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Amiga Plus Leser 16
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AmigaOS_LeserCD16_02.bin
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Warp3D
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level00.lvl
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Text File
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2001-10-30
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4KB
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141 lines
# 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