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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)
  • ...
Entity Classes:
  • 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.
  • ...
Which may contain brush definitions:
 {
  ( 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.

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