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Sets the texture to use on the floor/ceiling of a tile. Sectors will automatically be assigned an index based on the order in which they are defined, starting with 0. Examples tileĭefines the floor and ceiling texture for a tile. Sets the texture to be used for the tile on the auto map.ĭefault is undefined (the east texture will be used). Sets the sound sequence to use for events regarding this tile.ĭefault is undefined (no sound sequence). The value must be greater than the skill's MapFilter property in order to be seen.ĭefault is undefined (tiles will only appear on map when the player has seen it).Īn optional comment about the block. Sets if the tile should appear on the auto map even if the player hasn't seen it. Prevents the tile from appearing on the overlay map. Vertical = the sides facing east/west will be offset, Horizontal = the sides facing north/south will be offset. Whether to offset the two of the side by a half-tile (typically used for doors). This can be the name of a texture, a hexadecimal color prefixed with a hash character, or "-" which indicates there is no texture for that side. Sets the texture to use on each side of the tile. Tiles will automatically be assigned an index based on the order in which they are defined, starting with 0. Example namespace = "Wolf3D" ĭefines a set of textures and properties to use for the walls of a map tile. Sets the width, in pixels, of a standard map tile.
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The namespace of the textures/actors/etc used by this map. Must be the first thing defined in a map. UWMF properties are case-insensitive but are documented as camelCase for clarity.Fractional units represent positions inside a tile. (3,1) would be a tile in the fourth column, second row. (0,0) is at the top-left (north-west) corner of the map. It is, however, not required as binary format maps can be translated on the fly with some limitations.
Wolfenstein 3d maps full#
In order to harness the full power of the ECWolf engine, this map format will need to be used. In the latter case the term 'plane' refers to the wall/floor layer or the object layer, whereas in ECWolf the term refers to a complete 2-d map layout including all objects and walls. Note that ECWolf planes are a different concept from planes in vanilla Wolfenstein 3D. Currently maps are limited to one plane (a plane in the new format is a Z layer). This is for two main reasons: whilst the format allows things to be placed independently on different walls of the grid, no editor is capable of providing this granularity also, the format is designed assuming the possibility of stacking planes, a goal for ECWolf 2.x. Maps can be created by using the export feature present in WDC and HWE. The format also handles special triggers which are possible to assign uniquely to each side of a wall - for example, one way doors or pushwalls that can be activated only from a certain direction.Ĭurrently ECWolf does not implement the entirety of the new format, and no editor is directly capable of creating it. "Deaf" enemies are defined by simply flagging them as such. A secret exit is defined by assigning a secret exit trigger to a wall. One thing the format does away with is special floor codes.
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Technically each individual wall side on a map tile could be given its own unique texture, if desired. In the future editors will, however, likely hide most of the details in defining the palettes for textures, sectors, and sound zones (previously floor codes).
Wolfenstein 3d maps portable#
The big difference is that textures are referenced by names instead of a global index, making maps much more portable than before. At its core, the format still supports the idea of planes of data which act as paintable canvases. UWMF keeps the main concepts present in vanilla Wolf3D map editing. The UDMF format should be referenced for the grammar rules.
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UWMF is loosely based on the textual map format for Doom known as Universal Doom Map Format (UDMF).
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