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71c7f2b42c
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling. Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
397 lines
20 KiB
Text
397 lines
20 KiB
Text
===============================================================================
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Universal Doom Map Format ZDoom extensions v1.15 - 14.12.2010
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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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Any TEXTMAP lump in the described namespaces must be encoded in ISO 8859-1 which
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as of this writing is the only character encoding supported by ZDoom.
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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 or USDF 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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vertex
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{
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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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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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midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
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// texture to behave like an impassible line (projectiles
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// pass through it).
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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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blocksight = <bool>; // Line blocks monster line of sight
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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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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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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* Note about arg0str
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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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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lightfog = <bool>; // true = This side's relative lighting is used even in
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// foggy sectors. Default is to disable relative
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// lighting in foggy sectors.
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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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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>;
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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>;
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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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alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
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alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
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renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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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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waterzone = <bool>; // Sector is under water and swimmable
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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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damageamount = <int>; // Amount of damage inflicted by this sector, default = 0. If this is 0, all other damage properties will be ignored.
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// Setting damage through these properties will override any damage set through 'special'.
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// Setting damageamount to a negative value will create a healing sector.
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damagetype = <string>; // Damage type for sector damage, Default = "None". (generic damage)
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damageinterval = <int>; // Interval in tics between damage application, default = 32.
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leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
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damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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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 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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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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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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health = <int>; // Set per-actor health. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.
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renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
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// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
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// "translucent", "fuzzy", "optfuzzy", "soultrans". Default is an empty string for no change.
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fillcolor = <integer>; // Fill color used by the "stencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
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alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
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score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
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pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
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scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
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scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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* Note about arg0str
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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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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160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)
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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 'soundsequence' 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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1.14 19.09.2010
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Added 'countsecret' actor property.
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1.15 14.12.2010
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Added vertex floor and ceiling height properties
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1.16 23.01.2011
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Added alphaceiling and alphafloor sector properties
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Added blocksight linedef flag
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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.
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1.17 12.02.2011
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Added renderstyleceiling and renderstylefloor sector properties
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Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
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1.18 17.02.2012
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Added arg0str linedef property.
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Standardized whitespace.
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1.19 24.02.2012
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Added back locknumber property.
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1.20 25.02.2012
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Added arg0str thing property.
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1.21 09.08.2013
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Added waterzone sector property.
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1.22 12.04.2014
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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.
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1.24 14.05.2014
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Added plane equations for sector slopes. (Please read carefully to ensure proper use!)
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Changed language describing the DIALOGUE lump to mention USDF as an option.
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1.25 19.04.2015
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Added 'moreids' for linedefs and sectors.
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1.26 05.01.2016
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added clarification about character encoding
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added sector damage properties.
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===============================================================================
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EOF
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===============================================================================
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