UltimateZoneBuilder/Build/Gldefs/doomdefs.txt
MaxED 16b97e1c83 Added GLDEFS and (Z)MAPINFO parsers.
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported).
Several values from (Z)MAPINFO are now used in Visual modes.
Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
MODELDEF parser now checks which model(s) is/are used in first frame.
Dynamic lights are now created with more meaningful default parameters.
Added errors and warnings indicator to main window.
2012-06-01 10:17:47 +00:00

410 lines
No EOL
5.6 KiB
Text

// ----------------------
// -- Doom Decorations --
// ----------------------
// Barrel
pulselight BARREL
{
color 0.0 0.5 0.0
size 20
secondarySize 21
interval 0.5
offset 0 36 0
dontlightself 1
}
object ExplosiveBarrel
{
frame BAR1 { light BARREL }
frame BEXPC { light ROCKET_X1 }
frame BEXPD { light ROCKET_X2 }
frame BEXPE { light ROCKET_X3 }
}
// Floor lamp
pointlight LAMP
{
color 1.0 1.0 0.8
size 56
offset 0 44 0
}
object Column
{
frame COLU { light LAMP }
}
// Short tech lamp
pulselight SMALLLAMP
{
color 0.8 0.8 1.0
size 56
secondarySize 58
interval 0.4
offset 0 44 0
}
object TechLamp2
{
frame TLP2 { light SMALLLAMP }
}
// Tall tech lamp
pulselight BIGLAMP
{
color 0.8 0.8 1.0
size 64
secondarySize 66
interval 0.4
offset 0 72 0
}
object TechLamp
{
frame TLMP { light BIGLAMP }
}
// Tall red torch
flickerlight2 BIGREDTORCH
{
color 1.0 0.3 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object RedTorch
{
frame TRED { light BIGREDTORCH }
}
// Tall green torch
flickerlight2 BIGGREENTORCH
{
color 0.0 1.0 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object GreenTorch
{
frame TGRN { light BIGGREENTORCH }
}
// Tall blue torch
flickerlight2 BIGBLUETORCH
{
color 0.0 0.0 1.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object BlueTorch
{
frame TBLU { light BIGBLUETORCH }
}
// Small red torch
flickerlight2 SMALLREDTORCH
{
color 1.0 0.3 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortRedTorch
{
frame SMRT { light SMALLREDTORCH }
}
// Small green torch
flickerlight2 SMALLGREENTORCH
{
color 0.0 1.0 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortGreenTorch
{
frame SMGT { light SMALLGREENTORCH }
}
// Small blue torch
flickerlight2 SMALLBLUETORCH
{
color 0.0 0.0 1.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortBlueTorch
{
frame SMBT { light SMALLBLUETORCH }
}
// Burning barrel
flickerlight2 FIREBARREL
{
color 1.0 0.9 0.0
size 48
secondarySize 54
interval 0.1
offset 0 32 0
}
object BurningBarrel
{
frame FCAN { light FIREBARREL }
}
// Skulls w/candles
flickerlight2 SKULLCANDLES
{
color 1.0 1.0 0.0
size 32
secondarySize 34
interval 0.1
offset 0 24 0
}
object HeadCandles
{
frame POL3 { light SKULLCANDLES }
}
// Candle
pointlight CANDLE
{
color 1.0 1.0 0.0
size 16
offset 0 16 0
}
object Candlestick
{
frame CAND { light CANDLE }
}
// Candelabra
pointlight CANDELABRA
{
color 1.0 1.0 0.0
size 48
offset 0 52 0
}
object Candelabra
{
frame CBRA { light CANDELABRA }
}
// ----------------
// -- Doom Items --
// ----------------
// Soul Sphere
pulselight SOULSPHERE
{
color 0.0 0.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object SoulSphere
{
frame SOUL { light SOULSPHERE }
}
// Invulnerability Sphere
pulselight INVULN
{
color 0.0 1.0 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object InvulnerabilitySphere
{
frame PINV { light INVULN }
}
// Blur Sphere
pointlight BLURSPHERE1
{
color 1.0 0.0 0.0
size 40
offset 0 16 0
}
pointlight BLURSPHERE2
{
color 0.0 0.0 1.0
size 32
offset 0 16 0
}
pointlight BLURSPHERE3
{
color 0.0 0.0 1.0
size 24
offset 0 16 0
}
pointlight BLURSPHERE4
{
color 0.0 0.0 1.0
size 16
offset 0 16 0
}
pointlight BLURSPHERE5
{
color 0.0 0.0 1.0
size 8
offset 0 16 0
}
object BlurSphere
{
frame PINS { light BLURSPHERE1 }
frame PINSA { light BLURSPHERE2 }
frame PINSB { light BLURSPHERE3 }
frame PINSC { light BLURSPHERE4 }
frame PINSD { light BLURSPHERE5 }
}
// Health Potion
pulselight HEALTHPOTION
{
color 0.0 0.0 0.6
size 16
secondarySize 18
interval 2.0
}
object HealthBonus
{
frame BON1 { light HEALTHPOTION }
}
// Armour Helmet
pulselight ARMORBONUS
{
color 0.0 0.6 0.0
size 16
secondarySize 14
interval 1.0
dontlightself 1
}
object ArmorBonus
{
frame BON2 { light ARMORBONUS }
}
// Blue Keys
object BlueCard
{
frame BKEY { light HEALTHPOTION }
}
object BlueSkull
{
frame BSKU { light HEALTHPOTION }
}
// Yellow Keys
pulselight YELLOWKEY
{
color 0.6 0.6 0.0
size 16
secondarySize 18
interval 2.0
}
object YellowCard
{
frame YKEY { light YELLOWKEY }
}
object YellowSkull
{
frame YSKU { light YELLOWKEY }
}
// Red Keys
pulselight REDKEY
{
color 0.6 0.0 0.0
size 16
secondarySize 18
interval 2.0
}
object RedCard
{
frame RKEY { light REDKEY }
}
object RedSkull
{
frame RSKU { light REDKEY }
}
// Green armour
pointlight GREENARMOR1
{
color 0.0 0.6 0.0
size 48
}
pointlight GREENARMOR2
{
color 0.0 0.6 0.0
size 32
}
object GreenArmor
{
frame ARM1A { light GREENARMOR1 }
frame ARM1B { light GREENARMOR2 }
}
// Blue armour
pointlight BLUEARMOR1
{
color 0.0 0.0 0.6
size 48
}
pointlight BLUEARMOR2
{
color 0.0 0.0 0.6
size 32
}
object BlueArmor
{
frame ARM2A { light BLUEARMOR1 }
frame ARM2B { light BLUEARMOR2 }
}