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- I3D DEMO block database file version: 2.0
- Background color index: 60
- Shadow color index : 52
- Highlight color index : 68
- Floor color index : 32
- Ceiling color index : 54
- Number of panel defs : 62
- Number of block defs : 100
- Number of sfx defs : 8
- Player start x : 3
- Player start y : 3
- Player start heading : 0
- #
- # Block shape types
- # BLOCK_EMPTY 0 // block is empty (just floor & ceiling)
- # BLOCK_CUBE 1 // block is a cube
- # BLOCK_HORZ 2 // block is a horizontal (EW) divider
- # BLOCK_VERT 3 // block is a vertical (NS) divider
- # BLOCK_ACTOR 4 // block is an actor or prop
- # BLOCK_DIAG1 5 // block is a diagonal
- # BLOCK_DIAG2 6 // block is a diagonal
- #
- # Flag bits (add up)
- # BLOCK_TRANS 1 // block is transparent
- # BLOCK_WALL 2 // block is an impassable
- # BLOCK_BI 4 // Thing is bilaterally symetric, saves views
- # BLOCK_ACTION 16 // block is an object which can be
- # // activated by pressing action button
- # BLOCK_HITABLE 32 // block is an object which can be
- # // activated by being hit by another object
- # BLOCK_BUMP 64 // block is an object which can be activated
- # // by "bumping" into it
- #
- # BLOCK----------------------------------------------------------------------------------
- # BLOCK SHAPE FLAGS N_WALL E_WALL S_WALL W_WALL CEIL FLOOR T_W T_S T_H LIGHT SFX
- #
- # open block
- 0 0 1 -1 -1 -1 -1 8 1 128 7 128 0 -1
- # open block
- 1 0 1 -1 -1 -1 -1 0 1 128 7 128 0 -1
- # open block
- 2 0 1 -1 -1 -1 -1 12 12 128 7 128 0 -1
- # open block
- 3 0 1 -1 -1 -1 -1 3 1 128 7 128 0 -1
- # wall stone
- 4 1 2 12 12 12 12 8 1 128 7 128 0 -1
- # wall round rocks
- 5 1 2 5 5 5 5 8 1 128 7 128 0 -1
- # wall sf
- 6 1 2 11 11 11 11 8 4 128 7 128 0 -1
- # wall wood
- 7 1 2 2 2 2 2 8 1 128 7 128 0 -1
- # Diag1
- 8 5 2 12 12 12 12 8 1 128 7 128 0 -1
- # Diag2
- 9 6 2 12 12 12 12 8 1 128 7 128 0 -1
- # Door Horz
- 10 2 82 37 -1 37 -1 8 1 128 7 128 0 1
- 11 2 3 38 -1 38 -1 8 1 128 7 128 0 -1
- 12 2 3 39 -1 39 -1 8 1 128 7 128 0 -1
- 13 2 1 40 -1 40 -1 8 1 128 7 128 0 -1
- 14 2 17 41 -1 41 -1 8 1 128 7 128 0 2
- # Door Vert
- 15 3 82 -1 37 -1 37 8 1 128 7 128 0 1
- 16 3 3 -1 38 -1 38 8 1 128 7 128 0 -1
- 17 3 3 -1 39 -1 39 8 1 128 7 128 0 -1
- 18 3 1 -1 40 -1 40 8 1 128 7 128 0 -1
- 19 3 17 -1 41 -1 41 8 1 128 7 128 0 2
- # Horz Grill 1
- 20 2 3 6 -1 6 -1 8 1 128 7 128 0 -1
- # Vert Grill 1
- 21 3 3 -1 6 -1 6 8 1 128 7 128 0 -1
- # Horz Grill 2
- 22 2 3 9 -1 9 -1 0 1 128 7 128 0 -1
- # Vert Grill 2
- 23 3 3 -1 9 -1 9 0 1 128 7 128 0 -1
- # Horz Grill 3
- 24 2 3 10 -1 10 -1 8 4 128 7 128 0 -1
- # Vert Grill 3
- 25 3 3 -1 10 -1 10 8 4 128 7 128 0 -1
- # wall blue grey
- 26 1 2 7 7 7 7 8 4 128 7 128 0 -1
- # diag1 blue grey
- 27 5 2 7 7 7 7 8 4 128 7 128 0 -1
- # diag2 blue grey
- 28 6 2 7 7 7 7 8 4 128 7 128 0 -1
- # open block
- 29 0 1 -1 -1 -1 -1 8 4 128 7 128 0 -1
- # Hatch Horz
- 30 2 82 42 -1 42 -1 8 4 128 7 128 0 1
- 31 2 3 43 -1 43 -1 8 4 128 7 128 0 -1
- 32 2 3 44 -1 44 -1 8 4 128 7 128 0 -1
- 33 2 1 45 -1 45 -1 8 4 128 7 128 0 -1
- 34 2 17 46 -1 46 -1 8 4 128 7 128 0 2
- # Hatch Vert
- 35 3 82 -1 42 -1 42 8 4 128 7 128 0 1
- 36 3 3 -1 43 -1 43 8 4 128 7 128 0 -1
- 37 3 3 -1 44 -1 44 8 4 128 7 128 0 -1
- 38 3 1 -1 45 -1 45 8 4 128 7 128 0 -1
- 39 3 17 -1 46 -1 46 8 4 128 7 128 0 2
- #
- # THING----------------------------------------------------------------------
- # BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX
- #
- # piston
- 67 4 3 27 0 0 0 0 0 128 7 128 0 -1
- # Ceiling Light
- 68 4 1 32 0 0 0 0 0 128 7 128 1 -1
- # Floor Lamp
- 69 4 35 35 0 0 0 0 0 128 7 128 1 5
- # Pillar
- 70 4 3 30 0 0 0 0 0 128 7 128 0 -1
- # Plant
- 71 4 3 31 0 0 0 0 0 128 7 128 0 -1
- # Copper Vase
- 72 4 35 33 0 0 0 0 0 128 7 128 0 5
- # Gold Vase
- 73 4 35 34 0 0 0 0 0 128 7 128 0 5
- # Marble Vase
- 74 4 35 36 0 0 0 0 0 128 7 128 0 5
- # Blast 1
- 75 4 1 14 0 0 0 0 0 128 7 128 5 -1
- # Blast 2
- 76 4 1 15 0 0 0 0 0 128 7 128 5 -1
- # Blast 3
- 77 4 1 16 0 0 0 0 0 128 7 128 5 -1
- # Blast 4
- 78 4 1 17 0 0 0 0 0 128 7 128 5 -1
- # Toasted space
- # 79 4 1 -1 0 0 0 0 0 128 7 128 0 -1
- # BugBot
- 80 4 39 47 0 8 192 0 0 128 7 128 0 5
- # Andriod
- 81 4 39 18 0 4 192 0 0 128 7 128 0 5
- # "Bullet" object (MUST BE OBJECT 99!)
- 99 4 3 13 0 0 0 0 0 128 7 128 5 6
- # SFX------------------------------------------------------------------------
- # -- Flags -- (add up)
- # SFX_ONESHOT 1 // SFX runs once and then is done
- # SFX_LOOPING 2 // SFX runs in a loop
- # SFX_DURABLE 4 // SFX leaves last block
- # SFX_MOVEBOUNCE 8 // SFX bounces when hits an obsticle
- # SFX_MOVEDIE 16 // SFX dies when hits an obstical
- # SFX_HITTER 32 // SFX can hit things
- # SFX_MAZESOLVE 64 // SFX moves via the maze solving method
- # SFX_ALTERNATE 128 // SFX repeats cycle 0 inbetween odd cycle numbers
- # SFX_PERIODIC 256 // SFX counts up then down
- #
- # BULLET SFX MUST BE 0!
- #
- # BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL INC_ANG
- #
- # SFX 0 - "Shooting" SFX (MUST ALWAYS BE SFX 0!)
- -1 1 1 50 191 0 0 99 0 0 0
- # SFX 1 - Standard door open SFX
- -1 4 1 5 0 0 1 -1 0 0 0
- # SFX 2 - Standard door close SFX
- -1 4 1 5 0 0 -1 -1 0 0 0
- # SFX 3 - Pumping Piston
- 67 3 2 258 0 0 0 0 1 27 0
- # SFX 4 - Walking BugBot
- 80 4 1 194 0 -32 0 0 5 47 0
- # SFX 5 - "Blast" SFX
- -1 4 1 1 0 0 1 75 0 0 0
- # SFX 6 - "Pop" SFX
- -1 3 1 1 0 0 0 0 1 13 0
- # SFX 7 - Walking android
- 81 4 1 194 0 -32 0 0 3 18 0
-