Universal Wolfenstein Map Format

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The Universal Wolfenstein Map Format (UWMF) is a text based, extendable, specification for defining map structures. At the current time ECWolf is not a complete implementation of the specification.

Globals

  • namespace = "Wolf3D";
Sets the namespace of the properties used by this map. Must be the first item in a map.
  • name = "<string>";
Sets the name of the map. This can be overridden in MAPINFO.
  • tilesize = <integer>;
Sets the width, in pixels, of a standard map tile.
  • width = <integer>;
Width of the map in tiles.
  • height = <integer>;
Height of the map in tiles.

After the header information is set one or more of each of the following blocks can be defined.

  • plane { properties }
  • planemap { {<tile>,<sector>,<zone>}, ... }
Assigns tiles, sectors, and zones to each map tile. Each plane should have a corresponding planemap.
  • sector { properties }
  • tiles { properties }
  • thing { properties }
  • trigger { properties }
  • zone { }

Planes

Defines a single plane of tiles. Unlike in the binary format a plane contains all information for one slice of the level's Z-axis. In other words most levels have one plane.

  • depth = <integer>;
Height of the plane in pixels.

Sectors

Defines the floor and ceiling texture for a tile.

  • textureceiling = "<string>";
  • texturefloor = "<string>";

Tiles

Defines a set of textures and properties to use for the walls in a map tile.

  • blockingeast = <bool>;
  • blockingnorth = <bool>;
  • blockingsouth = <bool>;
  • blockingwest = <bool>;
Sets the side of the tile as blocking. Default is true.
  • offsethorizontal = <bool>;
  • offsetvertical = <bool>;
Offsets the texture by a half tile as commonly seen in doors.
  • textureeast = "<string>";
  • texturenorth = "<string>":
  • texturesouth = "<string>";
  • texturewest = "<string>";
Sets the textures to use on each side of the tile.

Things

  • ambush = <bool>;
Sets the ambush flag for the thing. Default is false.
  • angle = <integer>;
Angle of the spawning point in degrees.
  • patrol = <bool>;
Spawns the thing as patrolling. Default is false.
  • skill1 = <bool>;
  • skill2 = <bool>;
  • skill3 = <bool>;
  • skill4 = <bool>;
Sets the skill levels in which the thing will spawn. Default is false.
  • type = <integer>;
Gives the editor number (as defined in DECORATE) of thing to spawn.
  • x = <float>;
  • y = <float>;
  • z = <float>;
Gives the coordinates of the spawning point of the thing. In pixels.

Triggers

  • action = <integer>;
Sets the action special to execute for this trigger.
  • activateeast = <bool>;
  • activatenorth = <bool>;
  • activatesouth = <bool>;
  • activatewest = <bool>;
Sets the faces on which the trigger will activate. Default is true.
  • arg0 = <integer>;
  • arg1 = <integer>;
  • arg2 = <integer>;
  • arg3 = <integer>;
  • arg4 = <integer>;
Arguments to pass to the action. Default is 0.
  • playercross = <bool>;
Allows the player to activate the line special by crossing the face. Default is false.
  • playeruse = <bool>;
Allows the player to activate the line special. Default is false.
  • monsteruse = <bool>;
Allows monsters to activate the line special. Default is false.
  • repeatable = <bool>;
Allows the special to be activated multiple times. Default is false.
  • secret = <bool>;
The trigger will count as a secret and will be tallied on first activation. Default is false.
  • x = <integer>;
  • y = <integer>;
  • z = <integer>;
Gives the coordinate of the map tile this trigger applies to.

Zones

Zones are areas in which sound can travel through. There are no properties for zones at this time, but they must be defined.

See Also