Map & Actor File Specifications (v0.1)
The map and actor file specifications are currently in an intermediate state. As more features are added to the engine, they are sure to change. Tools will be available within the next few releases for converting simple .OBJ files to actor and map files. However, the tool will only convert the vertices, normals, and texture coordinates into the correct format initially. Other things such as portals, actors in maps, lights in maps, etc, will have to be placed by hand until better map editing tools are made available.
 
Map Specification v0.1
For a good example, see pongroom.e3m in the Pong Clone game
 
TEXTURESET [textureSetName] [NOJAR, JAR] /*JAR means that the textures/texSet are defined within a jar */
SECTOR
[sectorID]
{
TRIANGLE
  [vAX] [vAY] [vAZ], [vBX] [vBY] [vBZ], [vCX] [vCY] [vCZ], [tcAU] [tcAV], [tcBU] [tcBV], [tcCU] [tcCV], [texturesetTexName]
/*...List all the triangles in the fashion described above. Note the seperate lines. Actors and maps will eventually be much more similar in style...*/

ACTOR
  [actRegdName], [actID], [posX] [posY] [posZ], [forX] [forY] [forZ], [upX] [upY] [upZ]
/*...List all the actors in the fashion described above...*/

/*PORTAL is currently unavailable but will be used to link sectors for Portal rendering*/

/*LIGHT is currently unavailable but will be used to add lights to a sector. Lights must be added programmatically in v0.1*/
}
 
Actor Specification v0.1
For a good example, see goal.e3a in the Pong Clone game
 
TEXTURESET [textureSetName] [NOJAR, JAR]
MODEL
{
TRIANGLE [vAX] [vAY] [vAZ], [vBX] [vBY] [vBZ], [vCX] [vCY] [vCZ], [tcAU] [tcAV], [tcBU] [tcBV], [tcCU] [tcCV], [texturesetTexName]
/*...List all the triangles in the fashion described above. Unlike maps, the entire def of each item is on the same line... */

/* Bones, etc, will be defined in here once implemented */
}
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