-
Notifications
You must be signed in to change notification settings - Fork 0
MAP Files
Brendan G Bohannon edited this page Nov 16, 2015
·
3 revisions
Maps are generally stored in ASCII text files. The file-format is based on the Quake map format.
Entity:
{ "key" "value" ... }
General Entity Values:
- classname: gives the name for the entity
- origin: gives the location of the entity
- angle: gives the angle of the entity, generally 0-360 or -1 or -2 for up/down.
- target: what is triggered by this entity
- targetname: name used to refer to this entity (or a group of entities)
- ...
- worldspawn
- Defines the main world
- "sky": Gives the skybox
- info_player_start
- Says where the player should spawn
- random_terrain
- Map uses voxel terrain.
- This is stored as a grid of regions keyed to the name of the map.
- light
- Light source
- light_sunrel
- Defines the sun.
- Position is defined relative to that of the player.
- ...
{ ( x0 y0 z0 ) ( x1 y1 z1 ) ( x2 y2 z2 ) texture xoffs yoffs angle xscale yscale ... }
Texture names are generally interpreted as being a path within the textures tree.
The 3 vertices define a plane face, and the plane faces will intersect to define a solid brush. Alternatively, Valve220 style brush faces may be used:
( x0 y0 z0 ) ( x1 y1 z1 ) ( x2 y2 z2 ) texture [ sx sy sz soffs ] [ tx ty tz toffs ]
These define the face's texture orientation in terms of a pair of vectors.