From a5261c1b01f54486cf31b20e9a65414180f03849 Mon Sep 17 00:00:00 2001 From: suhrke Date: Mon, 3 Jul 2017 17:08:08 -0700 Subject: [PATCH] Added reflex map format file --- reflex-mapping.txt | 31 +++++++++++++++++++++++++++++++ 1 file changed, 31 insertions(+) create mode 100644 reflex-mapping.txt diff --git a/reflex-mapping.txt b/reflex-mapping.txt new file mode 100644 index 0000000..2a76ad3 --- /dev/null +++ b/reflex-mapping.txt @@ -0,0 +1,31 @@ +======================= +=The Reflex Map Format= +======================= + +Worldspawn contains all brushes and entities. The maps I've seen contain only a single Worldspawn. + +"Pickup" denoted by ID number. We stored the Reflex to Xonotic conversion in r2x.pck + + + + +"PlayerSpawn" consists of coordinate (Vector3), + angle (first element of Vector3), + team indicator (on individual lines), + game type indicator (on individual lines) + +-"JumpPad" stored as a brush and a Target + +-"Teleporter" stored as a brush and a Target + +-"Target" stored as a position (Vector3) and + a "name" (String32) + ***Target can be destination of teleports OR jump pads + +-"RaceStart" stored as a brush + +-"RaceFinish" stored as a brush + +That's all we have converted so far but we intend to convert Effect, +PointLight, Prefab, CameraPath, and possibly liquids. +