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WCEmu v0.0.1

Changes from previous versions

  • This is an initial release so no changes from previous

Every file generated in wcemu format starts with the following header pattern:

// wcemu v0.0.1
// This file was created by <generator>

The most important line is the wcemu v#.#.# pattern, this should be the first line of the file so parsers can identify if it is compatible or not.

WORLDEF

A world definition. This is a collection of properties that defines a world. These are typically found in .spk or .wld files.

Referred to by: None

WLD opcodes impacted: 0x01 (WorldDef)

WORLDEF
    NEWZONE 0
    NEWWORLD 0
ENDWORLDDEF

GLOBALAMBIENTLIGHTDEF

A world definition. This being declared infers the wce file is a zone.

Referred to by: None

WLD opcodes impacted: None

GLOBALAMBIENTLIGHTDEF
    RGBA 0 0 0 0
ENDGLOBALAMBIENTLIGHTDEF
  • Tag: unique tag name for the global ambient light definition. Should keep it DEFAULT_AMBIENTLIGHT, it is a reserved word

INCLUDE

After the header are all includes. Includes are references to files relative to the current one that should be loaded the moment the include declaration is stated.

While it is possible to have includes inlined later in a file, at this time it is recommended to layout files with the expectation includes are after the header only.

INCLUDE "PREHE0002.MDF"
  • Includes should be all uppercase as per the WLDCOM format directive, even if the file pointed to is all lowercase.
  • TODO: Should we enforce a case sensitivity of files in an include? e.g. upper for INCLUDE param, and lower for file itself?

SIMPLESPRITEDEF

SIMPLESPRITEDEF "TAG:str"
    VARIATION :int
    SKIPFRAMES? :tuple[int, NULL]
    ANIMATED? :tuple[int, NULL]
    SLEEP? :tuple[int, NULL]
    CURRENTFRAME? :tuple[int, NULL]
    NUMFRAMES :int
        FRAME "file:str" "tag:str"

FRAME

Each frame has 2 attributes: - the first is a quoted string with a file name, and optional frame metadata inside it - the second is a quoted string with a tag used for BMINFO creation

FRAME METADATA

A frame with prefix metadata uses this pattern: FRAME "%d, %d, %d, %s" "%s", e.g. FRAME "1, 5, 0, SNOW1B.DDS" "SNOW1B" or, a more complete example from twilight.wld:

NUMFRAMES 8 FRAME "TWIBASE1C.DDS" "TWIBASE1C" FRAME "TWIBASE1CPAL.BMP" "TWIBASE1C" FRAME "1, 5, 2, GRASS2E.DDS" "TWIBASE1C" FRAME "2, 5, 3, GRASS2D.DDS" "TWIBASE1C" FRAME "3, 5, 1, SAND02A.DDS" "TWIBASE1C" FRAME "4, 5, 0, GRASS2E.DDS" "TWIBASE1C" FRAME "5, 5, 0, GRASS2D.DDS" "TWIBASE1C" FRAME "6, 5, 0, SAND02A.DDS" "TWIBASE1C"

With this example, - first frame is the texture applied to the mesh TWIBASE1C.DDS, and a tag name (TWIBASE1C) for bminfo - second first is a color palette (TWIBASE1CPAL.BMP), and a tag name (TWIBASE1C) for bminfo - third frame has 2 arguments - frame 3's first quoted argument - first metadata (1) refers to index to the color palette (typically second frame of a sprite def) - second metadata (5) is a scale factor - third metadata (2) is a mask for where the texture will show up - fourth metadata (GRASS2E.DDS) is the file applied with above metadata - Frame 3's second quoted argument is the tag name (TWIBASE1C) for bminfo

  • SIMPLESPRITEDEF: start of definition
  • ENDSIMPLESPRITEDEF: end of definition

MATERIALDEFINITION

A material definition. This describes how a sprite should be rendered, it's brightness and other shader-related settings, and also creates a simple sprite instance based on a referred SIMPLESPRITEDEF. These are typically found in .mdf files.

Referred to by: MATERIALPALETTE

WLD opcodes impacted: 0x31 (MaterialDef), 0x07 (Sprite2D)

MATERIALDEFINITION
    TAG "FISHE0101_MDF"
    RENDERMETHOD "USERDEFINED_2"
    RGBPEN 178 178 178
    BRIGHTNESS 0.0000000
    SCALEDAMBIENT 0.7500000
    SIMPLESPRITEINST
        TAG "FISHE0101_SPRITE"
        HEXFIFTYFLAG 0
    ENDSIMPLESPRITEINST
    PAIRS? 0 0.0
    DOUBLESIDED 0
ENDMATERIALDEFINITION

Pairs if not NULL cause flag 0x02 to be flipped on MaterialDef

MATERIALPALETTE

A material palette. This is a collection of material definitions with a unique tag name. These are typically found in .spk or .wld files, and are the first entry in them.

Referred to by: DMSPRITEDEF2

WLD opcodes impacted: 0x30 (MaterialPalette)

MATERIALPALETTE
    TAG "ALL_MP"
    NUMMATERIALS 2
    MATERIAL "ALLHE0103_MDF"
    MATERIAL "ALLHE0102_MDF"
ENDMATERIALPALETTE
  • MATERIALPALETTE: start of definition
  • ENDMATERIALPALETTE: end of definition

POLYHEDRONDEF

A polyhedron definition. This is a collection of vertices, faces, and other properties that define a 3D object. These are typically found in .spk or .wld files.

Referred to by: DMSPRITEDEF2

WLD opcodes impacted: 0x17 (PolyhedronDef)

POLYHEDRONDEFINITION
    TAG "prepe_POLYHDEF"
    FLAGS 0 // we have no idea on these
    BOUNDINGRADIUS 1.2431762e+002
    SCALEFACTOR 1.0
    NUMVERTICES 2
    XYZ -5.9604645e-008 1.9073486e-005 -3.8146973e-006
    XYZ -5.9604645e-008 5.0001717e-001 -2.4499998e+001
    NUMFACES 2
    VERTEXLIST 3 3 1 2
    VERTEXLIST 3 4 1 3
ENDPOLYHEDRONDEFINITION
  • POLYHEDRONDEFINITION: start of definition. This is a 0x17 (PolyhedronDef) opcode
  • ENDPOLYHEDRONDEFINITION: end of definition

DMSPRITEINSTANCE (Never used)

A 3D sprite instance. This is a collection of properties that defines an instance of a 3D sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x2D (DmSprite)

DMSPRITEINSTANCE
    TAG "PRE_DMSPRITEDEF"
    DEFINITION "PRE_DMSPRITEDEF"
    PARAM 0
ENDDMSPRITEINSTANCE
  • DMSPRITEINSTANCE: start of instance
  • ENDDMSPRITEINSTANCE: end of instance

DMSPRITEDEFINITION

A 3d sprite definition. This is a collection of properties that define a 3D sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x35 (DmSpriteDef)

DMSPRITEDEFINITION
    TAG "PRE_DMSPRITEDEF"
    FRAGMENT1 0
    MATERIALPALETTE "PRE_MP"
    FRAGMENT3 0
    CENTER 0.0000000e+000 0.0000000e+000 0.0000000e+000
    PARAMS1 0.0000000e+000 0.0000000e+000 0.0000000e+000
    NUMVERTICES 1
    XYZ 0.0000000e+000 0.0000000e+000 0.0000000e+000
    NUMTEXCOORDS 1
    UV 0.0000000e+000 0.0000000e+000
    NUMNORMALS 1
    XYZ 0.0000000e+000 0.0000000e+000 0.0000000e+000
    NUMCOLORS 1
    RGBA 255 255 255 255
    SKINASSIGMENTGROUPS 3 0 1 2 3
    DATA8 3 0 0 0
    FACEMATERIALGROUPS 3 0 1 2 3
    VERTEXMATERIALGROUPS 3 0 1 2 3
    PARAMS2? 0.0000000e+000 0.0000000e+000 0.0000000e+000
    PARAMS3? 0.0000000e+000 0.0000000e+000 0.0000000e+000 0.0000000e+000 0.0000000e+000 0.0000000e+000
ENDDMSPRITEDEFINITION

DMSPRITEDEF2

A 3d sprite definition. This is a collection of properties that define a 3D sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x36 (DmSpriteDef2), 0x18 (Polyhedron)

DMSPRITEDEF2
    TAG "PREPE_DMSPRITEDEF"
    CENTEROFFSET 6.9335580e-001 -1.2332956e+001 3.8766350e+001

    NUMVERTICES 1
    XYZ 0.0000000e+000 0.0000000e+000 0.0000000e+000

    NUMUVS 1
    UV 0.0000000e+000 0.0000000e+000

    NUMVERTEXNORMALS 1
    XYZ 0.0000000e+000 0.0000000e+000 0.0000000e+000

    NUMVERTEXCOLORS 1
    RGBA 255 255 255 255

    SKINASSIGNMENTGROUPS 2 0 1 2 3

    MATERIALPALETTE "PRE_MP"
    DMTRACKINST "PRE_DMTRACK"

    POLYHEDRON
        DEFINITION  "prepe_POLYHDEF"
    ENDPOLYHEDRON

    NUMFACE2S 2
    DMFACE2 // 0
        PASSABLE 0
        TRIANGLE 0 1 2
    ENDDMFACE2 // 0
    DMFACE2 // 1
        PASSABLE 0
        TRIANGLE 0 2 3
    ENDDMFACE2 // 1

    NUMMESHOPS 3
    MESHOP 0 1 0.0000000e+000 0 1
    MESHOP 0 1 0.0000000e+000 0 1
    MESHOP 0 1 0.0000000e+000 0 1

    FACEMATERIALGROUPS 2 0 1 2 3

    VERTEXMATERIALGROUPS 2 0 1 2 3

    BOUNDINGBOXMIN 0.0000000e+000 0.0000000e+000 0.0000000e+000
    BOUNDINGBOXMAX 0.0000000e+000 0.0000000e+000 0.0000000e+000
    BOUNDINGRADIUS 1.2431886e+002

    FPSCALE 7
    HEXONEFLAG 0
    HEXTWOFLAG 0
    HEXFOURTOUSANDFLAG 0
    HEXEIGHTTOUSANDFLAG 0
    HEXTENTHOUSANDFLAG 0
    HEXTWENTYTHOUSANDFLAG 0
ENDDMSPRITEDEF2
  • DMSPRITEDEF2: start of definition. This is a 0x36 (DmSpriteDef2) opcode
  • ENDDMSPRITEDEF2: end of definition

TRACKDEFINITION

A track definition. This is a collection of properties that defines animation tracks for a 3D sprite. These are typically found in .spk or .wld files.

Note that when a track definition is declared, it is immediately followed by a TRACKINSTANCE, so the ASCII file is TRACKDEFINITION, TRACKINSTANCE, TRACKDEFINITION, TRACKINSTANCE, etc.

Referred to by: ??

WLD opcodes impacted: 0x12 (TrackDef)

TRACKDEFINITION
    TAG "PRE_TRACKDEF"
    TAGINDEX 0
    SPRITE "PRE_DMSPRITEDEF"
    NUMFRAMES 1
    FRAMETRANSFORM
        XYZSCALE 1.0000000e+000
        XYZ 1.0000000e+000 0.0000000e+000 0.0000000e+000
        ROTSCALE? 0.0000000e+000
        ROTABC? 0.0000000e+000 0.0000000e+000 0.0000000e+000
        LEGACYROTATIONABCD? 0.0000000e+000 0.0000000e+000 0.0000000e+000 0.0000000e+000
    ENDFRAMETRANSFORM
ENDTRACKDEFINITION
  • TRACKDEFINITION: start of definition
  • ENDMATERIALDEFINITION: end of definition

TRACKINSTANCE

A track instance. This is a collection of properties that defines an instance of an animation track for a 3D sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x13 (TrackInstance)

TRACKINSTANCE
    TAG "PRE_TRACK"
    TAGINDEX 0
    SPRITE "PRE_DMSPRITEDEF"
    DEFINITION "PRE_TRACKDEF"
    DEFINITIONINDEX 0
    INTERPOLATE 0 // deprecated
    REVERSE 0 //deprecated
    SLEEP? 0
ENDTRACKINSTANCE
  • TRACKINSTANCE: start of instance
  • ENDTRACKINSTANCE: end of instance

HIERARCHICALSPRITEDEFS

A hierarchical sprite definition. This is a collection of properties that defines a hierarchical sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x10 (HierarchicalSpriteDef)

HIERARCHICALSPRITEDEF
    TAG "PRE_HS_DEF"
    NUMDAGS 2
    DAG  // 0
        TAG "PRE_DAG"
        SPRITE ""
        TRACK "PRE_TRACK"
        SUBDAGLIST  1 2
    ENDDAG // 0
    DAG  // 1
        TAG "PREPE_DAG"
        SPRITE  "PREPE_DMSPRITEDEF"
        TRACK "PREPE_TRACK"
        SUBDAGLIST  9 3 29 33 37 41 45 49 52 55
    ENDDAG // 1

    NUMATTACHEDSKINS 1
    ATTACHEDSKIN
        DMSPRITE "PREPE_DMSPRITEDEF"
        LINKSKINUPDATESTODAGINDEX 2
    ENDATTACHEDSKIN

    POLYHEDRON
        DEFINITION "prepe_POLYHDEF" // refer to polyhedron tag, or NO_COLLISION = 0, SPECIAL_COLLISION = 4294967293
    ENDPOLYHEDRON

    CENTEROFFSET? 0.0 0.0 0.0
    BOUNDINGRADIUS? 1.4611023e+002
    HEXONEFLAG 0 // found in both mob, zones
    HEXTWOFLAG 0 // found in both mob, zones
    HEXFOURTHOUSANDFLAG 0 // found in mobs
    HEXEIGHTTHOUSANDFLAG 0 // found in zones
    HEXTENTHOUSANDFLAG 0 // found in mobs
    HEXTWENTYTHOUSANDFLAG 0 // found in zones
ENDHIERARCHICALSPRITEDEF
  • HIERARCHICALSPRITEDEF: start of definition
  • ENDHIERARCHICALSPRITEDEF: end of definition

AMBIENTLIGHT

An ambient light definition. This is a collection of properties that defines an ambient light. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x1B (AmbientLight)

AMBIENTLIGHT
    TAG "DEFAULT_AMBIENTLIGHT"
    LIGHT "DEFAULT_LIGHTDEF"
    // LIGHTFLAGS 0
    REGIONLIST 2 1 2
ENDAMBIENTLIGHT
  • AMBIENTLIGHT: start of definition
  • ENDAMBIENTLIGHT: end of definition

ACTORDEF

An actor definition. This is a collection of properties that defines an actor. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x14 (ActorDef)

ACTORDEF
    ACTORTAG "BIX_ACTORDEF"
    CALLBACK "SPRITECALLBACK"
    // BOUNDSREF 0
    CURRENTACTION 0
    LOCATION? 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    ACTIVEGEOMETRY? 0
    NUMACTIONS 1
    ACTION
        // UNK1 0
        NUMLEVELSOFDETAIL 1
        LEVELOFDETAIL
            SPRITE "BIX_2DSPRITE"
            SPRITEINDEX 0
            MINDISTANCE 0.000000
        ENDLEVELOFDETAIL
    ENDACTION
    // UNK2 0
ENDACTORDEF
  • ACTORDEF: start of definition
  • ENDACTORDEF: end of definition

ACTORINST

An actor instance. This is a collection of properties that defines an instance of an actor. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x15 (ActorInst)

ACTORINST ""
    DEFINITION "PLAYER_ACTORDEF"
    CURRENTACTION? 0
    LOCATION? 0.000000 0.000000 9.000000 0.000000 0.000000 0.000000
    BOUNDINGRADIUS? 0.5000000
    SCALEFACTOR? 0.5000000
    SOUND? "PLAYER_SOUND"
    ACTIVE? 1
    SPRITEVOLUMEONLY? 1
    DMRGBTRACK? "PLAYER_RGBTRACK"
    SPHERE ""
    SPHERERADIUS 0.000000
    HEXTWOHUNDREDFLAG 0
    USERDATA "?:"
ENDACTORINST
  • ACTORINST: start of instance
  • ENDACTORINST: end of instance

ZONE

A zone. This is a collection of properties that defines a zone. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x29 (Zone)

ZONE
    TAG "TELEPORT_ZONE"
    REGIONLIST 2 24 25
    USERDATA "?"
ENDZONE
  • ZONE: start of zone
  • ENDZONE: end of zone

LIGHTDEFINITION

A light definition. This is a collection of properties that defines a light. These are typically found in .spk or .wld files.

Referred to by: PointLight

WLD opcodes impacted: 0x1C (LightDef)

LIGHTDEFINITION
    TAG "L0_LDEF"
    CURRENTFRAME 0
    NUMFRAMES 1
    LIGHTLEVELS 1.000000
    SLEEP 200
    SKIPFRAMES 1
    COLOR  0.156863 0.156863 0.705882
ENDLIGHTDEFINITION
  • LIGHTDEFINITION: start of definition
  • ENDLIGHTDEFINITION: end of definition

POINTLIGHT

A point light definition. This is a collection of properties that defines a point light. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x28 (PointLight)

POINTLIGHT
    TAG "L0"
    LIGHT "L0_LDEF"
    STATIC 0
    STATICINFLUENCE 0
    HASREGIONS 0
    XYZ -49.443108 -7.105704 5.820261
    RADIUSOFINFLUENCE 40.000000
ENDPOINTLIGHT
  • POINTLIGHT: start of definition
  • ENDPOINTLIGHT: end of definition

3DSPRITEDEF

A 3D sprite definition. This is a collection of properties that defines a 3D sprite. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x08 (Sprite3DDef)

3DSPRITEDEF
    TAG "CAMERA_DUMMY"
    CENTEROFFSET? 0.000000 0.000000 0.000000
    BOUNDINGRADIUS? 0.000000
    SPHERELIST ""
    NUMVERTICES 4
    XYZ 0.000000 -1.000000 1.000000
    XYZ 0.000000 1.000000 1.000000
    XYZ 0.000000 1.000000 -1.000000
    XYZ 0.000000 -1.000000 -1.000000
    NUMBSPNODES 1
    BSPNODE
        VERTEXLIST 4 1 2 3 4
        RENDERMETHOD "TRANSPARENT"
        RENDERINFO
            PEN? 16
            BRIGHTNESS? 0.000000
            SCALEDAMBIENT? 0.750000
            SPRITE? ""
            UVORIGIN? 0.000000 0.000000 0.000000
            UAXIS? 0.000000 0.000000 0.000000
            VAXIS? 0.000000 0.000000 0.000000
            UVCOUNT 1
            UV 0.000000 0.000000
            TWOSIDED 0
        ENDRENDERINFO
        FRONTTREE 0
        BACKTREE 0
    ENDBSPNODE
END3DSPRITEDEF
  • 3DSPRITEDEF: start of definition
  • END3DSPRITEDEF: end of definition

WORLDTREE

A world tree. This is a collection of properties that defines a world tree. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x21 (WorldTree)

WORLDTREE
    TAG "WORLD_TREE"
    NUMWORLDNODES 2
    WORLDNODE // 0
        NORMALABCD -0.445420 -0.816603 -0.367097 -341.801483
        WORLDREGIONTAG 0
        FRONTTREE 2
        BACKTREE 3
        DISTANCE 0.000000
    ENDWORLDNODE // 0
    WORLDNODE // 1
        NORMALABCD 0.000000 0.000000 1.000000 -237.000000
        WORLDREGIONTAG 0
        FRONTTREE 6
        BACKTREE 4
        DISTANCE 0.000000
    ENDWORLDNODE // 1
ENDWORLDTREE
  • WORLDTREE: start of definition
  • ENDWORLDTREE: end of definition

REGION

A region. This is a collection of properties that defines a region. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x22 (Region)

REGION
    REGIONTAG "R000148"
    REVERBVOLUME 0.000000
    REVERBOFFSET 0.000000
    REGIONFOG 0
    GOURAUD2 0
    ENCODEDVISIBILITY 0
    VISLISTBYTES 0 // if 1, vislist must be even
    NUMREGIONVERTEX 1
    XYZ 0.000000 0.000000 0.000000
    NUMRENDERVERTICES 1
    XYZ 0.000000 0.000000 0.000000
    NUMWALLS 1
    WALL
        NORMALABCD 0.000000 0.000000 0.000000 0.000000
        NUMVERTICES 1
        XYZ 0.000000 0.000000 0.000000
    ENDWALL
    NUMOBSTACLES 1
    OBSTACLE // 0
        NORMALABCD 0.000000 0.000000 0.000000 0.000000
        NUMVERTICES 1
        XYZ 0.000000 0.000000 0.000000
    ENDOBSTACLE // 0
    NUMCUTTINGOBSTACLES 1
    CUTTINGOBSTACLE
        NORMALABCD 0.000000 0.000000 0.000000 0.000000
        NUMVERTICES 1
        XYZ 0.000000 0.000000 0.000000
    ENDCUTTINGOBSTACLE

    VISTREE
        NUMVISNODE 1
        VISNODE
            NORMALABCD 0.000000 0.000000 0.000000 0.000000
            VISLISTINDEX 1
            FRONTTREE 0
            BACKTREE 0
        ENDVISNODE
        NUMVISLIST 1
        VISLIST // 0
            RANGE 4 37632 57350 1 17312
        ENDVISLIST // 0
    ENDVISTREE
    SPHERE -515.000000 -7.000000 32.310989 0.000000
    USERDATA "?:"
    SPRITE "R000148_DMSPRITEDEF2"
ENDREGION
  • REGION: start of definition
  • ENDREGION: end of definition

RGBDEFORMATIONTRACKDEF

An RGB deformation track definition. This is a collection of properties that defines an RGB deformation track. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x1D (RgbDeformationTrackDef)

RGBDEFORMATIONTRACKDEF
    TAG "ENT1_DMT"
    // NUMFRAMES 1 // if this isn't 1, let xack know
    // DATA2 1 // if this isn't 1, let xack know
    // NUMVERTICES 0 // if this isn't 0, let xack know
    SLEEP 200
    RGBDEFORMATIONFRAME
        NUMRGBAS 2
        RGBA 128 128 128 217
        RGBA 255 255 255 255
    ENDRGBDEFORMATIONFRAME
ENDRGBDEFORMATIONTRACKDEF
  • RGBDEFORMATIONTRACKDEF: start of definition
  • ENDRGBDEFORMATIONTRACKDEF: end of definition

PARTICLECLOUDDEF

A particle cloud definition. This is a collection of properties that defines a particle cloud. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x0B (ParticleCloudDef)

PARTICLECLOUDDEF
    TAG "I_L301_PCD"
    BLITSPRITEDEF
        BLITTAG "I_L301_SPB"
        SPRITE "I_L301_SPRITE"
        UNKNOWN 0
    ENDBLITSPRITEDEF
    SETTINGONE 0
    SETTINGTWO 0
    MOVEMENT "NONE" // SPHERE, PLANE, STREAM, NONE
    HIGHOPACITY 0
    FOLLOWITEM 0
    SIMULTANEOUSPARTICLES 1
    UNKSIX 0
    UNKSEVEN 0
    UNKEIGHT 0
    UNKNINE 0
    UNKTEN 0
    SPAWN
        RADIUS 1.00000000
        ANGLE 0.00000000
        LIFESPAN 1
        VELOCITY 1.00000000
        NORMALXYZ 0.00000000 0.00000000 0.00000000
        RATE 1
        SCALE 1.00000000
    ENDSPAWN
    COLOR 255 255 255 255
    HEXEIGHTYFLAG 0
    HEXONEHUNDREDFLAG 0
    HEXFOURHUNDREDFLAG 0
    HEXFOURTHOUSANDFLAG
    HEXEIGHTTHOUSANDFLAG 0
    HEXTENTHOUSANDFLAG 0
    HEXTWENTYTHOUSANDFLAG 0
ENDPARTICLECLOUDDEF

DMTRACKDEF2

A DM track definition. This is a collection of properties that defines a DM track. These are typically found in .spk or .wld files.

Referred to by: ??

WLD opcodes impacted: 0x2A (DmTrackDef2)

DMTRACKDEF2 "OTTENT101_DMTRACKDEF"
    SLEEP 100
    PARAM2 0
    FPSCALE 9
    SIZE6 0
    NUMFRAMES 2
        NUMVERTICES 2
            XYZ 5.25000000e+00 -1.58027344e+01 -3.47656250e-01
            XYZ -6.47070312e+00 -1.58027344e+01 -3.47656250e-01
        NUMVERTICES 2
            XYZ 5.25000000e+00 -1.58027344e+01 -3.47656250e-01
            XYZ -6.47070312e+00 -1.58027344e+01 -3.47656250e-01