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"