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ded:map_info_syntax [2018-11-03 15:09]
skyjake
ded:map_info_syntax [2019-07-27 13:16] (current)
skyjake
Line 1: Line 1:
 +  Map Info {
 +    ID = "";​
 +    Name = "";​
 +    Author = "";​
 +  ​
 +    Flags = flag1 | flag2;
 +    Gravity = 1.0;
 +    Music = "";​
 +    Par time = 0.0;       # Seconds
 +  ​
 +    Ambient light = 0.0;  # 0...1
 +  ​
 +    Fog color R = 0.0;    # 0...1
 +    Fog color G = 0.0;    # 0...1
 +    Fog color B = 0.0;    # 0...1
 +    Fog density = 0.0;
 +    Fog start = 0.0;
 +    Fog end = 0.0;
 +  ​
 +    Sky = "";​
 +    Execute = "";​
 +  ​
 +    # As of version 1.9.7, linking a Sky definition to the Map Info
 +    # is the preferred method of sky configuration (separating the
 +    # two allows more flexibility for custom sky add-ons).
 +    # The following properties are therefore deprecated:
 +    ​
 +    Horizon offset = 0;
 +    Sky height = 0;
 +    Sky light color = 0;
 +    Sky Layer {   # or "Sky Layer 1" ​
 +      Texture = "";​
 +      Offset = 0;
 +      Flags = flag1 | flag2;
 +      Color limit = 0;
 +    }
 +    Sky Layer {   # or "Sky Layer 2"
 +      # see above
 +    }
 +  ​
 +    Sky Model {
 +      ID = "";​
 +      Layer = 0;
 +      Frame interval = 0.0;
 +      Yaw = 0.0;
 +      Yaw speed = 0.0;
 +      Rotate { 0 0 };
 +      Offset factor { 0 0 0 };
 +      Color { 0 0 0 0 };
 +      Execute = "";​
 +    }
 +  }
  
 +==== ID ====
 +
 +Map identifier. Could be "​ExMy"​ or "​MAPxy"​ depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is "​E2M1"​.
 +
 +An "​*"​ (asterisk) signifies that this definition should be used for all maps that don't have a definition of their own.
 +
 +
 +==== Name ====
 +
 +Name of the map. Displayed e.g., in the automap and in the console when the map is loaded.
 +
 +A [[Text]] definition ID may be specified instead, to use the associated string value. For example:
 +  Name = "​HUSTR_E1M1";​
 +
 +
 +==== Author ====
 +
 +Author of the map. Displayed e.g., in the console when the map is loaded.
 +
 +
 +==== Flags ====
 +
 +
 +^ Name ^ Description |
 +| dim_torch | (Heretic) Torch light level attenuates by distance from viewer (just like in Hexen). |
 +| fog | Enable fog in the map. |
 +| lightning | Enable thunder sound effects and random flashes of bright lighting in sky-lit sectors. |
 +| nointermission | Do not show an intermission after leaving this map (note that this does not affect debriefings). |
 +| spawn_all_firemaces | (Heretic) All Firemaces will be spawned in the map without the default randomness. |
 +| sphere | Draw the sky sphere even when sky models have been set up. Only valid when NOT using a linked Sky definition. |
 +
 +
 +==== Gravity ====
 +
 +Gravity in the map.
 +
 +
 +==== Music ====
 +
 +Identifier of the song to play during this map. Notice that this is the identifier of the Music definition, not the actual MUS lump found in a WAD file.
 +
 +
 +==== Par time ====
 +
 +Par time of the map, in seconds.
 +
 +
 +==== Ambient light ====
 +
 +Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map is visualized - the actual sector light levels are unaffected.
 +
 +
 +==== Fog color R ====
 +
 +Red color component (0-1) of the fog used in the map.
 +
 +
 +==== Fog color G ====
 +
 +Green color component (0-1) of the fog used in the map.
 +
 +
 +==== Fog color B ====
 +
 +Blue color component (0-1) of the fog used in the map.
 +
 +
 +==== Fog start ====
 +
 +(Linear fog) Fog start distance, in world units.
 +
 +
 +==== Fog end ====
 +
 +(Linear fog) Fog end distance, in world units.
 +
 +==== Fog density ====
 +
 +Used in exponential(2) fog mode.
 +
 +
 +==== Sky ====
 +
 +Identifier of the [[Sky]] definition to use with this map. If not specified, the sky will be configured using the sky properties of "​this"​ Map Info (for compatibility with older mods).
 +
 +
 +==== Execute ====
 +
 +Console command string to be executed when the map is first started (note, also after loading a save game).
 +
 +<​note>​As of [[version:​1.9.7]],​ linking a [[Sky]] definition to the Map Info is the preferred method of sky configuration (separating the two allows more flexibility for custom sky add-ons). The following properties are therefore deprecated.</​note>​
 +
 +
 +==== Sky height (deprecated) ====
 +
 +Height of the sky sphere (0-1). The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is 1, the sphere covers the whole sky.
 +
 +
 +==== Horizon offset (deprecated) ====
 +
 +Angle offset to sky vertices, in radians. Negative angles move the horizon downwards.
 +
 +
 +==== Sky light color (deprecated) ====
 +
 +RGB color. Outdoor areas will be tinted this color.
 +
 +
 +==== Sky Layer (deprecated) ====
 +
 +  ; Color limit
 +  : Specifies how small an intensity (0-1) the sky fadeout color (top line of the texture) can have before the fadeout color is reduced to black.
 +  ; Flags
 +  : Sky layer flags.
 +^ Name ^ Description |
 +| enable| Enable layer. By default the layer is disabled and will not be rendered. |
 +| mask| Layer texture'​s color zero should be masked. |
 +
 +  ; Offset
 +  : A horizontal offset applied to the texture coordinates of the layer.
 +  ; Texture
 +  : Name of the texture to use for this layer.
 +
 +
 +==== Sky Model (deprecated) ====
 +
 +There can be up to 32 Sky Model blocks in a Map Info definition. Each block defines one a sky model.
 +
 +
 +  ; ID
 +  : Identifier of the Model definition that describes the 3D model. If left empty, this sky model will be disabled.
 +  ; Layer
 +  : The sky layer this model is associated with. Valid values ​ are 1 and 2. If zero, model does not depend on the sky layers. If set to nonzero, the sky model is hidden when the associated layer is hidden (i.e. not enabled).
 +  ; Frame interval
 +  : The number of seconds between frame changes. Sky model animation is interpolated. The model is animated by going through all its frames one by one.
 +  ; Color
 +  : RGBA color for the model.
 +  ; Offset factor
 +  : The position of the sky model may depend on the coordinates of the camera. The Offset factor key sets a factor for each axis (X, Y, Z) separately. Small factors (< 1.0) can be used to create the illusion that the sky model is larger than it really is. If the factors are zero, the sky model'​s origin will be positioned at the camera'​s viewpoint.
 +  ; Rotate
 +  : Additional rotation around the X and Z axes, respectively (in degrees). These are applied after normal rotation.
 +  ; Yaw
 +  : Initial rotation around the Y axis (in degrees).
 +  ; Yaw speed
 +  : Angular velocity around the Y axis (in degrees per second).
 +  ; Execute
 +  : Console command string to be executed every time the model advances one frame.
ded/map_info_syntax.txt · Last modified: 2019-07-27 13:16 by skyjake