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Difference between revisions of "BZW"
(OJBECT_NAME) |
|||
Line 8: | Line 8: | ||
KEY VALUE | KEY VALUE | ||
end | end | ||
− | The object names are special keywords that are | + | The object names are special keywords that are recognized by the BZW parser, unknown names will produce a warning at run time. Each object type has it's own subset of recognizedly keys and associated values, depending on what it does. All blocks must have an END statement to be valid. |
− | + | Here is small example world: | |
+ | world # simple world containing a box, pyramid, and mesh | ||
+ | name Simple World | ||
+ | size 100.0 | ||
+ | end | ||
+ | box | ||
+ | position -20 -20 0 | ||
+ | size 10 20 10 | ||
+ | end | ||
+ | pyramid | ||
+ | position 20 20 0 | ||
+ | size 10 10 20 | ||
+ | end | ||
+ | mesh | ||
+ | vertex -10 0 0 | ||
+ | vertex 10 0 0 | ||
+ | vertex 0 10 0 | ||
+ | face | ||
+ | vertices 0 1 2 | ||
+ | endface | ||
+ | end | ||
− | + | ==Object Types== | |
+ | The format of this text file consists of any number of objects listed in any order (except that physics, textureMatrix, dynamicColor, and material must come before they are referenced) separated by newlines and grouped into blocks of types. | ||
+ | The list of world types consists of: | ||
+ | *[[world]] | ||
+ | *[[options]] | ||
+ | *[[waterLevel]] | ||
+ | *[[dynamicColor]] | ||
+ | *[[textureMatrix]] | ||
+ | *[[material]] | ||
+ | *[[physics]] | ||
+ | *[[define]] | ||
+ | *[[group]] | ||
+ | *[[box]] | ||
+ | *[[pyramid]] | ||
+ | *[[teleporter]] | ||
+ | *[[base]] | ||
+ | *[[link]] | ||
+ | *[[mesh]] | ||
+ | *[[meshbox]] | ||
+ | *[[meshpyramid]] | ||
[[Category:Map_making]] | [[Category:Map_making]] |
Revision as of 21:47, 18 February 2007
The BZW format is used by BZFS to define the game world, or "map". This file is a plain text file that is loaded by the server application at start up and sent to each client when it joins the game. The map file contains a list of 3d world objects that populate the world, as well as optionally settings and options for the server to use when running.
Basic Format
All structures in the BZW format are contained in this basic block structure
OJBECT_NAME #comment KEY VALUE KEY VALUE end
The object names are special keywords that are recognized by the BZW parser, unknown names will produce a warning at run time. Each object type has it's own subset of recognizedly keys and associated values, depending on what it does. All blocks must have an END statement to be valid.
Here is small example world:
world # simple world containing a box, pyramid, and mesh name Simple World size 100.0 end box position -20 -20 0 size 10 20 10 end pyramid position 20 20 0 size 10 10 20 end mesh vertex -10 0 0 vertex 10 0 0 vertex 0 10 0 face vertices 0 1 2 endface end
Object Types
The format of this text file consists of any number of objects listed in any order (except that physics, textureMatrix, dynamicColor, and material must come before they are referenced) separated by newlines and grouped into blocks of types. The list of world types consists of: