WCEmu Latest (v1.5.8)¶
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"