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WCEmu v1.5.7

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
    DEFINITION "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

DMSPRITEDEF

Wld DM sprite definition

DMSPRITEDEF "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 (%s): 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 (%s): 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
    DEFINITION "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

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
    DEFINITION "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

3DSPRITEDEF

Wld 3d Sprite Definition

3DSPRITEDEF "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
    DEFINITION "1"
    DEFINITIONINDEX 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"