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