Initial commit
This commit is contained in:
373
Torque/SDK/tools/map2dif plus/torque.fgd
Normal file
373
Torque/SDK/tools/map2dif plus/torque.fgd
Normal file
@@ -0,0 +1,373 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// Torque game definition file (.fgd) Version 1.1
|
||||
// for Worldcraft 3.+ and the Torque engine
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// worldspawn
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@SolidClass = worldspawn : "World entity"
|
||||
[
|
||||
detail_number(integer) : "Shape's detail index" : 0
|
||||
min_pixels(integer) : "Minimum pixels for detail" : 250
|
||||
geometry_scale(string) : "Geometry scale" : "32.0"
|
||||
light_geometry_scale(string) : "Lighting scale (must be a power of 2)" : "32.0"
|
||||
ambient_color(color255) : "Ambient color" : "0 0 0"
|
||||
emergency_ambient_color(color255) : "Emergency ambient color" : "0 0 0"
|
||||
]
|
||||
|
||||
// --------------------------------------
|
||||
// special classes
|
||||
// --------------------------------------
|
||||
|
||||
@SolidClass = detail : "Detail Brush Entity"
|
||||
[
|
||||
]
|
||||
|
||||
@SolidClass = collision : "Collision Brush Entity"
|
||||
[
|
||||
]
|
||||
|
||||
@SolidClass = vehicle_collision : "Vehicle Collision Brush Entity"
|
||||
[
|
||||
]
|
||||
|
||||
@SolidClass = portal : "Portal Brush Entity"
|
||||
[
|
||||
ambient_light(choices) : "Ambient Light" : 0 =
|
||||
[
|
||||
0 : "Does not pass through"
|
||||
1 : "Passes through"
|
||||
]
|
||||
]
|
||||
|
||||
@PointClass = MirrorSurface : "Mirror Surface Entity"
|
||||
[
|
||||
alpha_level(Choices) : "Translucency" : 0 =
|
||||
[
|
||||
0 : "Fully Mirrored"
|
||||
1 : "Barely there"
|
||||
2 : "Very Translucent"
|
||||
3 : "Half-and-Half"
|
||||
4 : "Muddy Pond"
|
||||
5 : "Don't shave with this"
|
||||
6 : "Use texture's alpha channel"
|
||||
]
|
||||
]
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// BaseClasses
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@BaseClass = Targetname
|
||||
[
|
||||
name(target_source) : "Name"
|
||||
]
|
||||
|
||||
@BaseClass = Target
|
||||
[
|
||||
target(target_destination) : "Target"
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@BaseClass = LightAnimFlags
|
||||
[
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
2 : "Loop to end frame" : 1
|
||||
4 : "Random frame" : 0
|
||||
]
|
||||
]
|
||||
|
||||
@BaseClass = LightAnimSpeed
|
||||
[
|
||||
speed(choices) : "Speed" : 2 =
|
||||
[
|
||||
0: "Very slow"
|
||||
1: "Slow"
|
||||
2: "Normal"
|
||||
3: "Fast"
|
||||
4: "Very fast"
|
||||
]
|
||||
]
|
||||
|
||||
@BaseClass = LightFalloffs
|
||||
[
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// PointClasses - our entities
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@PointClass base(Targetname) = target : "Target" []
|
||||
|
||||
@PointClass base(TargetName, LightAnimFlags) = light : "Light"
|
||||
[
|
||||
name(target_source) : "Name"
|
||||
state0_duration(string) : "State0 duration" : "1.0"
|
||||
state0_color(color255) : "State0 color (R G B)" : "255 255 255"
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@PointClass base(Target) = light_emitter_point : "Point emitter"
|
||||
[
|
||||
state_index(integer) : "State index" : 0
|
||||
|
||||
falloff_type(choices) : "Falloff type" : 1 =
|
||||
[
|
||||
0 : "Distance"
|
||||
1 : "Linear"
|
||||
]
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
falloff3(integer) : "Falloff3" : 0
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@PointClass base(light_emitter_point) = light_emitter_spot : "Spot emitter"
|
||||
[
|
||||
direction(string) : "Direction" : "0 0 -1"
|
||||
theta(string) : "Inner angle" : "0.2"
|
||||
phi(string) : "Outer angle" : "0.4"
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Stock static lights...
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@PointClass = light_omni : "Omni Light"
|
||||
[
|
||||
color(color255) : "Color (R G B)" : "255 255 255"
|
||||
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
2 : "Both Alarm and Normal"
|
||||
]
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
]
|
||||
|
||||
@PointClass base(Target) = light_spot : "Spot Light"
|
||||
[
|
||||
color(color255) : "Color (R G B)" : "255 255 255"
|
||||
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
2 : "Both Alarm and Normal"
|
||||
]
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
|
||||
distance1(integer) : "Inner distance" : 10
|
||||
distance2(integer) : "Outer distance" : 100
|
||||
]
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Animated lights...
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@PointClass base(Targetname, LightAnimSpeed, LightAnimFlags) = light_strobe : "Strobe Light"
|
||||
[
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
]
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
]
|
||||
|
||||
color1(color255) : "Color1 (R G B)" : "255 255 255"
|
||||
color2(color255) : "Color2 (R G B)" : "0 0 0"
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
]
|
||||
|
||||
@PointClass base(Targetname, LightAnimSpeed) = light_pulse : "Pulse Light"
|
||||
[
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
]
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
]
|
||||
|
||||
color1(color255) : "Color1 (R G B)" : "255 255 255"
|
||||
color2(color255) : "Color2 (R G B)" : "0 0 0"
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = light_pulse2 : "Prog. Pulse Light"
|
||||
[
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
]
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
]
|
||||
|
||||
color1(color255) : "Color1 (R G B)" : "255 255 255"
|
||||
color2(color255) : "Color2 (R G B)" : "0 0 0"
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
|
||||
attack(string) : "Attack" : "1.0"
|
||||
sustain1(string) : "Sustain1" : "1.0"
|
||||
decay(string) : "Decay" : "1.0"
|
||||
sustain2(string) : "Sustain2" : "1.0"
|
||||
]
|
||||
|
||||
@PointClass base(Targetname, LightAnimSpeed) = light_flicker : "Flicker Light"
|
||||
[
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
]
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
]
|
||||
|
||||
color1(color255) : "Color1 (R G B)" : "255 255 255"
|
||||
color2(color255) : "Color2 (R G B)" : "0 0 0"
|
||||
color3(color255) : "Color3 (R G B)" : "0 0 0"
|
||||
color4(color255) : "Color4 (R G B)" : "0 0 0"
|
||||
color5(color255) : "Color5 (R G B)" : "0 0 0"
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
]
|
||||
|
||||
@PointClass base(Targetname, Target, LightAnimSpeed) = light_runway : "Runway Light"
|
||||
[
|
||||
color(color255) : "Color (R G B)" : "255 255 255"
|
||||
|
||||
spawnflags(Flags) =
|
||||
[
|
||||
1 : "Auto start" : 1
|
||||
]
|
||||
alarm_type(choices) : "Alarm Type" : 0 =
|
||||
[
|
||||
0 : "Normal only"
|
||||
1 : "Alarm only"
|
||||
]
|
||||
|
||||
pingpong(choices) : "Ping pong?" : 0 =
|
||||
[
|
||||
0 : "No"
|
||||
1 : "Yes"
|
||||
]
|
||||
steps(integer) : "Steps" : 0
|
||||
|
||||
falloff1(integer) : "Falloff1" : 10
|
||||
falloff2(integer) : "Falloff2" : 100
|
||||
]
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Triggers, etc...
|
||||
// --------------------------------------------------------------------------
|
||||
@SolidClass = trigger : "Trigger Entity"
|
||||
[
|
||||
name(string) : "Trigger Name" : "MustChange"
|
||||
]
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Doors, elevators, etc...
|
||||
// --------------------------------------------------------------------------
|
||||
@SolidClass = Door_Elevator : "Door or Elevator"
|
||||
[
|
||||
name(string) : "Name" : "MustChange"
|
||||
path_name(string) : "Path subscription" : ""
|
||||
trigger0_name(string) : "Trigger 0" : ""
|
||||
trigger1_name(string) : "Trigger 1" : ""
|
||||
trigger2_name(string) : "Trigger 2" : ""
|
||||
trigger3_name(string) : "Trigger 3" : ""
|
||||
trigger4_name(string) : "Trigger 4" : ""
|
||||
trigger5_name(string) : "Trigger 5" : ""
|
||||
trigger6_name(string) : "Trigger 6" : ""
|
||||
trigger7_name(string) : "Trigger 7" : ""
|
||||
]
|
||||
|
||||
@SolidClass = Force_Field : "Force Field"
|
||||
[
|
||||
name(string) : "Name" : "MustChange"
|
||||
color(color255) : "Field color" : "125 216 232"
|
||||
trigger0_name(string) : "Trigger 0" : ""
|
||||
trigger1_name(string) : "Trigger 1" : ""
|
||||
trigger2_name(string) : "Trigger 2" : ""
|
||||
trigger3_name(string) : "Trigger 3" : ""
|
||||
trigger4_name(string) : "Trigger 4" : ""
|
||||
trigger5_name(string) : "Trigger 5" : ""
|
||||
trigger6_name(string) : "Trigger 6" : ""
|
||||
trigger7_name(string) : "Trigger 7" : ""
|
||||
]
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Paths, etc...
|
||||
// --------------------------------------------------------------------------
|
||||
@PointClass = path_node : "Path Node"
|
||||
[
|
||||
name(target_source) : "Name"
|
||||
next_node(target_destination) : "Next Node"
|
||||
next_time(integer) : "MS to next node" : 1000
|
||||
]
|
||||
|
||||
@PointClass = path_start : "Path Start"
|
||||
[
|
||||
name(target_source) : "Name"
|
||||
next_node(target_destination) : "Next Node"
|
||||
next_time(integer) : "MS to next node" : 1000
|
||||
]
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Triggers, etc...
|
||||
// --------------------------------------------------------------------------
|
||||
//@SolidClass = Volume_Trigger : "Volume Trigger"
|
||||
//[
|
||||
// team_only(choices) : "Team Activated" : 0 =
|
||||
// [
|
||||
// 0 : "No"
|
||||
// 1 : "Yes"
|
||||
// ]
|
||||
// trigger_name(string) : "Trigger Name" : ""
|
||||
//]
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// AI Special Node - for chutes and special interior cases for Bots
|
||||
// --------------------------------------------------------------------------
|
||||
@PointClass = ai_special_node : "AI Special Node"
|
||||
[
|
||||
name(target_source) : "Name"
|
||||
]
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// GameEntities
|
||||
// --------------------------------------------------------------------------
|
||||
@PointClass = game_entity : "Game Entity"
|
||||
[
|
||||
game_class(string) : "Game Class" : ""
|
||||
datablock(string) : "Datablock" : ""
|
||||
]
|
||||
Reference in New Issue
Block a user