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DEMO.BLK
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Text File
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1995-06-02
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10KB
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181 lines
I3D DEMO block database file version: 2.0
Background color index: 9
Shadow color index : 248
Highlight color index : 247
Floor color index : 32
Ceiling color index : 54
Number of panel defs : 70
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 BOT TOP
#
# open block
0 0 1 -1 -1 -1 -1 8 1 128 7 128 0 -1 0 256
# open block
1 0 1 -1 -1 -1 -1 0 1 128 7 128 0 -1 0 256
# open block
2 0 1 -1 -1 -1 -1 12 12 128 7 128 0 -1 0 256
# open block
3 0 1 -1 -1 -1 -1 3 1 128 7 128 0 -1 0 256
# wall stone
4 1 2 12 12 12 12 8 1 128 7 128 0 -1 0 256
# wall round rocks
5 1 2 5 5 5 5 8 1 128 7 128 0 -1 0 256
# wall sf
6 1 2 11 11 11 11 8 4 128 7 128 0 -1 0 256
# wall wood
7 1 2 2 2 2 2 8 1 128 7 128 0 -1 0 256
# Diag1
8 5 2 12 12 12 12 8 1 128 7 128 0 -1 0 256
# Diag2
9 6 2 12 12 12 12 8 1 128 7 128 0 -1 0 256
# Door Horz
10 2 82 37 -1 37 -1 8 1 128 7 128 0 1 0 256
11 2 3 38 -1 38 -1 8 1 128 7 128 0 -1 0 256
12 2 3 39 -1 39 -1 8 1 128 7 128 0 -1 0 256
13 2 1 40 -1 40 -1 8 1 128 7 128 0 -1 0 256
14 2 17 41 -1 41 -1 8 1 128 7 128 0 2 0 256
# Door Vert
15 3 82 -1 37 -1 37 8 1 128 7 128 0 1 0 256
16 3 3 -1 38 -1 38 8 1 128 7 128 0 -1 0 256
17 3 3 -1 39 -1 39 8 1 128 7 128 0 -1 0 256
18 3 1 -1 40 -1 40 8 1 128 7 128 0 -1 0 256
19 3 17 -1 41 -1 41 8 1 128 7 128 0 2 0 256
# Horz Grill 1
20 2 3 6 -1 6 -1 8 1 128 7 128 0 -1 0 256
# Vert Grill 1
21 3 3 -1 6 -1 6 8 1 128 7 128 0 -1 0 256
# Horz Grill 2
22 2 3 9 -1 9 -1 0 1 128 7 128 0 -1 0 256
# Vert Grill 2
23 3 3 -1 9 -1 9 0 1 128 7 128 0 -1 0 256
# Horz Grill 3
24 2 3 10 -1 10 -1 8 4 128 7 128 0 -1 0 256
# Vert Grill 3
25 3 3 -1 10 -1 10 8 4 128 7 128 0 -1 0 256
# wall blue grey
26 1 2 7 7 7 7 8 4 128 7 128 0 -1 0 256
# diag1 blue grey
27 5 2 7 7 7 7 8 4 128 7 128 0 -1 0 256
# diag2 blue grey
28 6 2 7 7 7 7 8 4 128 7 128 0 -1 0 256
# open block
29 0 1 -1 -1 -1 -1 8 4 128 7 128 0 -1 0 256
# Hatch Horz
30 2 82 42 -1 42 -1 8 4 128 7 128 0 1 0 256
31 2 3 43 -1 43 -1 8 4 128 7 128 0 -1 0 256
32 2 3 44 -1 44 -1 8 4 128 7 128 0 -1 0 256
33 2 1 45 -1 45 -1 8 4 128 7 128 0 -1 0 256
34 2 17 46 -1 46 -1 8 4 128 7 128 0 2 0 256
# Hatch Vert
35 3 82 -1 42 -1 42 8 4 128 7 128 0 1 0 256
36 3 3 -1 43 -1 43 8 4 128 7 128 0 -1 0 256
37 3 3 -1 44 -1 44 8 4 128 7 128 0 -1 0 256
38 3 1 -1 45 -1 45 8 4 128 7 128 0 -1 0 256
39 3 17 -1 46 -1 46 8 4 128 7 128 0 2 0 256
# open block (256)
40 0 1 -1 -1 -1 -1 67 68 256 8 256 0 -1 0 256
# wall (256)
41 1 2 67 67 67 67 67 68 256 8 256 0 -1 0 256
# glass teapot (floating) (The teapot is an example of a "trimmed" texture)
42 4 33 66 40 0 0 0 0 256 8 116 0 5 64 180
# glass teapot
43 4 35 66 0 0 0 0 0 256 8 116 0 5 0 116
# glass teapot under lamp
44 4 35 66 68 0 0 0 0 256 8 116 0 5 0 116
# decal wall on sf wall
45 1 11 69 69 69 69 6 68 256 8 256 0 -1 0 256
#
# THING----------------------------------------------------------------------
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX BOT TOP
#
# piston
67 4 3 27 0 0 0 0 0 128 7 128 0 -1 0 256
# Ceiling Light
68 4 1 32 0 0 0 0 0 128 7 128 1 -1 0 256
# Floor Lamp
69 4 35 35 0 0 0 0 0 128 7 128 1 5 0 256
# Pillar
70 4 3 30 0 0 0 0 0 128 7 128 0 -1 0 256
# Plant
71 4 3 31 0 0 0 0 0 128 7 128 0 -1 0 256
# Copper Vase
72 4 35 33 0 0 0 0 0 128 7 128 0 5 0 256
# Gold Vase
73 4 35 34 0 0 0 0 0 128 7 128 0 5 0 256
# Marble Vase
74 4 35 36 0 0 0 0 0 128 7 128 0 5 0 256
# Blast 1
75 4 1 14 0 0 0 0 0 128 7 128 5 -1 0 256
# Blast 2
76 4 1 15 0 0 0 0 0 128 7 128 5 -1 0 256
# Blast 3
77 4 1 16 0 0 0 0 0 128 7 128 5 -1 0 256
# Blast 4
78 4 1 17 0 0 0 0 0 128 7 128 5 -1 0 256
# Toasted space
# 79 4 1 -1 0 0 0 0 0 128 7 128 0 -1 0 256
# BugBot
80 4 39 47 0 8 0 0 0 128 7 128 0 5 0 256
# Andriod
81 4 39 18 0 4 0 0 0 128 7 128 0 5 0 256
# "Bullet" object (MUST BE OBJECT 99!)
99 4 3 13 0 0 0 0 0 128 7 128 5 6 0 256
# 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 32 0 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 32 0 0 0 3 18 0