/
quake4.game
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/
quake4.game
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<?xml version="1.0"?>
<game
type="quake4"
index="25"
name="Quake 4"
enginepath_win32="C:/games/quake4/"
enginepath_linux="/usr/local/games/quake4/"
enginepath_macos="/usr/local/games/quake4/"
engine_win32="Quake4.exe"
engine_linux="Quake4"
engine_macos="Quake4.app"
prefix=".quake4"
basegame="q4base"
basegamename="Quake 4"
unknowngamename="Custom Quake 4 modification"
archivetypes="pk4"
modeltypes="lwo ase md5mesh"
maptypes="mapdoom3"
shaders="doom3"
entityclass="doom3"
entities="doom3"
brushtypes="doom3"
patchtypes="doom3 def2doom3"
registryKey="SOFTWARE\id\Doom 3"
registryValue="InstallPath"
>
<!-- Types of resource files which are used by this game -->
<filetypes>
<texture>
<extension>tga</extension>
<extension>jpg</extension>
<extension>dds</extension>
</texture>
</filetypes>
<!-- Filters to use for the filter system -->
<filtersystem>
<filter name="World geometry">
<filterCriterion
type="entityclass"
match="worldspawn"
action="hide" />
</filter>
<filter name="Caulk">
<filterCriterion
type="texture"
match="textures/common/caulk"
action="hide" />
</filter>
<filter name="Collision surfaces">
<filterCriterion
type="texture"
match="textures/common/collision"
action="hide" />
<filterCriterion
type="texture"
match="tdm_collision_.*"
action="hide" />
</filter>
<filter name="Lights">
<filterCriterion type="entityclass" match="light" action="hide" />
<filterCriterion type="entityclass" match="light_.*" action="hide" />
</filter>
<filter name="Func_static Entities">
<filterCriterion type="entityclass" match="func_static" action="hide" />
</filter>
<filter name="All entities">
<filterCriterion type="entityclass" match=".*" action="hide" />
<filterCriterion type="entityclass" match="worldspawn" action="show" />
</filter>
<filter name="Visportals">
<filterCriterion type="texture" match="textures/editor/visportal" action="hide" />
<filterCriterion type="texture" match="textures/common/nodraw" action="hide" />
</filter>
<filter name="Decals">
<filterCriterion type="texture" match="textures(.*)decals(.*)" action="hide" />
</filter>
<filter name="Clip Textures">
<filterCriterion
type="texture"
match="textures/common/(.*)_clip$"
action="hide" />
<filterCriterion type="texture" match="textures/common/clip(_plusmovables)*$" action="hide" />
<filterCriterion type="texture" match="textures/common/moveableclipmodel" action="hide" />
</filter>
<filter name="Trigger Textures">
<filterCriterion
type="texture"
match="textures/common/trig(.*)"
action="hide" />
</filter>
<filter name="Nodraw Textures">
<filterCriterion
type="texture"
match="textures/common/nodraw(.*)"
action="hide" />
<filterCriterion
type="texture"
match="textures/common/tdm_nodraw(.*)"
action="hide" />
</filter>
<filter name="Shadow Textures">
<filterCriterion
type="texture"
match="textures/common/shadow(.*)"
action="hide" />
</filter>
<filter name="Patches">
<filterCriterion type="object" match="patch" action="hide" />
</filter>
<filter name="Brushes">
<filterCriterion type="object" match="brush" action="hide" />
</filter>
<filter name="Weather Textures">
<filterCriterion type="texture" match="textures/darkmod/weather/.*" action="hide" />
</filter>
<filter name="Paths">
<filterCriterion type="entityclass" match="path_.*" action="hide" />
</filter>
</filtersystem>
<filesystem>
<shaders>
<basepath>materials</basepath>
<extension>mtr</extension>
</shaders>
<fonts>
<basepath>fonts</basepath>
<extension>dat</extension>
</fonts>
</filesystem>
<defaults>
<lightShader value="lights/defaultPointLight" />
<lightScale>2</lightScale>
<lightRadius value="320 320 320" />
<maxWorldCoord value="65536" />
<minWorldCoord value="-65536" />
<defaultTexture value="_default" />
<collisionTexture value="textures/common/collision" />
<monsterClipShader value="textures/common/monster_clip" />
<visportalShader value="textures/editor/visportal" />
<nodrawShader value="textures/common/nodraw" />
<collisionModelExt value="cm" />
<defaultCurveEntity value="func_splinemover" />
<curveNurbsKey value="curve_Nurbs" />
<curveCatmullRomKey value="curve_CatmullRomSpline" />
<bindKey value="bind" />
<playerHeight value="64" />
<speakerMinRadius value="24" />
<speakerMaxRadius value="32" />
<guiSmallFontLimit value="0.15" />
<guiMediumFontLimit value="0.30" />
</defaults>
<entityChooser>
<displayFolderKey value="editor_displayFolder" />
</entityChooser>
<entityInspector>
<property match="origin" category="Basic" type="vector3">The origin of this object in 3D space</property>
<property match="classname" category="Basic" type="classname">The classname of this entity. This must be a recognised class defined in one of the DEF files, and governs the overall behaviour of the entity</property>
<property match="name" category="Basic" type="text">The displayed name of this entity. This can be arbitrary, but must be unique across the entire map</property>
<property match="rotation" category="Basic" type="text" />
<property match="_color" category="Basic" type="colour" />
<property match="angle"
category="Basic"
type="angle"
options="0,360">The direction this entity initially faces. Generally applied to AI or player_start entities.</property>
<property match="falloff" category="Light" type="text" />
<property match="light_radius" category="Light" type="vector3" />
<property match="light_rotation" category="Light" type="text" />
<property match="light_center" category="Light" type="vector3" />
<property match="light_target" category="Light" type="vector3" />
<property match="light_up" category="Light" type="vector3" />
<property match="light_right" category="Light" type="vector3" />
<property match="light_start" category="Light" type="vector3" />
<property match="light_end" category="Light" type="vector3" />
<property match="parallel" category="Light" type="bool" />
<property match="nodiffuse" category="Light" type="bool" />
<property match="noshadows" category="Light" type="bool" />
<property match="nospecular" category="Light" type="bool" />
<property
match="texture"
category="Light"
type="texture"
options="lights,fogs"
/>
<property match="extinguished" category="Light" type="bool" />
<property match="model" category="Model" type="model">The displayed model or particle system for this entity. For a func_static or other entity type which can have brushes as children, this key must be set to the same value as "name" if brushes are used</property>
<property match="model_lit" category="Model" type="model">The model or particle system to be used when this entity is lit (i.e. for torches).</property>
<property match="model_extinguished" category="Model" type="model">The model or particle system to be used when this torch entity is extinguished.</property>
<property match="skin" category="Model" type="skin" />
<property match="noshadows" category="Model" type="bool" />
<property match="solid" category="Model" type="bool" />
<property match="target" category="Links" type="entity" />
<property match="target0" category="Links" type="entity" />
<property match="target1" category="Links" type="entity" />
<property match="target2" category="Links" type="entity" />
<property match="target3" category="Links" type="entity" />
<property match="target4" category="Links" type="entity" />
<property match="target5" category="Links" type="entity" />
<property match="target6" category="Links" type="entity" />
<property match="target7" category="Links" type="entity" />
<property match="target8" category="Links" type="entity" />
<property match="target9" category="Links" type="entity" />
<property match="target10" category="Links" type="entity" />
<property match="bind" category="Links" type="entity" />
<property match="bindToJoint" category="Links" type="text" />
<property match="s_shader" category="Sound" type="sound" />
<property match="snd_.*" category="Sound" type="sound" hidden="1" />
<property match="s_mindistance" category="Sound" type="text" />
<property match="s_maxdistance" category="Sound" type="text" />
<property match="s_looping" category="Sound" type="bool" />
<property match="s_waitfortrigger" category="Sound" type="bool" />
<property match="s_occlusion" category="Sound" type="bool" />
<property match="s_omni" category="Sound" type="bool" />
<property match="s_volume" category="Sound" type="text" />
<property match="s_global" category="Sound" type="bool" />
</entityInspector>
<!-- Game-specific values for light entities -->
<light>
<!-- List of prefixes that may be used to represent light shaders -->
<texture>
<prefix>lights</prefix>
<prefix>fogs</prefix>
</texture>
</light>
<!-- Information about the map format, for loading and saving -->
<mapFormat>
<floatPrecision value="16" />
<fileExtension value="map" />
<mapFolder value="maps/" />
<prefabFolder value="prefabs/" />
<!-- Compatibility options -->
<compatibility>
<addDummyBrushes value="false" />
</compatibility>
<lastCameraPositionKey value="editor_drLastCameraPos" />
<lastCameraAngleKey value="editor_drLastCameraAngle" />
<!-- The root key names of the map positions (e.g. editor_drMapPos1) -->
<mapPositionPosKey value="editor_drMapPos" />
<mapPositionAngleKey value="editor_drMapAngle" />
<playerStartPoint value="info_player_start" />
<infoFileExtension value=".darkradiant" />
</mapFormat>
</game>