Difference between revisions of "Editor number"
Hair Machine (talk | contribs) (Added this page as per ZDoom wiki, though not 100% sure about its correctness given the way ECWolf handles translating between Wolf3d format editor numbers and ECWolf format editor numbers?) |
m (ECWolf strictly uses a look up table on the editor numbers, so the -1 thing doesn't apply. (No real point in documenting an implementation detail like that anyways.)) |
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− | The editor number is a value between 1 and 32767 that is used by level editors to identify things placed in a map. In the [[DECORATE]] format specification, this value is listed at the end of an actor's declaration, before the actor block begins | + | The editor number is a value between 1 and 32767 that is used by level editors to identify things placed in a map. In the [[DECORATE]] format specification, this value is listed at the end of an actor's declaration, before the actor block begins. |
It is important to note that ECWolf's editor numbers are different from the editor numbers as defined in the Wolfenstein 3d source code and do not necessarily match. Currently no map editor supports ECWolf's editor numbers natively. A [[Map translator|map translation]] lump is required in order to map ECWolf's "DoomEd number" to the editor numbers found in the original source. | It is important to note that ECWolf's editor numbers are different from the editor numbers as defined in the Wolfenstein 3d source code and do not necessarily match. Currently no map editor supports ECWolf's editor numbers natively. A [[Map translator|map translation]] lump is required in order to map ECWolf's "DoomEd number" to the editor numbers found in the original source. |
Latest revision as of 18:29, 16 January 2013
The editor number is a value between 1 and 32767 that is used by level editors to identify things placed in a map. In the DECORATE format specification, this value is listed at the end of an actor's declaration, before the actor block begins.
It is important to note that ECWolf's editor numbers are different from the editor numbers as defined in the Wolfenstein 3d source code and do not necessarily match. Currently no map editor supports ECWolf's editor numbers natively. A map translation lump is required in order to map ECWolf's "DoomEd number" to the editor numbers found in the original source.