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Eagle517
2026-01-14 10:27:57 -06:00
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Unzip this file in your worldcraft folder, and make sure you
have winzip keep folder names (so the sprites get installed
properly).
Then go into WorldCraft and set up the FGD included as your only
DoD FGD.
Note: This is a PRELIMINARY FGD and things MAY change before
the final release. Use with caution!
Tim "Waldo" Holt
burkenholt@home.com

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//------------------------------------------------------------------------------
// Torque game definition file (.fgd) Version 1.0
// 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 = trans : "Transparent 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"
]

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//------------------------------------------------------------------------------
// Torque game definition file (.fgd) Version 1.0
// 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 = trans : "Transparent 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"
]