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ACTORDEF

Wld actor definition

ACTORDEF "tag"
    // The callback function for the actor
     // Argument 1 (%s): The callback function
    CALLBACK "1"
    // The bounds reference for the actor
     // Argument 1 (%d): The bounds reference
    BOUNDSREF 1
    // The current action of the actor
     // Argument 1 (%s): The current action
    CURRENTACTION? "1"
    // The location of the actor
     // Argument 1 (%0.8e): The x coordinate
     // Argument 2 (%0.8e): The y coordinate
     // Argument 3 (%0.8e): The z coordinate
     // Argument 4 (%d): The x rotation
     // Argument 5 (%d): The y rotation
     // Argument 6 (%d): The z rotation
    LOCATION? 1.12345678 2.12345678 3.12345678 4 5 6
    // The active geometry of the actor
     // Argument 1 (%s): The active geometry
    ACTIVEGEOMETRY? "1"
    // The number of actions for the actor
     // Argument 1 (%d): The number of actions
    NUMACTIONS 1
        // Action entry
        ACTION
        // Unknown entry 1
         // Argument 1 (%d): value of unk1
        UNK1 1
        // Number of levels of detail
         // Argument 1 (%d): Number of levels of detail
        NUMLEVELSOFDETAIL 1
            // Level of detail entry
            LEVELOFDETAIL
            // Sprite entry tag
             // Argument 1 (%s): sprite tag
            SPRITE "1"
            // Sprite index
             // Argument 1 (%d): Sprite index
            SPRITEINDEX 1
            // Minimum distance to render LOD
             // Argument 1 (%0.8e): Minimum distance
            MINDISTANCE 1.12345678
    // Ignored in RoF2. 0x80 flag. This gets ignored if ActorInst doesn't have it. Likely need to use hierarchysprite flag for things like boats
     // Argument 1 (%d): 0: no, 1: yes
    USEMODELCOLLIDER 1
    // Unknown property 2
     // Argument 1 (%d): Unknown property 2
    USERDATA 1

ACTORINST

Wld actor instance

ACTORINST "tag"
    // Reference to the actor's sprite tag
     // Argument 1 (%s): Actor's sprite reference tag
    SPRITE "1"
    // The current action of the actor
     // Argument 1 (%s): The current action
    CURRENTACTION? "1"
    // The location of the actor
     // Argument 1 (%0.8e): The x coordinate
     // Argument 2 (%0.8e): The y coordinate
     // Argument 3 (%0.8e): The z coordinate
     // Argument 4 (%d): The x rotation
     // Argument 5 (%d): The y rotation
     // Argument 6 (%d): The z rotation
    LOCATION? 1.12345678 2.12345678 3.12345678 4 5 6
    // Radius around the actor instance for bounds
     // Argument 1 (%0.8e): Radius
    BOUNDINGRADIUS? 1.12345678
    // Scale factor of the actor instance
     // Argument 1 (%0.8e): Scale factor amount
    SCALEFACTOR? 1.12345678
    // Has a sound tag attached?
     // Argument 1 (%s): NULL if empty, sound tag
    SOUND? "1"
    // Is actor instance active?
     // Argument 1 (%d): NULL if empty, 1 if set to true
    ACTIVE? 1
    // Uses sprite volume?
     // Argument 1 (%d): NULL empty
    SPRITEVOLUMEONLY? 1
    // References an RGB Track?
     // Argument 1 (%s): NULL if not set, tag otherwise
    DMRGBTRACK? "1"
    // Reference to sphere tag
     // Argument 1 (%s): tag of sphere
    SPHERE "1"
    // Radius of sphere
     // Argument 1 (%0.8e): radius of sphere
    SPHERERADIUS 1.12345678
    // Use a bounding box
     // Argument 1 (%d): 0: false, 1: true
    USEBOUNDINGBOX 1
    // Unknown property 2
     // Argument 1 (%d): Unknown property 2
    USERDATA 1

AMBIENTLIGHT

Wld Ambient Light

AMBIENTLIGHT "tag"
    LIGHT 1.12345678
    REGIONLIST 1 1

BLITSPRITEDEF

Wld Blit Sprite

BLITSPRITEDEF "tag"
    // Sprite tag
     // Argument 1 (%s): Name of tag
    SPRITE "1"
    // Method for rendering
     // Argument 1 (%s): Rendering method
    RENDERMETHOD "1"
    // Is Transparent
     // Argument 1 (%d): 0: false, 1: true
    TRANSPARENT 1

DMSPRITEDEFINITION

Wld DM sprite definition

DMSPRITEDEFINITION "tag"
    // The index of the tag
     // Argument 1 (%d): The index of the tag
    TAGINDEX 1
    // Fragment 1
     // Argument 1 (%d): fragment index
    FRAGMENT1 1
    // Material palette tag
     // Argument 1 (%s): Tag
    MATERIALPALETTE "1"
    // Fragment 3
     // Argument 1 (%d): fragment 3
    FRAGMENT3 1
    // center?
     // Argument 1 (%0.8e): The x coordinate
     // Argument 2 (%0.8e): The y coordinate
     // Argument 3 (%0.8e): The z coordinate
    CENTER? 1.12345678 2.12345678 3.12345678
    // params1
     // Argument 1 (%d): params1
     // Argument 2 (%d): params1
     // Argument 3 (%d): params1
    PARAMS1? 1 2 3
    // The number of vertices in the sprite
     // Argument 1 (%d): The number of vertices
    NUMVERTICES 1
        // The coordinates of a vertex
         // Argument 1 (%0.8e): The x coordinate
         // Argument 2 (%0.8e): The y coordinate
         // Argument 3 (%0.8e): The z coordinate
        XYZ 1.12345678 2.12345678 3.12345678
    // The number of texture coords
     // Argument 1 (%d): The number of tex coords
    NUMTEXCOORDS 1
        // The coordinates of a texture normal
         // Argument 1 (%0.8e): The u coordinate
         // Argument 2 (%0.8e): The v coordinate
        UV 1.12345678 2.12345678
    // The number of vertex normals in the sprite
     // Argument 1 (%d): The number of vertex normals
    NUMNORMALS 1
        // The coordinates of a texture normal
         // Argument 1 (%0.8e): The x coordinate
         // Argument 2 (%0.8e): The y coordinate
         // Argument 3 (%0.8e): The z coordinate
        XYZ 1.12345678 2.12345678 3.12345678
    // The number of vertex colors in the sprite
     // Argument 1 (%d): The number of vertex colors
    NUMCOLORS 1
        // The coordinates of a vertex
         // Argument 1 (%d): Red
         // Argument 2 (%d): Green
         // Argument 3 (%d): Blue
         // Argument 4 (%d): Alpha
        RGBA 1 2 3 4
    // The number of face2s in the sprite
     // Argument 1 (%d): The number of face2s
    NUMFACES 1
        // DM Face 2 Entries
        DMFACE
        // face flags
         // Argument 1 (%d): face flags
        FLAG 1
        // face data
         // Argument 1 (%d): Index 0 of face data
         // Argument 2 (%d): Index 1 of face data
         // Argument 3 (%d): Index 2 of face data
         // Argument 4 (%d): Index 3 of face data
        DATA 1 2 3 4
        // Triangle indexes
         // Argument 1 (%d): Index 0 of triangle
         // Argument 2 (%d): Index 1 of triangle
         // Argument 3 (%d): Index 2 of triangle
        TRIANGLE 1 2 3
    // The number of mesh operations in the sprite
     // Argument 1 (%d): The number of mesh operations
    NUMMESHOPS 1
        // A mesh operation
         // Argument 1 (%d): arg 0
         // Argument 2 (%d): arg 1
         // Argument 3 (%0.8e): arg 2
         // Argument 4 (%d): arg 3
         // Argument 5 (%d): arg 4
        MESHOP 1 2 3.12345678 4 5
    // The skin assignment groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d...): The data of the group
    SKINASSIGNMENTGROUPS 1 2 3
    // data 8 information
     // Argument 1 (%d): 8 info
    DATA8 1
    // The face material groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d): The data of the group
     // Argument 3 (%d): The data of the group
    FACEMATERIALGROUPS 1 2 3
    // The vertex material groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d): The data of the group
     // Argument 3 (%d): The data of the group
    VERTEXMATERIALGROUPS 1 2 3
    // params2
     // Argument 1 (%d): params2
     // Argument 2 (%d): params2
     // Argument 3 (%d): params2
    PARAMS2? 1 2 3

DMSPRITEDEF2

Wld DM sprite definition

DMSPRITEDEF2 "tag"
    // The index of the tag
     // Argument 1 (%d): The index of the tag
    TAGINDEX 1
    // The center offset of the sprite
     // Argument 1 (%0.8e): The x offset
     // Argument 2 (%0.8e): The y offset
     // Argument 3 (%0.8e): The z offset
    CENTEROFFSET 1.12345678 2.12345678 3.12345678
    // The number of vertices in the sprite
     // Argument 1 (%d): The number of vertices
    NUMVERTICES 1
        // The coordinates of a vertex
         // Argument 1 (%0.8e): The x coordinate
         // Argument 2 (%0.8e): The y coordinate
         // Argument 3 (%0.8e): The z coordinate
        XYZ 1.12345678 2.12345678 3.12345678
    // The number of UVs in the sprite
     // Argument 1 (%d): The number of UVs
    NUMUVS 1
        // UV entry
         // Argument 1 (%0.8e): U on UV map
         // Argument 2 (%0.8e): V on UV map
        UV 1.12345678 2.12345678
    // The number of vertex normals in the sprite
     // Argument 1 (%d): The number of vertex normals
    NUMVERTEXNORMALS 1
        // The coordinates of a texture normal
         // Argument 1 (%0.8e): The x coordinate
         // Argument 2 (%0.8e): The y coordinate
         // Argument 3 (%0.8e): The z coordinate
        XYZ 1.12345678 2.12345678 3.12345678
    // The number of vertex colors in the sprite
     // Argument 1 (%d): The number of vertex colors
    NUMVERTEXCOLORS 1
        // The coordinates of a vertex
         // Argument 1 (%d): Red
         // Argument 2 (%d): Green
         // Argument 3 (%d): Blue
         // Argument 4 (%d): Alpha
        RGBA 1 2 3 4
    // The skin assignment groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d...): The data of the group
    SKINASSIGNMENTGROUPS 1 2 3
    // The material palette used by the sprite
     // Argument 1 (%s): The name of the material palette
    MATERIALPALETTE "1"
    // The DM track instance
     // Argument 1 (%s): The track instance
    DMTRACKINST "1"
    // The polyhedron definition
     // Argument 1 (%s): The definition of the polyhedron
    POLYHEDRON "1"
    // The definition reference
     // Argument 1 (%s): The definition
    SPRITE "1"
    // The number of face2s in the sprite
     // Argument 1 (%d): The number of face2s
    NUMFACE2S 1
        // DM Face 2 Entries
        DMFACE2
        // Is face passable?
         // Argument 1 (%d): Is face passable?
        PASSABLE 1
        // Triangle indexes
         // Argument 1 (%d): Index 0 of triangle
         // Argument 2 (%d): Index 1 of triangle
         // Argument 3 (%d): Index 2 of triangle
        TRIANGLE 1 2 3
    // The number of mesh operations in the sprite
     // Argument 1 (%d): The number of mesh operations
    NUMMESHOPS 1
        // A mesh operation
         // Argument 1 (%d): arg 0
         // Argument 2 (%d): arg 1
         // Argument 3 (%0.8e): arg 2
         // Argument 4 (%d): arg 3
         // Argument 5 (%d): arg 4
        MESHOP 1 2 3.12345678 4 5
    // The face material groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d): The data of the group
     // Argument 3 (%d): The data of the group
    FACEMATERIALGROUPS 1 2 3
    // The vertex material groups
     // Argument 1 (%d): The size of the group
     // Argument 2 (%d): The data of the group
     // Argument 3 (%d): The data of the group
    VERTEXMATERIALGROUPS 1 2 3
    // The minimum bounding box coordinates
     // Argument 1 (%0.8e): The x coordinate
     // Argument 2 (%0.8e): The y coordinate
     // Argument 3 (%0.8e): The z coordinate
    BOUNDINGBOXMIN 1.12345678 2.12345678 3.12345678
    // The maximum bounding box coordinates
     // Argument 1 (%0.8e): The x coordinate
     // Argument 2 (%0.8e): The y coordinate
     // Argument 3 (%0.8e): The z coordinate
    BOUNDINGBOXMAX 1.12345678 2.12345678 3.12345678
    // The bounding radius of the sprite
     // Argument 1 (%0.8e): The bounding radius
    BOUNDINGRADIUS 1.12345678
    // The FPS scale of the sprite
     // Argument 1 (%d): The FPS scale
    FPSCALE 1
    // The hex one flag
     // Argument 1 (%d): The hex one flag
    HEXONEFLAG 1
    // The hex two flag
     // Argument 1 (%d): The hex two flag
    HEXTWOFLAG 1
    // The hex four thousand flag
     // Argument 1 (%d): The hex four thousand flag
    HEXFOURTHOUSANDFLAG 1
    // The hex eight thousand flag
     // Argument 1 (%d): The hex eight thousand flag
    HEXEIGHTTHOUSANDFLAG 1
    // The hex ten thousand flag
     // Argument 1 (%d): The hex ten thousand flag
    HEXTENTHOUSANDFLAG 1
    // The hex twenty thousand flag
     // Argument 1 (%d): The hex twenty thousand flag
    HEXTWENTYTHOUSANDFLAG 1

DMTRACKDEF2

Wld DM Track Def 2

DMTRACKDEF2 "tag"
    SLEEP 1
    PARAM2 1
    FPSCALE 1
    SIZE6 1
    NUMFRAMES 1
        NUMVERTICES 1
            XYZ 1.12345678 2.12345678 3.12345678

EQGANIDEF

EQG Animation Definition

EQGANIDEF "tag"
    VERSION 1
    STRICT 1
    NUMBONES 1
        BONE "1"
        NUMFRAMES 1
            FRAME
            MILLISECONDS 1
            TRANSLATION 1.12345678 2.12345678 3.12345678
            ROTATION 1.12345678 2.12345678 3.12345678 4.12345678
            SCALE 1.12345678 2.12345678 3.12345678

EQGLAYERDEF

EQG Layer Definition

EQGLAYERDEF "tag"
    VERSION 1
    NUMLAYERS 1
        LAYER
        MATERIAL "1"
        DIFFUSE "1"
        NORMAL "1"

EQGSKINNEDMODELDEF

EQG Model Definition

EQGSKINNEDMODELDEF "tag"
    VERSION 1
    NUMMATERIALS 1
        MATERIAL "1"
        SHADERTAG "1"
        HEXONEFLAG 1
        NUMPROPERTIES 1
            PROPERTY "1" 2 "3"
        ANIMSLEEP 1
        NUMANIMTEXTURES 1
            TEXTURE "1"
        NUMBONES 1
            BONE "1"
            NEXT 1
            CHILDREN 1
            CHILDINDEX 1
            PIVOT 1.12345678 2.12345678 3.12345678
            QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
            SCALE 1.12345678 2.12345678 3.12345678
        NUMMODELS 1
            MODEL "1"
            MAINPIECE 1
            NUMVERTICES 1
                VERTEX
                XYZ 1.12345678 2.12345678 3.12345678
                UV 1.12345678 2.12345678
                UV2 1.12345678 2.12345678
                NORMAL 1.12345678 2.12345678 3.12345678
                TINT 1 2 3 4
            NUMFACES 1
                FACE
                TRIANGLE 1 2 3
                MATERIAL "1"
                PASSABLE 1
                TRANSPARENT 1
                COLLISIONREQUIRED 1
                CULLED 1
                DEGENERATE 1
            NUMWEIGHTS 1
                WEIGHT 1 2.12345678 3 4.12345678 5 6.12345678 7 8.12345678

EQGMODELDEF

EQG Model Definition

EQGMODELDEF "tag"
    VERSION 1
    NUMMATERIALS 1
        MATERIAL "1"
        SHADERTAG "1"
        HEXONEFLAG 1
        NUMPROPERTIES 1
            PROPERTY "1" 2 "3"
        ANIMSLEEP 1
        NUMANIMTEXTURES 1
            TEXTURE "1"
        NUMVERTICES 1
            VERTEX
            XYZ 1.12345678 2.12345678 3.12345678
            UV 1.12345678 2.12345678
            UV2 1.12345678 2.12345678
            NORMAL 1.12345678 2.12345678 3.12345678
            TINT 1 2 3 4
        NUMFACES 1
            FACE
            TRIANGLE 1 2 3
            MATERIAL "1"
            PASSABLE 1
            TRANSPARENT 1
            COLLISIONREQUIRED 1
            CULLED 1
            DEGENERATE 1
        NUMBONES 1
            BONE
            NAME "1"
            NEXT 1
            CHILDREN 1
            CHILDINDEX 1
            PIVOT 1.12345678 2.12345678 3.12345678
            QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
            SCALE 1.12345678 2.12345678 3.12345678

EQGTERDEF

EQG Model Definition

EQGTERDEF "tag"
    VERSION 1
    NUMMATERIALS 1
        MATERIAL "1"
        SHADERTAG "1"
        HEXONEFLAG 1
        NUMPROPERTIES 1
            PROPERTY "1" 2 "3"
        ANIMSLEEP 1
        NUMANIMTEXTURES 1
            TEXTURE "1"
        NUMVERTICES 1
            VERTEX
            XYZ 1.12345678 2.12345678 3.12345678
            UV 1.12345678 2.12345678
            UV2 1.12345678 2.12345678
            NORMAL 1.12345678 2.12345678 3.12345678
            TINT 1 2 3 4
        NUMFACES 1
            FACE
            TRIANGLE 1 2 3
            MATERIAL "1"
            PASSABLE 1
            TRANSPARENT 1
            COLLISIONREQUIRED 1
            CULLED 1
            DEGENERATE 1
        NUMBONES 1
            BONE
            NAME "1"
            NEXT 1
            CHILDREN 1
            CHILDINDEX 1
            PIVOT 1.12345678 2.12345678 3.12345678
            QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
            SCALE 1.12345678 2.12345678 3.12345678

EQGPARTICLEPOINTDEF

EQG Particle Point Definition

EQGPARTICLEPOINTDEF "tag"
    VERSION 1
    NUMPOINTS 1
        POINT "1"
        BONENAME "1"
        TRANSLATION 1.12345678 2.12345678 3.12345678
        ROTATION 1.12345678 2.12345678 3.12345678
        SCALE 1.12345678 2.12345678 3.12345678

EQGPARTICLERENDERDEF

EQG Particle Point Definition

EQGPARTICLERENDERDEF "tag"
    VERSION 1
    NUMRENDERS 1
        RENDER 1
        ID2 1
        PARTICLEPOINT "1"
        UNKNOWNA1 1
        UNKNOWNA2 1
        UNKNOWNA3 1
        UNKNOWNA4 1
        UNKNOWNA5 1
        DURATION 1
        UNKNOWNB 1
        UNKNOWNFFFFFFFF 1
        UNKNOWNC 1

GLOBALAMBIENTLIGHTDEF

Wld Global Ambient Light Def is used for setting the global ambient light on WLD files

GLOBALAMBIENTLIGHTDEF
    // Is this a new wld file?
     // Argument 1 (%d): Red
     // Argument 2 (%d): Green
     // Argument 3 (%d): Blue
     // Argument 4 (%d): Alpha
    COLOR 1 2 3 4

HIERARCHICALSPRITEDEF

Wld Hierarchical Sprite Def

HIERARCHICALSPRITEDEF "tag"
    NUMDAGS 1
        DAG
        TAG "1"
        SPRITE "1"
        SPRITEINDEX 1
        TRACK "1"
        TRACKINDEX "1"
        SUBDAGLIST 1 1
    NUMATTACHEDSKINS 1
        ATTACHEDSKIN
        DMSPRITE "1"
        DMSPRITEINDEX 1
        LINKSKINUPDATESTODAGINDEX 1
    POLYHEDRON
    SPRITE "1"
    CENTEROFFSET? 1.12345678 2.12345678 3.12345678
    BOUNDINGRADIUS? 1.12345678
    // also known as HAVEATTACHEDSKINS
    HEXTWOHUNDREDFLAG 1
    // also known as DAGCOLLISONS
    HEXTWENTYTHOUSANDFLAG 1

LIGHTDEFINITION

Wld Light

LIGHTDEFINITION "tag"
    // Is there a current frame, and what's value
     // Argument 1 (%d): NULL if skipped
    CURRENTFRAME? 1
    // Number of frames in light
     // Argument 1 (%d): Count of frames
    NUMFRAMES 1
        // value of light level frame
         // Argument 1 (%0.8e): light level
        LIGHTLEVELS 1.12345678
    // Is a sleep value set?
     // Argument 1 (%d): NULL if skipped, sleep value in ms
    SLEEP? 1
    // Are frames skipped
     // Argument 1 (%d): number of frames to skip
    SKIPFRAMES 1
    // Number of colors
     // Argument 1 (%d): Count of colors
    NUMCOLORS 1
        // Color value
         // Argument 1 (%0.8e): R Value of color
         // Argument 2 (%0.8e): G Value of color
         // Argument 3 (%0.8e): B Value of color
        COLOR 1.12345678 2.12345678 3.12345678

MATERIALDEFINITION

Wld Material

MATERIALDEFINITION "tag"
    // For tag variations, starts at 0, increases by 1
     // Argument 1 (%d): Index of tag
    TAGINDEX 1
    // For variations
     // Argument 1 (%d): Variation of tag
    VARIATION 1
    // Method for rendering
     // Argument 1 (%s): Rendering method
    RENDERMETHOD "1"
    // RGB Colorizing
     // Argument 1 (%d): Red
     // Argument 2 (%d): Green
     // Argument 3 (%d): Blue
     // Argument 4 (%d): Alpha
    RGBPEN 1 2 3 4
    // Color brightness
     // Argument 1 (%0.8e): Brightness amount
    BRIGHTNESS 1.12345678
    // Scaled ambient amount
     // Argument 1 (%0.8e): Scaled ambient amount
    SCALEDAMBIENT 1.12345678
    // Simple sprite instance section
    SIMPLESPRITEINST
    // Simple sprite instance tag
     // Argument 1 (%s): Simple sprite instance tag
    TAG "1"
    // Hex fifty flag
     // Argument 1 (%d): Hex fifty flag
    HEXFIFTYFLAG 1
    // Pairs of flags?
     // Argument 1 (%d): Pairs 0
     // Argument 2 (%d): Pairs 1
    PAIRS? 1 2
    // Is material double sided?
     // Argument 1 (%d): 0: False, 1: True
    DOUBLESIDED 1

MATERIALPALETTE

Wld Material Palette

MATERIALPALETTE "tag"
    // Number of materials in the palette
     // Argument 1 (%d): Number of materials
    NUMMATERIALS 1
        // Material tag
         // Argument 1 (%s): Tag of material
        MATERIAL "1"

PARTICLECLOUDDEF

Wld Particle Cloud

PARTICLECLOUDDEF "tag"
    TAGINDEX 1
    BLITTAG "1"
    PARTICLETYPE 1
    MOVEMENT "1"
    HIGHOPACITY 1
    FOLLOWITEM 1
    SIZE 1
    GRAVITYMULTIPLIER 1.12345678
    GRAVITY 1.12345678 2.12345678 3.12345678
    DURATION 1
    SPAWNRADIUS 1.12345678
    SPAWNANGLE 1.12345678
    LIFESPAN 1
    SPAWNVELOCITYMULTIPLIER 1.12345678
    SPAWNVELOCITY 1.12345678 2.12345678 3.12345678
    SPAWNRATE 1
    SPAWNSCALE 1.12345678
    TINT 1 2 3 4
    SPAWNBOXMIN? 1.12345678 2.12345678 3.12345678
    SPAWNBOXMAX? 1.12345678 2.12345678 3.12345678
    BOXMIN? 1.12345678 2.12345678 3.12345678
    BOXMAX? 1.12345678 2.12345678 3.12345678
    HEXEIGHTYFLAG 1
    HEXONEHUNDREDFLAG 1
    HEXFOURHUNDREDFLAG 1
    HEXFOURTHOUSANDFLAG 1
    HEXEIGHTTHOUSANDFLAG 1
    HEXTENTHOUSANDFLAG 1
    HEXTWENTYTHOUSANDFLAG 1

POINTLIGHT

Wld Point Light

POINTLIGHT "tag"
    LIGHT "1"
    STATIC 1
    STATICINFLUENCE "1"
    HASREGIONS 1
    XYZ 1.12345678 2.12345678 3.12345678
    RADIUSOFINFLUENCE 1.12345678

POLYHEDRONDEFINITION

Wld Polyhedron Definition

POLYHEDRONDEFINITION "tag"
    BOUNDINGRADIUS 1.12345678
    SCALEFACTOR 1.12345678
    NUMVERTICES 1
        XYZ 1.12345678 2.12345678 3.12345678
    NUMFACES 1
        VERTEXLIST 1 1
    HEXONEFLAG 1

REGION

Wld Region

REGION "tag"
    REVERBVOLUME 1.12345678
    REVERBOFFSET 1
    REGIONFOG 1
    GOURAND2 1
    ENCODEDVISIBILITY 1
    VISLISTBYTES 1
    NUMREGIONVERTEX 1
        XYZ 1.12345678 2.12345678 3.12345678
    NUMRENDERVERTICES 1
        XYZ 1.12345678 2.12345678 3.12345678
    NUMWALLS 1
        WALL
        NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
        NUMVERTICES 1
            XYZ 1.12345678 2.12345678 3.12345678
    NUMOBSTACLES 1
        OBSTACLE
        NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
        NUMVERTICES 1
            XYZ 1.12345678 2.12345678 3.12345678
    NUMCUTTINGOBSTACLES 1
        CUTTINGOBSTACLE
        NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
        NUMVERTICES 1
            XYZ 1.12345678 2.12345678 3.12345678
    VISTREE
    NUMVISNODE 1
        VISNODE
        NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
        VISLISTINDEX 1
        FRONTTREE 1
        BACKTREE 1
    NUMVISIBLELIST 1
        VISLIST
        REGIONS 1 1
    SPHERE 1.12345678 2.12345678 3.12345678 4.12345678
    USERDATA "1"
    SPRITE "1"

RGBDEFORMATIONTRACKDEF

Wld RGB

RGBDEFORMATIONTRACKDEF "tag"
    DATA1 1
    DATA2 1
    SLEEP 1
    DATA4 1
    RGBDEFORMATIONFRAME
    NUMRGBAS 1
        RGBA 1 2 3 4

SIMPLESPRITEDEF

Wld Simple Sprite

SIMPLESPRITEDEF "tag"
    // Index of tag
     // Argument 1 (%d): Index of tag
    TAGINDEX 1
    // Variation of tag
     // Argument 1 (%d): Variation of tag
    VARIATION 1
    // Should frames be skipped?
     // Argument 1 (%d): 0: false, 1: true
    SKIPFRAMES? 1
    // Is animated?
     // Argument 1 (%d): 0: false, 1: true
    ANIMATED? 1
    // Is there a sleep duration (in milliseconds)
     // Argument 1 (%d): NULL for non-value
    SLEEP? 1
    // Current frame set?
     // Argument 1 (%d): NULL for non-value
    CURRENTFRAME? 1
    // Number of frames in simple sprite
     // Argument 1 (%d): Number of frames
    NUMFRAMES 1
        // Frame tag
         // Argument 1 (%s): Frame tag
        FRAME "1"
        // Number of files
         // Argument 1 (%d): Count of files
        NUMFILES 1
            // Texture file name
             // Argument 1 (%s): tag of file
            FILE "1"

SPRITE2DDEF

Wld Sprite 2d Def

SPRITE2DDEF "tag"
    SCALE 1.12345678 2.12345678
    SPHERELISTTAG "1"
    DEPTHSCALE? 1.12345678
    CENTEROFFSET? 1.12345678 2.12345678 3.12345678
    BOUNDINGRADIUS? 1.12345678
    CURRENTFRAMEREF? 1
    SLEEP? 1
    NUMPITCHES 1
        PITCH
        PITCHCAP 1
        TOPORBOTTOMVIEW 1
        NUMHEADINGS 1
            HEADING
            HEADINGCAP 1
            NUMFRAMES 1
                FRAME "1"
                NUMFILES 1
                    FILE "1"
    RENDERMETHOD "1"
    RENDERINFO
    PEN? "1"
    BRIGHTNESS? 1.12345678
    SCALEDAMBIENT? 1.12345678
    SPRITE? "1"
    UVORIGIN? 1.12345678 2.12345678 3.12345678
    UAXIS? 1.12345678 2.12345678 3.12345678
    VAXIS? 1.12345678 2.12345678 3.12345678
    UVCOUNT 1
        UV 1.12345678 2.12345678
    TWOSIDED 1
    HEXTENFLAG 1

SPRITE3DDEF

Wld 3d Sprite Definition

SPRITE3DDEF "tag"
    CENTEROFFSET? 1.12345678 2.12345678 3.12345678
    BOUNDINGRADIUS? 1.12345678
    SPHERELIST "1"
    NUMVERTICES 1
        XYZ 1.12345678 2.12345678 3.12345678
    NUMBSPNODES 1
        BSPNODE
        VERTEXLIST 1 1
    RENDERMETHOD "1"
    RENDERINFO
    PEN? 1
    BRIGHTNESS? 1.12345678
    SCALEDAMBIENT? 1.12345678
    SPRITE? "1"
    UVORIGIN? 1.12345678 2.12345678 3.12345678
    UAXIS? 1.12345678 2.12345678 3.12345678
    VAXIS? 1.12345678 2.12345678 3.12345678
    UVCOUNT 1
        UV 1.12345678 2.12345678
    TWOSIDED 1
    FRONTTREE 1
    BACKTREE 1

TRACKDEFINITION

Wld Track

TRACKDEFINITION "tag"
    TAGINDEX 1
    NUMFRAMES 1
        FRAME 1 2 3 4 5 6 7 8
    NUMLEGACYFRAMES 1
        LEGACYFRAME 1 2 3 4 5.12345678 6.12345678 7.12345678 8.12345678

TRACKINSTANCE

Wld Track

TRACKINSTANCE "tag"
    TAGINDEX 1
    SPRITE "1"
    SPRITEINDEX 1
    // deprecated, ignored in RoF2
     // Argument 1 (%d): deprecated, ignored in RoF2
    INTERPOLATE 1
    // deprecated, ignored in RoF2
     // Argument 1 (%d): deprecated, ignored in RoF2
    REVERSE 1
    SLEEP? 1

WORLDDEF

Wld World definition This is a collection of properties that defines a world

WORLDDEF
    // Is this a new wld file?
     // Argument 1 (%d): 0: old wld versioning, 1: new wld versioning
    NEWWORLD 1
    // Should this wce be treated like a zone?
     // Argument 1 (%s): 0: no, 1: yes
    ZONE "1"
    // Used in eqg parsing for version rebuilding
     // Argument 1 (%d): The version of the eqg file
    EQGVERSION? 1

WORLDTREE

Wld World Tree

WORLDTREE "tag"
    NUMWORLDNODES 1
        WORLDNODE
        NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
        WORLDREGIONTAG "1"
        FRONTTREE 1
        BACKTREE 1

ZONE

Wld Zone

ZONE "tag"
    REGIONLIST 1 1
    USERDATA "1"