tge/tools/map2difPlus/torque.fgd
2017-04-17 06:17:10 -06:00

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//------------------------------------------------------------------------------
// 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"
]
@SolidClass = sgLightingScaleEntity : "Synapse Gaming Lighting Scale Entity"
[
light_geometry_scale(string) : "Lighting scale (must be a power of 2)" : "32.0"
self_illumination_color(color255) : "Self-Illumination 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"
datablock(string) : "Datablock" : ""
]
// --------------------------------------------------------------------------
// Doors, elevators, etc...
// --------------------------------------------------------------------------
@SolidClass = Door_Elevator : "Door or Elevator"
[
name(string) : "Name" : "MustChange"
path_name(string) : "Path Name" : ""
datablock(string) : "Datablock" : ""
]
// --------------------------------------------------------------------------
// Paths, etc...
// --------------------------------------------------------------------------
@PointClass = path_node : "Path Node"
[
next_time(integer) : "MS to next node" : 1000
smoothing(integer) : "Smoothing Mode" : 2
]
//@PointClass = path_start : "Path Start"
//[
// name(target_source) : "Name"
// next_node(target_destination) : "Next Node"
// next_time(integer) : "MS to next node" : 1000
//]
// --------------------------------------------------------------------------
// GameEntities
// --------------------------------------------------------------------------
@PointClass = game_entity : "Game Entity"
[
game_class(string) : "Game Class" : ""
datablock(string) : "Datablock" : ""
]