mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
bbea0ee4a1
Unfortunately I can't change the spelling mistake in the specs, so the property name will still evoke a 3D midtex that doesn't betray any emotion.
431 lines
23 KiB
Text
431 lines
23 KiB
Text
===============================================================================
|
|
Universal Doom Map Format ZDoom extensions v1.15 - 14.12.2010
|
|
|
|
|
|
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
|
|
------------------------------------
|
|
|
|
Any TEXTMAP lump in the described namespaces must be encoded in ISO 8859-1 which
|
|
as of this writing is the only character encoding supported by ZDoom.
|
|
|
|
-----------------------------------
|
|
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 or USDF 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.
|
|
|
|
vertex
|
|
{
|
|
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
|
|
{
|
|
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.
|
|
midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
|
|
// texture to behave like an impassable line (projectiles
|
|
// pass through it).
|
|
checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
|
|
blockprojectiles = <bool>; // Line blocks all projectiles
|
|
blockuse = <bool>; // Line blocks all use actions
|
|
blocksight = <bool>; // Line blocks monster line of sight
|
|
blockhitscan = <bool>; // Line blocks hitscan attacks
|
|
locknumber = <int>; // Line special is locked
|
|
arg0str = <string>; // Alternate string-based version of arg0
|
|
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
|
|
|
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
|
|
|
|
* Note about arg0str
|
|
|
|
For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
|
|
will be used as the name of the script to execute, and arg0 will be ignored.
|
|
}
|
|
|
|
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.
|
|
lightfog = <bool>; // true = This side's relative lighting is used even in
|
|
// foggy sectors. Default is to disable relative
|
|
// lighting in foggy sectors.
|
|
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.
|
|
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>;
|
|
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>;
|
|
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.
|
|
alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
|
|
alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
|
|
renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
|
|
// can be "translucent" or "add", default is "translucent".
|
|
renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
|
|
// can be "translucent" or "add", default is "translucent".
|
|
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
|
|
noattack = <bool>; // Blocks monster attacks 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.
|
|
waterzone = <bool>; // Sector is under water and swimmable
|
|
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
|
damageamount = <int>; // Amount of damage inflicted by this sector, default = 0. If this is 0, all other damage properties will be ignored.
|
|
// Setting damage through these properties will override any damage set through 'special'.
|
|
// Setting damageamount to a negative value will create a healing sector.
|
|
damagetype = <string>; // Damage type for sector damage, Default = "None". (generic damage)
|
|
damageinterval = <int>; // Interval in tics between damage application, default = 32.
|
|
leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
|
|
damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
|
|
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
|
|
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
|
|
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
|
|
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
|
|
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
|
|
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
|
|
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
|
|
// a light level of 0. (OpenGL only)
|
|
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
|
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
|
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
|
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
|
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
|
|
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
|
|
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
|
|
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
|
|
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
|
|
|
|
|
|
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
|
|
portal_ceil_disabled = <bool> // ceiling portal disabled.
|
|
portal_ceil_nopass = <bool> // ceiling portal blocks movement if true.
|
|
portal_ceil_norender = <bool> // ceiling portal not rendered.
|
|
portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
|
|
portal_floor_blocksound = <bool> // floor portal blocks sound.
|
|
portal_floor_disabled = <bool> // floor portal disabled.
|
|
portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
|
|
portal_floor_norender = <bool> // ceiling portal not rendered.
|
|
portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
|
|
|
|
|
|
* 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 1-16.
|
|
class# = <bool> // Unlike the base spec, # can range from 1-16.
|
|
conversation = <int> // Assigns a conversation dialogue to this thing.
|
|
// Parameter is the conversation ID, 0 meaning none.
|
|
countsecret = <bool>; // Picking up this actor counts as a secret.
|
|
arg0str = <string>; // Alternate string-based version of arg0
|
|
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
|
|
// negative values are used as their absolute. Default = 1.0.
|
|
|
|
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
|
|
// negative values are used as their absolute. Default = 1.
|
|
|
|
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
|
|
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
|
|
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
|
|
// Default is an empty string for no change.
|
|
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
|
|
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
|
|
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
|
|
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
|
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
|
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
|
|
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
|
|
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
|
|
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
|
|
|
|
* Note about arg0str
|
|
|
|
For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
|
|
will be used as the name of the script to execute, and arg0 will be ignored.
|
|
}
|
|
|
|
|
|
|
|
*** 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)
|
|
160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)
|
|
|
|
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 'soundsequence' sector property.
|
|
|
|
1.12 22.08.2010
|
|
Added 'conversation' thing property.
|
|
|
|
1.13 29.08.2010
|
|
Added 'hidden' sector property.
|
|
|
|
1.14 19.09.2010
|
|
Added 'countsecret' actor property.
|
|
|
|
1.15 14.12.2010
|
|
Added vertex floor and ceiling height properties
|
|
|
|
1.16 23.01.2011
|
|
Added alphaceiling and alphafloor sector properties
|
|
Added blocksight linedef flag
|
|
Removed remarks of 8 being the maximum number of player classes/skill levels the menu can handle so the spec now properly lists 16 as limit.
|
|
|
|
1.17 12.02.2011
|
|
Added renderstyleceiling and renderstylefloor sector properties
|
|
Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
|
|
|
|
1.18 17.02.2012
|
|
Added arg0str linedef property.
|
|
Standardized whitespace.
|
|
|
|
1.19 24.02.2012
|
|
Added back locknumber property.
|
|
|
|
1.20 25.02.2012
|
|
Added arg0str thing property.
|
|
|
|
1.21 09.08.2013
|
|
Added waterzone sector property.
|
|
|
|
1.22 12.04.2014
|
|
Added transparent line property (to be folded back to core UDMF standard), and health, score, renderstyle, fillcolor, alpha, scale, scalex, scaley, pitch and roll thing properties.
|
|
|
|
1.24 14.05.2014
|
|
Added plane equations for sector slopes. (Please read carefully to ensure proper use!)
|
|
Changed language describing the DIALOGUE lump to mention USDF as an option.
|
|
|
|
1.25 19.04.2015
|
|
Added 'moreids' for linedefs and sectors.
|
|
|
|
1.26 05.01.2016
|
|
added clarification about character encoding
|
|
added sector damage properties.
|
|
|
|
1.27 05.01.2017
|
|
floor_reflect and ceiling_reflect.
|
|
|
|
1.28 28.01.2017
|
|
sector material colors.
|
|
|
|
===============================================================================
|
|
EOF
|
|
===============================================================================
|