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===Ambience=== {|class="wikitable sortable" ! Variable ! Description ! Example |- ||altskyname||Name of a texture to display instead of the normal sky texture during a lightning strike. This value is only used if lightning is enabled for this level. If this value is not provided, no sky animation will occur during lightning strikes.|| altskyname = LBOLTSKY |- ||colormap||Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags or the "colormaps" directory in the PKE.|| colormap = FOGMAP |- ||outdoorfog||Name of a colormap lump to use as the outdoors colormap for this level. This lump must be between C_START and C_END tags or the "colormaps" directory in the PKE.|| outdoorfog = FOGMAP |- ||defaultenvironment||Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].|| defaultenvironment = 1 2 |- ||doublesky||Boolean value that determines whether or not this map uses double skies. When double skies are enabled, any F_SKY1 or F_SKY2 sectors *not* affected by MBF sky transfer lines will use both the primary and secondary sky textures together. The secondary texture will be drawn first, normally, then the primary texture will be drawn over it, omitting any pixels which use palette index zero (this is usually pure black). Any MapInfo sky delta values provided will be applied to their respective textures.|| doublesky = true |- ||fullbright||Boolean value that determines whether fullbright can be used on this level. When fullbright is disabled, player gun flashes will not occur, and fullbright sprites and particles will be drawn normally. This should be used with most custom colormaps, since flashes and fullbright sprites usually look incorrect with them.|| fullbright = false |- ||lightning||Boolean value that toggles the global lightning effect. When set to true, all sky sectors on the map will flash at randomly determined intervals along with a thunder sound and optional animation of the normal sky texture. Warning: sectors must currently have a sky ceiling at the beginning of the level in order to be affected by lightning. The only current method to make non-sky sectors flash during lightning strikes is via use of BOOM lighting transfer linedefs. This may be improved in the near future.|| lightning = true |- ||music||Provides the name of a MUS or MIDI lump to use as music. In DOOM gamemodes, the string provided should be the lump name minus the "D_" prefix. In Heretic, the string provided should be the lump name minus the "MUS_" prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list.|| music = cheese |- ||noautosequences||Determines the default assignment of sound sequences. If set to true, no sound sequences will be automatically assigned to sectors. The sequence of all sectors by default will be sequence number 0. If set to false, the default sound sequences defined in '''sounds.edf''' will be used. These sequences implement the normal, default behaviors for DOOM and Heretic, and can be easily overridden by the user if desired.|| noautosequences = true |- ||sector-colormaps||This optional property can be used to enforce classic Boom or SMMU-style behaviour for sector colormap applications using either the [[Transfer_Heights]] linedef special or [[ExtraData]] or [[UDMF]] sector properties. Possible values are: *''normal'': this is the default value. It makes the [[Transfer_Heights]] special apply the Boom behaviour, where the sector the player is in causes the entire view to change colour, while [[ExtraData]] and [[UDMF]] use the SMMU-introduced behaviour, where the sector colour is local to the sector, as if having local coloured light or fog effect. It's default because of required compatibility with past Boom and MBF wad releases, whereas the new SMMU introduced behaviour can be more useful for new maps with ExtraData or UDMF. *''Boom'': the Boom sector colormap behaviour will apply to all kinds of colormap settings, like in Boom or MBF. *''SMMU'': the SMMU sector colormap behaviour will apply to all kinds of colormap settings, like in previous Eternity versions. || sector-colormaps = normal |- ||skydelta||Pixels per gametic that the primary sky texture should scroll. This effect will only be applied to double skies and to F_SKY1 sectors which are NOT affected by any MBF sky transfer linedefs.|| skydelta = 5 |- ||sky2delta||Pixels per gametic that the secondary sky texture should scroll. This effect will only be applied to double skies and to F_SKY2 sectors (which cannot be affected by MBF sky transfer linedefs).|| sky2delta = 7 |- ||skyname||Name of a texture to use as the primary sky for this map. This sky will appear in all sectors which use the F_SKY1 flat, and it will also appear as the top layer of Hexen-style double skies. The name provided for this lump must be a valid texture or an error will occur.|| skyname = SKY2 |- ||sky2name||Name of a texture to use as the secondary sky for this map. This sky will appear in all sectors which use the F_SKY2 flat, and it will also appear as the bottom layer of Hexen- style double skies. The name provided for this lump must be a valid texture or an error will occur. If no name is provided for the secondary sky, the primary sky name will be copied to it, so it is not an error to use F_SKY2 or double skies in a level where the sky2 texture is not explicitly defined.|| sky2name = SKY4 |- ||skyrowoffset||Set the vertical offset of the sky. This is useful to give you control from which height to draw the sky. Above this offset, the sky will appear as fading to a single colour. Usual values are: *100: draw like in vanilla Doom, where it assumed that the player can't look up and down. *200: draw like in Heretic, where the view pitch is Β±32 degrees. *260: draw for the view pitch of Β±45 degrees, as set by default in Eternity Doom. You can customize the player view pitch in [[EDF game properties]]. If unspecified, Eternity will autodetect based on sky height. If at least 200 units, tall, it will set to 200. If less, it will set to 100. Note that even 200 is insufficient for the default Β±45 degree view pitch; you may want to set 260 for that. NOTE: for PrBoom wad compatibility, and only for DOOM wads, the same autodetection rule doesn't apply if the tall sky is purely specified via a texture replacement: those will always be drawn as vanilla, as long as no '''skyname''' replacement is set in EMAPINFO. Also, beware that [[Static_Init (sky transfer)]] specials use their own sidedef Y offset to adjust the sky location, bypassing this setting. || |- ||sky2rowoffset||Same as '''skyrowoffset''', but for '''sky2name'''. If you use '''doublesky''' as in Hexen, you may want to set both these row offset fields.|| |- ||unevenlight||Boolean value that determines whether walls parallel to the x and y axes of the game world are given lighting values 1 level higher or lower than other walls. This can dramatically affect the perceived light level of an area, so only use it for maps that are designed specifically for it. Maps which use custom global colormaps should usually set this value to false, since it only generally looks appropriate with the normal colormap.|| unevenlight = false |- ||sound-*||There are several sound-* commands which can be used to replace the default sounds in a map with sounds, using their mnemonics defined in [[EDF]]. Sounds available for replacement: swtchx swtchn stnmov pstop pstart bdcls bdopn dorcls doropn fcmove || sound-swtchx = newswtch sound-doropn = dorcreak |}
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