bool>; // Sector is the ending point of a zoom tube path.
|
|
finishline = <bool>; // Sector is a Circuit finish line.
|
|
ropehang = <bool>; // Sector is a rope hang. Must be applied to a 3D floor.
|
|
jumpflip = <bool>; // Sector flips the gravity of players who jump from it.
|
|
gravityoverride = <bool>; // Reverse gravity effect is only applied when an object is in the sector.
|
|
nophysics_floor = <bool>; // Disables floor slope physics if created through a plane equation.
|
|
nophysics_ceiling = <bool>; // Disables ceiling slope physics if created through a plane equation.
|
|
|
|
friction = <float>; // Sector's friction factor.
|
|
gravity = <float>; // Sector's gravity. Default is 1.0.
|
|
damagetype = <integer>; // Damage type for sector damage. Can be:
|
|
// - "None"
|
|
// - "Generic"
|
|
// - "Water"
|
|
// - "Fire"
|
|
// - "Lava"
|
|
// - "Electric"
|
|
// - "Spike"
|
|
// - "DeathPitTilt"
|
|
// - "DeathPitNoTilt"
|
|
// - "Instakill"
|
|
// - "SpecialStage"
|
|
// Default = "None".
|
|
triggertag = <integer>; // Tag to trigger when this sector is entered. Default = 0.
|
|
triggerer = <string>; // Who can execute the trigger tag when this sector is entered. Can be:
|
|
// - "Player"
|
|
// - "AllPlayers"
|
|
// - "Mobj"
|
|
// Default = "Player".
|
|
|
|
comment = <string>; // A comment. Implementors should attach no special
|
|
// semantic meaning to this field.
|
|
}
|
|
|
|
thing
|
|
{
|
|
id = <integer>; // Thing ID. Default = 0.
|
|
moreids = <string>; // Additional thing IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
|
|
|
x = <float>; // X coordinate. No valid default.
|
|
y = <float>; // Y coordinate. No valid default.
|
|
|
|
height = <float>; // Z height relative to floor.
|
|
// Relative to ceiling if flip = true.
|
|
// Absolute if absolutez = true.
|
|
// Default = 0.
|
|
|
|
angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
|
|
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
|
roll = <integer>; // Roll of thing in degrees. Default = 0.
|
|
scalex = <float>; // Horizontal visual scaling on thing. Default = 1.0.
|
|
scaley = <float>; // Vertical visual scaling on thing. Default = 1.0.
|
|
scale = <float>; // Vertical and horizontal visual scaling on thing. Default = 1.0.
|
|
mobjscale = <float>; // Physical scale of the thing. Default = 1.0.
|
|
|
|
type = <integer>; // Thing type. No valid default.
|
|
|
|
flip = <bool>; // Thing spawns flipped, on the ceiling.
|
|
absolutez = <bool>; // If true, the thing height is absolute, instead of being relative to the floor or ceiling.
|
|
|
|
arg0 = <integer>; // Argument 0. Default = 0.
|
|
arg1 = <integer>; // Argument 1. Default = 0.
|
|
arg2 = <integer>; // Argument 2. Default = 0.
|
|
arg3 = <integer>; // Argument 3. Default = 0.
|
|
arg4 = <integer>; // Argument 4. Default = 0.
|
|
arg5 = <integer>; // Argument 5. Default = 0.
|
|
arg6 = <integer>; // Argument 6. Default = 0.
|
|
arg7 = <integer>; // Argument 7. Default = 0.
|
|
arg8 = <integer>; // Argument 8. Default = 0.
|
|
arg9 = <integer>; // Argument 9. Default = 0.
|
|
stringarg0 = <string>; // String argument 0.
|
|
stringarg1 = <string>; // String argument 1.
|
|
|
|
comment = <string>; // A comment. Implementors should attach no special
|
|
// semantic meaning to this field.
|
|
}
|
|
|
|
|
|
=======================================
|
|
Changelog
|
|
=======================================
|
|
|
|
1.0: 19.02.2024
|
|
Initial version.
|
|
|
|
===============================================================================
|
|
EOF
|
|
=============================================================================== |