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