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- # SIZE specifies level size
- # n m size in x and z direction
- # This means that the actual level has this much cells,
- # but n+1,m+1 cross sections
- SIZE 2 4
- # CAMERA specifies x y z and directions of camera on
- # level entry (not yet)
- # CAMERA 32 64 32 0 0
- # POINTS description
- # This describes ALL vertices in the level
- POINTS
- 0 0 0 1 1 1 # 0
- 0 128 0 .2 .2 .2
- 0 128 64 1 1 1
- 0 0 64 .5 .5 .5
- 0 16 64 .2 .2 .2
- 0 16 128 .6 .6 .6 # 5
- 0 128 128 .2 .2 .2
- 0 24 128 .2 .2 .2
- 0 16 128 .5 .5 .5
- 0 128 192 1 .8 .8
- 0 24 192 .2 .2 .2 # 10
- 64 128 192 .5 .5 .5
- 64 24 192 .2 .2 .2
- 64 24 128 .2 .2 .2
- 64 16 128 .6 .6 .6
- 64 16 64 .2 .2 .2 # 15
- 64 0 64 .6 .6 .6
- 64 0 0 .3 .3 .3
- 128 0 0 .6 .6 .6
- 128 0 64 .2 .4 .2
- 128 0 128 .2 .2 .2 # 20
- 128 16 128 .2 .2 .2
- 128 24 192 .2 .2 .2
- 64 20 192 .3 .3 .3
- 128 74 192 .3 .3 1
- 128 74 128 .2 .2 .2 # 25
- 128 74 64 1 1 .2
- 128 74 0 .2 .2 .2
- 64 128 0 .5 .5 .5
- 64 128 64 .5 .5 .5
- 64 128 128 .2 1.0 1.0 # 30
- 64 74 192 .5 .5 .5
- 64 20 256 .5 .5 .5
- 128 20 256 .5 .5 .5
- 128 74 256 .5 .5 .5
- 64 74 256 .5 .5 .5 #35
- END
- # NORMALS sections
- # Each of those normals may occur in any number of polygons
- # throughout the level. Each is only rotated once
- NORMALS
- 1 0 0 # 0 faces right
- 0 -1 0 # 1 faces down
- 0 1 0 # 2 faces up
- -1 0 0 # 3 faces left
- -0.53 -0.85 0 # 4 faces halfway down
- 0 0 -1 # 5 faces towards screen
- 0 0 1 # 6 faces away
- 0 1 0 # 7 faces slightly front and up
- END
- # TEXTURES section
- # This is simply a list of texture file names,
- # one per line. The position within the list will later be used
- # as an index to access the texture
- TEXTURES
- "StoneFloor.png"
- "SonicWall.png"
- "SteelDoor.png"
- "WarningWall.png"
- "WarningWall2.png"
- "WarpDoor.png"
- "Fans.png"
- "FloorTile.png"
- "metal.png"
- "window.png"
- END
- # CELLS section
- # Contains the polygons of the level
- # Each cell starts with CELL <x> <z> <open>
- # where x z are the grid coordinates. (This allows us to skip empty cells)
- # <open> is a four-bit vector telling wether this cell is open
- # to the back, right, front, and left (in that order).
- # After that follow the polygons for that cell, with this format:
- # Untextured Polygon
- # . <num_edges> <pts_0> ... <pts_n> <normal> <rgb>
- # Textured Polygon
- # <tex_nr> <num_edges> <pts_0> <u_0> <v_0> ... <pts_n> <u_n <v_n> <normal>
- # u/v coordinates are in the range 0..1 to allow easy exchange of different
- # sized textures.
- # Constraints:
- # - No polygon may be located in more then one cell
- # - No polygon may be overlap cell boundaries
- # - Normals should be within the cell
- # - First polygon must be ground plane
- # - Second must be ceiling plane
- #
- # End the chunk with an END
- #
- # nr _points__ normal color
- CELL 0 0 1 1 0 0
- 7 4 0 0 0 3 1 0 16 1 1 17 0 1 2
- 6 4 1 0 1 2 0 0 29 1 0 28 1 1 1
- 1 4 1 0 0 28 1 0 17 1 1 0 0 1 6
- . 4 3 16 15 4 5 0.95 0 0
- 5 4 0 0 1 1 0 0 2 1 0 3 1 1 0
- CELL 1 0 1 0 0 1
- 7 4 17 0 0 16 1 0 19 1 1 18 0 1 2
- 3 4 28 0 0 29 1 0 26 1 1 27 0 1 4
- 3 4 17 0 0 28 1 0 27 .5 1 18 0 1 6
- 8 4 27 0 0 26 1 0 19 1 1 18 0 1 3
- CELL 0 1 1 1 1 0
- 7 4 4 0 0 5 1 0 14 1 1 15 0 1 2
- 6 4 2 0 0 6 1 0 30 1 1 29 0 1 1
- 2 4 2 0 0 6 1 0 8 1 1 4 0 1 0
- . 4 7 8 14 13 5 0.95 0 0
- CELL 1 1 1 0 1 1
- 7 4 16 0 1 14 0 0 21 1 0 19 1 1 7
- 4 4 29 0 0 30 1 0 25 1 1 26 0 1 4
- . 3 16 15 14 0 0.95 0 0
- 8 4 26 0 0 25 1 0 21 1 .75 19 0 1 3
- CELL 0 2 0 1 1 0
- 7 4 7 0 0 10 1 0 12 1 1 13 0 1 2
- 6 4 6 0 0 9 1 0 11 1 1 30 0 1 1
- 1 4 6 0 0 9 1 0 10 1 1 7 0 1 0
- 1 4 9 0 0 11 1 0 12 1 1 10 0 1 5
- 9 4 30 0 0 11 1 0 12 1 1 13 0 1 3
- CELL 1 2 1 0 1 1
- 7 4 23 0 0 22 1 0 21 1 1 14 0 1 2
- 3 4 30 0 0 11 1 0 24 1 1 25 0 1 4
- 8 4 25 0 0 24 1 0 22 1 .75 21 0 .75 3
- 3 3 11 0 0 24 1 1 31 0 1 5
- . 4 12 23 14 13 0 0 0 0.95
- CELL 1 3 0 0 1 0
- 7 4 32 0 0 33 1 0 22 1 1 23 0 1 2
- 2 4 35 0 0 34 1 0 24 1 1 31 0 1 1
- 3 4 31 0 0 35 1 0 32 1 1 23 0 1 0
- 3 4 35 0 0 34 1 0 33 1 1 32 0 1 5
- 3 4 24 0 0 34 1 0 33 1 1 22 0 1 3
- END
-