Editing UDMF
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Maps designed in UDMF no longer need ExtraData. | Maps designed in UDMF no longer need ExtraData. | ||
==Basics== | ==Basics== | ||
Eternity supports the "doom" and "eternity" namespaces. In the rest of this article, we'll detail the "eternity" namespace. | Eternity supports the "doom" and "eternity" namespaces. In the rest of this article, we'll detail the "eternity" namespace. A TEXTMAP for Eternity must start with this: | ||
A TEXTMAP for Eternity must start with this: | |||
namespace = "eternity"; | namespace = "eternity"; | ||
===Node format=== | ===Node format=== | ||
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linedef | linedef | ||
{ | { | ||
polycross = <boolean>; | polycross = <boolean>; | ||
midtex3d = <boolean>; | midtex3d = <boolean>; | ||
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portal = <integer>; | portal = <integer>; | ||
alpha = <floating-point>; | alpha = <floating-point>; | ||
renderstyle = <string>; | renderstyle = <string>; | ||
tranmap = <string>; | tranmap = <string>; | ||
} | } | ||
===Explanation of fields=== | ===Explanation of fields=== | ||
*'''polycross''' | *'''polycross''' | ||
:If true, linedef is activated when a polyobject's center point crosses it. | :If true, linedef is activated when a polyobject's center point crosses it. | ||
*'''midtex3d''' | *'''midtex3d''' | ||
:If true, this linedef's middle texture uses [[3DMidTex_tutorial|3dmidtex]] physics. | :If true, this linedef's middle texture uses [[3DMidTex_tutorial|3dmidtex]] physics. | ||
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:Either "translucent" or "add". Default is "". | :Either "translucent" or "add". Default is "". | ||
*'''tranmap''' | *'''tranmap''' | ||
:Boom | :Boom translucency map. Mutually exclusive with alpha and renderstyle. | ||
==Vertices== | ==Vertices== | ||
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lightfloorabsolute = <boolean>; | lightfloorabsolute = <boolean>; | ||
lightceilingabsolute = <boolean>; | lightceilingabsolute = <boolean>; | ||
colormaptop = <string>; | colormaptop = <string>; | ||
colormapmid = <string>; | colormapmid = <string>; | ||
colormapbottom = <string>; | colormapbottom = <string>; | ||
floorid = <integer>; | floorid = <integer>; | ||
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portal_floor_overlaytype = <string>; | portal_floor_overlaytype = <string>; | ||
alphafloor = <floating-point>; | alphafloor = <floating-point>; | ||
portal_ceil_disabled = <boolean>; | portal_ceil_disabled = <boolean>; | ||
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portal_ceil_overlaytype = <string>; | portal_ceil_overlaytype = <string>; | ||
alphaceiling = <floating-point>; | alphaceiling = <floating-point>; | ||
} | } | ||
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:If true, then each damage hit will produce a splash, like the Heretic lava. | :If true, then each damage hit will produce a splash, like the Heretic lava. | ||
*'''damagetype''' (default: "Unknown") | *'''damagetype''' (default: "Unknown") | ||
:The [[damagetype|damage type]] of the floor | :The [[damagetype|damage type]] of the floor. | ||
*'''floorterrain''' (default: "@flat") | *'''floorterrain''' (default: "@flat") | ||
:The [[terrain]] effect of the floor. | :The [[terrain]] effect of the floor. | ||
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*'''lightfloorabsolute''', '''lightceilingabsolute''' | *'''lightfloorabsolute''', '''lightceilingabsolute''' | ||
:If true, then '''lightfloor''' or '''lightceiling''' just overrides the light. | :If true, then '''lightfloor''' or '''lightceiling''' just overrides the light. | ||
*'''colormaptop''', '''colormapmid''', '''colormapbottom''' (default: "@default") | *'''colormaptop''', '''colormapmid''', '''colormapbottom''' (default: "@default") | ||
:The colormap to set for the top, normal or bottom part of a Boom sector with fake flats. Or for any normal part, if it's '''colormapmid'''. Use a lump from between '''C_START''' and '''C_END'''. "WATERMAP" and "LAVAMAP" are provided by Eternity. | :The colormap to set for the top, normal or bottom part of a Boom sector with fake flats. Or for any normal part, if it's '''colormapmid'''. Use a lump from between '''C_START''' and '''C_END'''. "WATERMAP" and "LAVAMAP" are provided by Eternity. | ||
*'''floorid''', '''ceilingid''' | *'''floorid''', '''ceilingid''' | ||
:ID of the floor or ceiling of this sector to use for [[attached surfaces]]. Use this id in '''attachfloor''' and '''attachceiling'''. | :ID of the floor or ceiling of this sector to use for [[attached surfaces]]. Use this id in '''attachfloor''' and '''attachceiling'''. | ||
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:Makes the floor or ceiling of this sector move whenever sectors with '''floorid''' or '''ceilingid''' with the same number move their respective surfaces. If you want this sector's floor or ceiling to move in opposite direction, use the negative value. | :Makes the floor or ceiling of this sector move whenever sectors with '''floorid''' or '''ceilingid''' with the same number move their respective surfaces. If you want this sector's floor or ceiling to move in opposite direction, use the negative value. | ||
*'''soundsequence''' | *'''soundsequence''' | ||
:Name of the [[soundsequence]] to use for the movement of this sector | :Name of the [[soundsequence]] to use for the movement of this sector. | ||
*'''portalfloor''', '''portalceiling''' | *'''portalfloor''', '''portalceiling''' | ||
:Portal ID to use on the floor or ceiling of this sector, using the same value as the one set in [[Portal_Define]]. For two-way portals, use the negative number for the opposite portal (i.e. one way uses portal ''n'', and the other way uses -''n''). | :Portal ID to use on the floor or ceiling of this sector, using the same value as the one set in [[Portal_Define]]. For two-way portals, use the negative number for the opposite portal (i.e. one way uses portal ''n'', and the other way uses -''n''). | ||
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*'''alphafloor''', '''alphaceiling''' (default: 1.0) | *'''alphafloor''', '''alphaceiling''' (default: 1.0) | ||
:Alpha of the portal overlay. 1.0 makes it fully visible, 0.0 is invisible. | :Alpha of the portal overlay. 1.0 makes it fully visible, 0.0 is invisible. | ||