UltimateZoneBuilder/Documents/udmf_zdoom.txt
codeimp ea5a5fafe1 @ Updated ZDoom UDMF specifications
@ Improved UDMF test map (slopes, 3d floors, colored lighting)
2010-09-02 18:45:26 +00:00

282 lines
12 KiB
Text

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