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ea5a5fafe1
@ Improved UDMF test map (slopes, 3d floors, colored lighting)
282 lines
12 KiB
Text
282 lines
12 KiB
Text
===============================================================================
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Universal Doom Map Format ZDoom extensions v1.10 - 25.04.2010
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Copyright (c) 2008 Christoph Oelckers.
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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 only the additions ZDoom makes to the UDMF
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specification.
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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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In addition to the base specification ZDoom recognizes the following lumps
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between the TEXTMAP and ENDMAP lumps:
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BEHAVIOR = contains compiled ACS code
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DIALOGUE = contains compiled Strife conversation scripts.
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ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
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but deprecated for portability reasons.)
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BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
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REJECT = reject table. Recommended use is for special effects only.
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Lumps starting with 'SCRIPT' are guaranteed to be ignored by ZDoom so they
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can be used to store ACS and dialogue script sources.
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--------------------------------
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II.C : Implementation Dependence
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--------------------------------
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ZDoom supports all namespaces defined in the base specification and adds two new
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ones:
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"ZDoom"
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"ZDoomTranslated"
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The only difference between these two namespaces is how line, thing and sector
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specials are handled:
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'ZDoom' uses Hexen type specials which are ZDoom's native implementation.
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'ZDoomTranslated' uses Doom-type specials. Such maps have to be processed by
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a special translator. A special translator is a text lump that defines how
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Doom-format specials are translated into Hexen-format specials. By default
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each game defines its own translation table but these can be overridden in
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MAPINFO. It is the mapper's responsibility to choose the correct translation
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table for a map.
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=======================================
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III. Standardized Fields
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=======================================
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ZDoom's namespaces implement all fields from the standard, regardless of
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any restrictions mentioned in the spec.
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In particular, the 'ZDoomTranslated' namespaces implements thing specials.
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These will ignore the implicit trigger type and triggering semantics are the
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same as for native maps.
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The only field not fully supported is the thing's 'friend' field. ZDoom does
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not offer MBF's friendly monster implementation and will remap any use of this
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field to 'strifeally', even for the 'Doom' namespace.
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In addition to the standard fields, ZDoom defines the following:
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Note: All <bool> fields default to false unless mentioned otherwise.
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linedef
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{
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alpha = <float>; // Translucency of this line, default is 1.0
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renderstyle = <string>; // Render style, can be "translucent" or "add",
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// default is "translucent".
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playeruseback = <bool>; // New SPAC flag, true = player can use from back side.
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anycross = <bool>; // New SPAC flag, true = any non-projectile
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// crossing will trigger this line
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monsteractivate = <bool>; // Monsters can trigger this line.
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// For compatibility only because this flag's
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// semantics can not be fully reproduced with
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// explicit trigger flags.
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blockplayers = <bool>; // Line blocks players' movement.
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blockeverything = <bool>; // Line blocks everything.
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firstsideonly = <bool>; // Line can only be triggered from the front side.
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zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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midtex3d = <bool>; // Actors can walk on mid texture.
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checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>;// Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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}
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sidedef
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{
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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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// When global texture offsets are used they will
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// be added on top of these values.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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}
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sector
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{
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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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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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gravity = <float>; // Sector's gravity. Default is 1.0.
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lightcolor = <integer>; // Sector'S light color as RRGGBB value, default = 0xffffff.
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fadecolor = <integer>; // Sector'S fog color as RRGGBB value, default = 0x000000.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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* Note about dropactors
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The spec requires this to be false by default. Currently, however ZDoom assumes this to be true
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for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
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set this flag for each tagged sector.
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}
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thing
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{
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skill# = <bool> // Unlike the base spec, # can range from 1-8.
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// 8 is the maximum amount of skills the skill
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// menu can display.
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class# = <bool> // Unlike the base spec, # can range from 1-8.
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// 8 is the maximum amount of classes the class
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// menu can display.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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}
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*** Special notes for map format conversions:
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Setting the line's ID via special is not supported so any special using
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this option must be converted to use the line's ID field instead.
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Unless mentioned differently the arg being used to define the line ID
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should be set to 0.
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The following line specials are affected:
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121: Line_SetIdentification, arg 0
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208: TranslucentLine, arg0 (arg0 must be preserved)
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1: Polyobj_StartLine, arg3
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5: Polyobj_ExplicitLine, arg4
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181: Plane_Align, arg2
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215: Teleport_Line, arg0
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222: Scroll_Texture_Model, arg0 (arg0 must be preserved)
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Some specials also allow setting the extended flags. These must also be
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converted to explicitly setting the flags through the defined map fields.
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This affects the following specials:
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121: Line_SetIdentification, arg1
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208: TranslucentLine, arg3
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These args are to be converted as follows to flags, bit by bit:
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Bit 0 (Value 1): zoneboundary
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Bit 1 (Value 2): jumpover
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Bit 2 (Value 4): blockfloaters
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Bit 3 (Value 8): clipmidtex
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Bit 4 (Value 16): wrapmidtex
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Bit 5 (Value 32): midtex3d
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Bit 6 (Value 64): checkswitchrange
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Bit 7 (Value 128): firstsideonly
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When used in special 208 this arg should be cleared afterward.
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Special 121 is not being used by UDMF maps in ZDoom and should be completely
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deleted after conversion.
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=======================================
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Changelog
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=======================================
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1.1: 27.05.2008
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Changed default light mode for sectors and sidedefs to relative and renamed
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associated properties to avoid having a non-intuitive standard value for the
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light field.
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Added 'nofakecontrast' option to sidedefs.
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1.2 21.08.2008
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Added smooth lighting option to linedefs
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1.3 12.12.2008
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Added NoRespawn sector flag
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Fixed lightfloor and lightceiling properties for sectors. They are of type
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integer, not float
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1.4 27.01.2009
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Changed description of class and skill thing flags to avoid the impression that
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this uses array syntax. No functional changes
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1.5 22.02.2009
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Added blockprojectiles to lines and firstsideonly to conversion notes
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1.6 28.04.2009
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Added blockuse line flag.
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1.7 07.06.2009
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Added sidedef scaling properties and side specific clipmidtex and wrapmidtex.
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1.8 16.07.2009
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Added NoDecals sidedef option
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Fixed conversion specifications for TranslucentLine special.
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1.9 17.04.2010
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Changed node specifications to deprecate compression of node lump.
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1.10 25.04.2010
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Added 'playeruseback' line trigger flag.
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1.11 07.08.2010
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Added 'soundsequnce' sector property.
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1.12 22.08.2010
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Added 'conversation' thing property.
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1.13 29.08.2010
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Added 'hidden' sector property.
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===============================================================================
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EOF
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===============================================================================
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