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- // This is an example file showing what scripts for asc2map should look like.
-
- // You can get the following attirbutes from spotlights, omnis and cameras
- // (I haven't looked at ambient lights yet, but they'll probably work too,
- // or not.)
- // angle - The angle converted to quake format for angles (-1 for up,
- // -2 for down, when the slope is more than 100%)
- // length - Usefull for heights of func_plats.
- // origin - Just the origin of the thing.
- // mangle - The "look-at" point.
-
- // You can get these attributes by preceding them by the name of light/camera
- // like this:
- // "origin" light01.origin
- // So, no quotes.
-
- // Brushes (or Tri-meshes in 3ds's .asc format) can be included into an entity
- // like this:
- // {
- // "classname" "some_name"
- // "morestuff" "more_values"
- // brush "brushname"
- // brush "anotherbrushname"
- // }
- // So, no quotes around brush, but two quotes around the brush name.
- // You can also include multiple brushes in one statement using *:
- // brush "Object1*"
- // This will include all brushes whose names start with Object1
- // (no unix-like patterns like O*ect1* and no "?", just a simple * at the
- // end).
- // By the way, brushes included in a non-worldspawn entity are not included
- // in the worldspawn entity. (You don't want to open a door just to find there
- // is another-one behind it, only this-one won't open :)
- // If you want a brush in worldspawn as well as in another entity, just
- // explicitly include it in both.
-
- // An asc2map script file should contain the name of the .asc file and
- // the .map file on the first two non-empty/non-comment lines as shown.
- ascfile = "example.asc"
- mapfile = "example.map"
-
- // Each entity should be given just like in a quake .map file only each
- // line should only contain one entity member value definition and
- // each { and } should also be on a separate line.
- {
- "classname" "worldspawn" // Put exactly one worldspawn entity in your
- // scripts!
- "wad" "..\quake101.wad" // Put the name + path of your own
- // textures wad here.
- "message" "Exmaple map"
- "worldtype" "0"
- "sounds" "7"
- // All left-over brushes are automatically
- // put into the worldspawn entity so you
- // don't have to put any here.
- }
-
- // the lift
- {
- "classname" "func_button"
- "target" "lift"
- "angle" buttdir01.angle // Get the angle from the spotlight called
- // buttdir01 .
- "message" "Moving lift up."
-
- brush "button01" // In the .map file this is replaced by the
- // 3d-object called button01.
- }
- {
- "classname" "func_button"
- "target" "lift"
- "angle" buttdir02.angle
- "message" "Moving lift up."
-
- brush "button02"
- }
- {
- "classname" "func_door"
- "angle" "-1" // that's up, that is.
- "lip" "0"
- "targetname" "lift"
-
- brush "lift*" // Include all objects starting with lift into this
- // entity.
- }
-
- // some more objects
- {
- "classname" "info_player_start"
- "origin" ips.origin
- "angle" ips.angle
- }
- {
- "classname" "light_flame_small_yellow"
- "origin" lamp1.origin
- "light" "400"
- }
- {
- "classname" "light_globe"
- "origin" lamp2.origin
- "light" "400"
- }
-
-
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch01.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch02.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch03.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch04.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch05.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch06.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch07.origin
- "light" "100"
- }
- {
- "classname" "light_torch_small_walltorch"
- "origin" torch08.origin
- "light" "100"
- }
-
- // That's all there is to it. Oh yeah, comments can be given in the c++ style,
- // with a double slash (not with /* No comment! */).
-