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With support of [[Universal Doom Map Format]] in releases of Eternity, ExtraData is now considered {{Deprecated}}. In the future new features introduced into UDMF will not be supported by ExtraData. ExtraData maps will still work, but new projects should use UDMF due to its greatly streamlined mapping experience, especially if using editors such as [https://www.doomworld.com/forum/topic/96943 Doom Builder X] or [https://forum.zdoom.org/viewtopic.php?t=54957 GZDoomBuilder-Bugfix] are used (the former including specific improvements for Eternity's UDMF, such as for [[linked portals]]).
ExtraData is a new data specification language for the [[Eternity Engine]] that allows arbitrary extension of mapthings, lines, and sectors with any number of new fields, with data provided in more or less any format. The use of a textual input language forever removes any future problems caused by binary format limitations. The ExtraData parser is based on the libConfuse configuration file parser library by Martin Hedenfalk, which is also used by GFS and EDF.  


ExtraData is a new data specification language for the [[Eternity Engine]] that allows arbitrary extension of mapthings, lines, and sectors with any number of new fields, with data provided in more or less any format. The use of a textual input language forever removes any future problems caused by binary format limitations. The ExtraData parser is based on the libConfuse configuration file parser library by Martin Hedenfalk, which is also used by GFS and EDF.  
Each section in this document deals with one of the ExtraData constructs, as well as how to embed ExtraData in a WAD and how to associate it with a given map.  


Each section in this document deals with one of the ExtraData constructs, as well as how to embed ExtraData in a WAD and how to associate it with a given map.
ExtraData will continue to be supported in future versions of Eternity, even though it will soon be superceded by support for the [[Universal Doom Map Format]].
{{Backto|Eternity Engine}}
{{Backto|Eternity Engine}}
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   // These fields are ExtraData extensions
   // These fields are ExtraData extensions
   tid      <number>
   tid      <number>
  special  <number>
   args      { <special field>, ... }
   args      { <special field>, ... }
   height    <number>
   height    <number>
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This field can also accept EDF thingtype mnemonics. EDF thingtype mnemonics must be prefixed with ''thing:'' -- this allows the parser to know it is dealing with a string instead of a number. EDF thingtypes must have a unique doomednum to be specified in an ExtraData mapthing record. If the specified EDF thingtype doesn't exist or has a doomednum of -1, an Unknown object will be spawned instead.  
This field can also accept EDF thingtype mnemonics. EDF thingtype mnemonics must be prefixed with ''thing:'' -- this allows the parser to know it is dealing with a string instead of a number. EDF thingtypes must have a unique doomednum to be specified in an ExtraData mapthing record. If the specified EDF thingtype doesn't exist or has a doomednum of -1, an Unknown object will be spawned instead.  
See [[Thing types]] for a list of potentially useful types, new to Eternity, to use here.


Example:  
Example:  
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     mapthing { type DoomImp } // This record specifies an Imp by its EDF mnemonic
     mapthing { type DoomImp } // This record specifies an Imp by its EDF mnemonic
 
   
====options====
====options====
Default: No flags are set by default.  
Default: No flags are set by default.  
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     FRIEND      Thing uses MBF friendly logic
     FRIEND      Thing uses MBF friendly logic
     DORMANT    Thing is dormant at map startup (script feature)
     DORMANT    Thing is dormant at map startup (script feature)
    STANDING    Currently only used for [[Thing_types#Sector_actions|sector actions]].
     ------------------------------------------------------------------------------
     ------------------------------------------------------------------------------
      
      
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The TID, or "Thing ID", is a tag for mapthings which is used for identification in [[ACS]] scripts. TID values must be positive numbers between 1 and 65535. The TID value zero means no TID. Negative TID values are reserved and are used to indicate special things within the engine. TIDs are not required to be unique, and most ACS functions that accept TIDs will perform an action on all mapthings which bear the same TID.
The TID, or "Thing ID", is a tag for mapthings which is used for identification in [[ACS]] scripts. TID values must be positive numbers between 1 and 65535. The TID value zero means no TID. Negative TID values are reserved and are used to indicate special things within the engine. TIDs are not required to be unique, and most ACS functions that accept TIDs will perform an action on all mapthings which bear the same TID.
====special====
Default: 0
The thing special field, which will execute when thing dies if it's a monster or picked up if it's an item. Use '''args''' to control the parameters.


====args====
====args====
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     MONSTER      Linedef can be activated by objects with SPACMONSTER flag.
     MONSTER      Linedef can be activated by objects with SPACMONSTER flag.
     MISSILE      Linedef can be activated by objects with SPACMISSILE flag.
     MISSILE      Linedef can be activated by objects with SPACMISSILE flag.
    POLYOBJECT    Linedef can be activated by polyobjects (only works with CROSS)
     REPEAT        Linedef action is repeatable.
     REPEAT        Linedef action is repeatable.
     1SONLY        Linedef can only be activated from first side.
     1SONLY        Linedef can only be activated from first side.
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     ZONEBOUNDARY  Linedef will work as a reverb effect boundary. Not needed for one-sided lines.
     ZONEBOUNDARY  Linedef will work as a reverb effect boundary. Not needed for one-sided lines.
     CLIPMIDTEX    Linedef middle texture will not "bleed" on floor and ceiling.
     CLIPMIDTEX    Linedef middle texture will not "bleed" on floor and ceiling.
    LOWERPORTAL  Linedef copies floor portal from its backside to its lower visible edge
    UPPERPORTAL  Linedef copies ceiling portal from its backside to its upper visible edge
     ---------------------------------------------------------------------------------------
     ---------------------------------------------------------------------------------------
      
      
Notes: IMPACT is currently only implemented for bullet weapons.
Notes: IMPACT is currently only implemented for bullet weapons. The ability to use IMPACT with MISSILE will be added in the near future. The PUSH style of activation is not implemented at all yet, so this flag currently does nothing.  
 
LOWERPORTAL and UPPERPORTAL are used to enable portals on the front side's upper and/or lower edges of a linedef, if the sector in front of the linedef is tall enough compared to the back sector to expose them. It is the only way to enable such portals, which will copy the sector portal(s) from the backside, if any.


Example flags fields -- All of these are equivalent:  
Example flags fields -- All of these are equivalent:  
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   flooroffsetx <float>
   flooroffsetx <float>
   flooroffsety <float>
   flooroffsety <float>
  floorscalex <float>
  floorscaley <float>
   ceilingterrain <terrain name>
   ceilingterrain <terrain name>
   ceilingangle <float>
   ceilingangle <float>
   ceilingoffsetx <float>
   ceilingoffsetx <float>
   ceilingoffsety <float>
   ceilingoffsety <float>
  ceilingscalex <float>
  ceilingscaley <float>
   colormaptop <lump name>
   colormaptop <lump name>
   colormapmid <lump name>
   colormapmid <lump name>
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   overlayalpha.floor <percentage or value from 0 to 255>
   overlayalpha.floor <percentage or value from 0 to 255>
   overlayalpha.ceiling <percentage or value from 0 to 255>
   overlayalpha.ceiling <percentage or value from 0 to 255>
  portalid.floor <number>
  portalid.ceiling <number>
  }
  }
===Explanation of fields: ===
===Explanation of fields: ===
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     KILLSOUND    Objects in sector cannot make sounds.
     KILLSOUND    Objects in sector cannot make sounds.
     KILLMOVESOUND Sector makes no movement sounds, even if it has a special sound sequence
     KILLMOVESOUND Sector makes no movement sounds, even if it has a special sound sequence
    PHASEDLIGHT  Sector is phased light sequence start
    LIGHTSEQUENCE Sector is phased light sequence step (alternates with below flag)
    LIGHTSEQALT  Sector is phased light sequence alternate step (alternates with above flag)
     ---------------------------------------------------------------------------------------
     ---------------------------------------------------------------------------------------
      
      
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Specifies the x and y offsets of the floor flat, relative to the normal floor grid, in floating point units.
Specifies the x and y offsets of the floor flat, relative to the normal floor grid, in floating point units.
====floorscalex/floorscaley====
:''Default: 1.0''
Specifies the x and y offsets of the floor flat. A higher number means a smaller texture.


====ceilingterrain====
====ceilingterrain====
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Specifies the angle of the ceiling flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a '''clockwise''' fashion, contrary to most other angles in the DOOM engine.
Specifies the angle of the ceiling flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a '''clockwise''' fashion, contrary to most other angles in the DOOM engine.


====ceilingoffsetx/ceilingoffsety====
====flooroffsetx/flooroffsety====
:''Default: 0''
:''Default: 0''


Specifies the x and y offsets of the ceiling flat, relative to the normal ceiling grid, in floating point units.
Specifies the x and y offsets of the ceiling flat, relative to the normal ceiling grid, in floating point units.
====ceilingscalex/ceilingscaley====
:''Default: 1.0''
Specifies the x and y offsets of the ceiling flat. A higher number means a smaller texture.


====colormaptop====
====colormaptop====
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Specifies the colormap lump to use when a player's viewpoint is below the fake floor of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect.
Specifies the colormap lump to use when a player's viewpoint is below the fake floor of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect.


====portalflags.floor/portalflags.ceiling====
====portalflags====
:''Default: No flags are set by default.''
:''Default: No flags are set by default.''


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     Flag name    Meaning
     Flag name    Meaning
     ---------------------------------------------------------------------------------------
     ---------------------------------------------------------------------------------------
     DISABLED       Portal is completely disabled
     DISABLED     Portal is completely disabled
     NORENDER       Portal will not be rendered, but may still be interactive
     NORENDER     Portal will not be rendered, but may still be interactive
     NOPASS         Objects cannot pass through the portal even if it is a linked portal
     NOPASS       Objects cannot pass through the portal even if it is a linked portal
     BLOCKSOUND     Sound will not traverse through a linked portal
     BLOCKSOUND   Sound will not traverse through a linked portal
     OVERLAY         The portal will render the sector's flat as a blended overlay
     OVERLAY       The portal will render the sector's flat as a blended overlay
     ADDITIVE       If OVERLAY is also specified, the overlay will use additive blending
     ADDITIVE     If OVERLAY is also specified, the overlay will use additive blending
     USEGLOBALTEX   Reserved for future per-portal texture specification
     USEGLOBALTEX Reserved for future per-portal texture specification
    ATTACHEDPORTAL  If a linked portal is on the respective floor or ceiling, move it along
                    with the surface. Useful for vertically moving platforms.
     ---------------------------------------------------------------------------------------
     ---------------------------------------------------------------------------------------


====overlayalpha.floor/overlayalpha.ceiling====
====overlayalpha====
:''Default'': 100%
:''Default'': 100%


These two fields (overlayalpha.floor and overlayalpha.ceiling) specify the opacity of the corresponding portal overlay, if any exists. You can specify either a percentage value from 0% to 100%, or a plain integer number from 0 to 255. 100%/255 are completely solid, while 0% is invisible.
These two fields (overlayalpha.floor and overlayalpha.ceiling) specify the opacity of the corresponding portal overlay, if any exists. You can specify either a percentage value from 0% to 100%, or a plain integer number from 0 to 255. 100%/255 are completely solid, while 0% is invisible.
====portalid.floor/portalid.ceiling====
:''Default'': 0
These two fields control the placement of portals defined by [[Portal_Define]] on the floor or ceiling of this sector. Values can be positive (in which case the direct portal will be used) or negative (in which case the opposite direction portal will be used, ''if'' applicable).
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