WCEmu v1.5.7

ACTORDEF

Wld actor definition

ACTORDEF "tag"
	// The callback function for the actor
 	 // Argument 1 (%s): The callback function
	CALLBACK "1"
	// The bounds reference for the actor
 	 // Argument 1 (%d): The bounds reference
	BOUNDSREF 1
	// The current action of the actor
 	 // Argument 1 (%s): The current action
	CURRENTACTION? "1"
	// The location of the actor
 	 // Argument 1 (%0.8e): The x coordinate
 	 // Argument 2 (%0.8e): The y coordinate
 	 // Argument 3 (%0.8e): The z coordinate
 	 // Argument 4 (%d): The x rotation
 	 // Argument 5 (%d): The y rotation
 	 // Argument 6 (%d): The z rotation
	LOCATION? 1.12345678 2.12345678 3.12345678 4 5 6
	// The active geometry of the actor
 	 // Argument 1 (%s): The active geometry
	ACTIVEGEOMETRY? "1"
	// The number of actions for the actor
 	 // Argument 1 (%d): The number of actions
	NUMACTIONS 1
		// Action entry
		ACTION
		// Unknown entry 1
 		 // Argument 1 (%d): value of unk1
		UNK1 1
		// Number of levels of detail
 		 // Argument 1 (%d): Number of levels of detail
		NUMLEVELSOFDETAIL 1
			// Level of detail entry
			LEVELOFDETAIL
			// Sprite entry tag
 			 // Argument 1 (%s): sprite tag
			SPRITE "1"
			// Sprite index
 			 // Argument 1 (%d): Sprite index
			SPRITEINDEX 1
			// Minimum distance to render LOD
 			 // Argument 1 (%0.8e): Minimum distance
			MINDISTANCE 1.12345678
	// Ignored in RoF2. 0x80 flag. This gets ignored if ActorInst doesn't have it. Likely need to use hierarchysprite flag for things like boats
 	 // Argument 1 (%d): 0: no, 1: yes
	USEMODELCOLLIDER 1
	// Unknown property 2
 	 // Argument 1 (%d): Unknown property 2
	USERDATA 1

ACTORINST

Wld actor instance

ACTORINST "tag"
	// Reference to the actor's sprite tag
 	 // Argument 1 (%s): Actor's sprite reference tag
	DEFINITION "1"
	// The current action of the actor
 	 // Argument 1 (%s): The current action
	CURRENTACTION? "1"
	// The location of the actor
 	 // Argument 1 (%0.8e): The x coordinate
 	 // Argument 2 (%0.8e): The y coordinate
 	 // Argument 3 (%0.8e): The z coordinate
 	 // Argument 4 (%d): The x rotation
 	 // Argument 5 (%d): The y rotation
 	 // Argument 6 (%d): The z rotation
	LOCATION? 1.12345678 2.12345678 3.12345678 4 5 6
	// Radius around the actor instance for bounds
 	 // Argument 1 (%0.8e): Radius
	BOUNDINGRADIUS? 1.12345678
	// Scale factor of the actor instance
 	 // Argument 1 (%0.8e): Scale factor amount
	SCALEFACTOR? 1.12345678
	// Has a sound tag attached?
 	 // Argument 1 (%s): NULL if empty, sound tag
	SOUND? "1"
	// Is actor instance active?
 	 // Argument 1 (%d): NULL if empty, 1 if set to true
	ACTIVE? 1
	// Uses sprite volume?
 	 // Argument 1 (%d): NULL empty
	SPRITEVOLUMEONLY? 1
	// References an RGB Track?
 	 // Argument 1 (%s): NULL if not set, tag otherwise
	DMRGBTRACK? "1"
	// Reference to sphere tag
 	 // Argument 1 (%s): tag of sphere
	SPHERE "1"
	// Radius of sphere
 	 // Argument 1 (%0.8e): radius of sphere
	SPHERERADIUS 1.12345678
	// Use a bounding box
 	 // Argument 1 (%d): 0: false, 1: true
	USEBOUNDINGBOX 1
	// Unknown property 2
 	 // Argument 1 (%d): Unknown property 2
	USERDATA 1

AMBIENTLIGHT

Wld Ambient Light

AMBIENTLIGHT "tag"
	LIGHT 1.12345678
	REGIONLIST 1 1

BLITSPRITEDEF

Wld Blit Sprite

BLITSPRITEDEF "tag"
	// Sprite tag
 	 // Argument 1 (%s): Name of tag
	SPRITE "1"
	// Method for rendering
 	 // Argument 1 (%s): Rendering method
	RENDERMETHOD "1"
	// Is Transparent
 	 // Argument 1 (%d): 0: false, 1: true
	TRANSPARENT 1

DMSPRITEDEF

Wld DM sprite definition

DMSPRITEDEF "tag"
	// The index of the tag
 	 // Argument 1 (%d): The index of the tag
	TAGINDEX 1
	// Fragment 1
 	 // Argument 1 (%d): fragment index
	FRAGMENT1 1
	// Material palette tag
 	 // Argument 1 (%s): Tag
	MATERIALPALETTE "1"
	// Fragment 3
 	 // Argument 1 (%d): fragment 3
	FRAGMENT3 1
	// center?
 	 // Argument 1 (%0.8e): The x coordinate
 	 // Argument 2 (%0.8e): The y coordinate
 	 // Argument 3 (%0.8e): The z coordinate
	CENTER? 1.12345678 2.12345678 3.12345678
	// params1
 	 // Argument 1 (%d): params1
 	 // Argument 2 (%d): params1
 	 // Argument 3 (%d): params1
	PARAMS1? 1 2 3
	// The number of vertices in the sprite
 	 // Argument 1 (%d): The number of vertices
	NUMVERTICES 1
		// The coordinates of a vertex
 		 // Argument 1 (%0.8e): The x coordinate
 		 // Argument 2 (%0.8e): The y coordinate
 		 // Argument 3 (%0.8e): The z coordinate
		XYZ 1.12345678 2.12345678 3.12345678
	// The number of texture coords
 	 // Argument 1 (%d): The number of tex coords
	NUMTEXCOORDS 1
		// The coordinates of a texture normal
 		 // Argument 1 (%0.8e): The u coordinate
 		 // Argument 2 (%0.8e): The v coordinate
		UV 1.12345678 2.12345678
	// The number of vertex normals in the sprite
 	 // Argument 1 (%d): The number of vertex normals
	NUMNORMALS 1
		// The coordinates of a texture normal
 		 // Argument 1 (%0.8e): The x coordinate
 		 // Argument 2 (%0.8e): The y coordinate
 		 // Argument 3 (%0.8e): The z coordinate
		XYZ 1.12345678 2.12345678 3.12345678
	// The number of vertex colors in the sprite
 	 // Argument 1 (%d): The number of vertex colors
	NUMCOLORS 1
		// The coordinates of a vertex
 		 // Argument 1 (%d): Red
 		 // Argument 2 (%d): Green
 		 // Argument 3 (%d): Blue
 		 // Argument 4 (%d): Alpha
		RGBA 1 2 3 4
	// The number of face2s in the sprite
 	 // Argument 1 (%d): The number of face2s
	NUMFACES 1
		// DM Face 2 Entries
		DMFACE
		// face flags
 		 // Argument 1 (%d): face flags
		FLAG 1
		// face data
 		 // Argument 1 (%d): Index 0 of face data
 		 // Argument 2 (%d): Index 1 of face data
 		 // Argument 3 (%d): Index 2 of face data
 		 // Argument 4 (%d): Index 3 of face data
		DATA 1 2 3 4
		// Triangle indexes
 		 // Argument 1 (%d): Index 0 of triangle
 		 // Argument 2 (%d): Index 1 of triangle
 		 // Argument 3 (%d): Index 2 of triangle
		TRIANGLE 1 2 3
	// The number of mesh operations in the sprite
 	 // Argument 1 (%d): The number of mesh operations
	NUMMESHOPS 1
		// A mesh operation
 		 // Argument 1 (%d): arg 0
 		 // Argument 2 (%d): arg 1
 		 // Argument 3 (%0.8e): arg 2
 		 // Argument 4 (%d): arg 3
 		 // Argument 5 (%d): arg 4
		MESHOP 1 2 3.12345678 4 5
	// The skin assignment groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%s): The data of the group
	SKINASSIGNMENTGROUPS 1 2 3
	// data 8 information
 	 // Argument 1 (%d): 8 info
	DATA8 1
	// The face material groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%d): The data of the group
 	 // Argument 3 (%d): The data of the group
	FACEMATERIALGROUPS 1 2 3
	// The vertex material groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%d): The data of the group
 	 // Argument 3 (%d): The data of the group
	VERTEXMATERIALGROUPS 1 2 3
	// params2
 	 // Argument 1 (%d): params2
 	 // Argument 2 (%d): params2
 	 // Argument 3 (%d): params2
	PARAMS2? 1 2 3

DMSPRITEDEF2

Wld DM sprite definition

DMSPRITEDEF2 "tag"
	// The index of the tag
 	 // Argument 1 (%d): The index of the tag
	TAGINDEX 1
	// The center offset of the sprite
 	 // Argument 1 (%0.8e): The x offset
 	 // Argument 2 (%0.8e): The y offset
 	 // Argument 3 (%0.8e): The z offset
	CENTEROFFSET 1.12345678 2.12345678 3.12345678
	// The number of vertices in the sprite
 	 // Argument 1 (%d): The number of vertices
	NUMVERTICES 1
		// The coordinates of a vertex
 		 // Argument 1 (%0.8e): The x coordinate
 		 // Argument 2 (%0.8e): The y coordinate
 		 // Argument 3 (%0.8e): The z coordinate
		XYZ 1.12345678 2.12345678 3.12345678
	// The number of UVs in the sprite
 	 // Argument 1 (%d): The number of UVs
	NUMUVS 1
		// UV entry
 		 // Argument 1 (%0.8e): U on UV map
 		 // Argument 2 (%0.8e): V on UV map
		UV 1.12345678 2.12345678
	// The number of vertex normals in the sprite
 	 // Argument 1 (%d): The number of vertex normals
	NUMVERTEXNORMALS 1
		// The coordinates of a texture normal
 		 // Argument 1 (%0.8e): The x coordinate
 		 // Argument 2 (%0.8e): The y coordinate
 		 // Argument 3 (%0.8e): The z coordinate
		XYZ 1.12345678 2.12345678 3.12345678
	// The number of vertex colors in the sprite
 	 // Argument 1 (%d): The number of vertex colors
	NUMVERTEXCOLORS 1
		// The coordinates of a vertex
 		 // Argument 1 (%d): Red
 		 // Argument 2 (%d): Green
 		 // Argument 3 (%d): Blue
 		 // Argument 4 (%d): Alpha
		RGBA 1 2 3 4
	// The skin assignment groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%s): The data of the group
	SKINASSIGNMENTGROUPS 1 2 3
	// The material palette used by the sprite
 	 // Argument 1 (%s): The name of the material palette
	MATERIALPALETTE "1"
	// The DM track instance
 	 // Argument 1 (%s): The track instance
	DMTRACKINST "1"
	// The polyhedron definition
 	 // Argument 1 (%s): The definition of the polyhedron
	POLYHEDRON "1"
	// The definition reference
 	 // Argument 1 (%s): The definition
	DEFINITION "1"
	// The number of face2s in the sprite
 	 // Argument 1 (%d): The number of face2s
	NUMFACE2S 1
		// DM Face 2 Entries
		DMFACE2
		// Is face passable?
 		 // Argument 1 (%d): Is face passable?
		PASSABLE 1
		// Triangle indexes
 		 // Argument 1 (%d): Index 0 of triangle
 		 // Argument 2 (%d): Index 1 of triangle
 		 // Argument 3 (%d): Index 2 of triangle
		TRIANGLE 1 2 3
	// The number of mesh operations in the sprite
 	 // Argument 1 (%d): The number of mesh operations
	NUMMESHOPS 1
		// A mesh operation
 		 // Argument 1 (%d): arg 0
 		 // Argument 2 (%d): arg 1
 		 // Argument 3 (%0.8e): arg 2
 		 // Argument 4 (%d): arg 3
 		 // Argument 5 (%d): arg 4
		MESHOP 1 2 3.12345678 4 5
	// The face material groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%d): The data of the group
 	 // Argument 3 (%d): The data of the group
	FACEMATERIALGROUPS 1 2 3
	// The vertex material groups
 	 // Argument 1 (%d): The size of the group
 	 // Argument 2 (%d): The data of the group
 	 // Argument 3 (%d): The data of the group
	VERTEXMATERIALGROUPS 1 2 3
	// The minimum bounding box coordinates
 	 // Argument 1 (%0.8e): The x coordinate
 	 // Argument 2 (%0.8e): The y coordinate
 	 // Argument 3 (%0.8e): The z coordinate
	BOUNDINGBOXMIN 1.12345678 2.12345678 3.12345678
	// The maximum bounding box coordinates
 	 // Argument 1 (%0.8e): The x coordinate
 	 // Argument 2 (%0.8e): The y coordinate
 	 // Argument 3 (%0.8e): The z coordinate
	BOUNDINGBOXMAX 1.12345678 2.12345678 3.12345678
	// The bounding radius of the sprite
 	 // Argument 1 (%0.8e): The bounding radius
	BOUNDINGRADIUS 1.12345678
	// The FPS scale of the sprite
 	 // Argument 1 (%d): The FPS scale
	FPSCALE 1
	// The hex one flag
 	 // Argument 1 (%d): The hex one flag
	HEXONEFLAG 1
	// The hex two flag
 	 // Argument 1 (%d): The hex two flag
	HEXTWOFLAG 1
	// The hex four thousand flag
 	 // Argument 1 (%d): The hex four thousand flag
	HEXFOURTHOUSANDFLAG 1
	// The hex eight thousand flag
 	 // Argument 1 (%d): The hex eight thousand flag
	HEXEIGHTTHOUSANDFLAG 1
	// The hex ten thousand flag
 	 // Argument 1 (%d): The hex ten thousand flag
	HEXTENTHOUSANDFLAG 1
	// The hex twenty thousand flag
 	 // Argument 1 (%d): The hex twenty thousand flag
	HEXTWENTYTHOUSANDFLAG 1

DMTRACKDEF2

Wld DM Track Def 2

DMTRACKDEF2 "tag"
	SLEEP 1
	PARAM2 1
	FPSCALE 1
	SIZE6 1
	NUMFRAMES 1
		NUMVERTICES 1
			XYZ 1.12345678 2.12345678 3.12345678

EQGANIDEF

EQG Animation Definition

EQGANIDEF "tag"
	VERSION 1
	STRICT 1
	NUMBONES 1
		BONE "1"
		NUMFRAMES 1
			FRAME
			MILLISECONDS 1
			TRANSLATION 1.12345678 2.12345678 3.12345678
			ROTATION 1.12345678 2.12345678 3.12345678 4.12345678
			SCALE 1.12345678 2.12345678 3.12345678

EQGLAYERDEF

EQG Layer Definition

EQGLAYERDEF "tag"
	VERSION 1
	NUMLAYERS 1
		LAYER
		MATERIAL "1"
		DIFFUSE "1"
		NORMAL "1"

EQGSKINNEDMODELDEF

EQG Model Definition

EQGSKINNEDMODELDEF "tag"
	VERSION 1
	NUMMATERIALS 1
		MATERIAL "1"
		SHADERTAG "1"
		HEXONEFLAG 1
		NUMPROPERTIES 1
			PROPERTY "1" 2 "3"
		ANIMSLEEP 1
		NUMANIMTEXTURES 1
			TEXTURE "1"
		NUMBONES 1
			BONE "1"
			NEXT 1
			CHILDREN 1
			CHILDINDEX 1
			PIVOT 1.12345678 2.12345678 3.12345678
			QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
			SCALE 1.12345678 2.12345678 3.12345678
		NUMMODELS 1
			MODEL "1"
			MAINPIECE 1
			NUMVERTICES 1
				VERTEX
				XYZ 1.12345678 2.12345678 3.12345678
				UV 1.12345678 2.12345678
				UV2 1.12345678 2.12345678
				NORMAL 1.12345678 2.12345678 3.12345678
				TINT 1 2 3 4
			NUMFACES 1
				FACE
				TRIANGLE 1 2 3
				MATERIAL "1"
				PASSABLE 1
				TRANSPARENT 1
				COLLISIONREQUIRED 1
				CULLED 1
				DEGENERATE 1
			NUMWEIGHTS 1
				WEIGHT 1 2.12345678 3 4.12345678 5 6.12345678 7 8.12345678

EQGMODELDEF

EQG Model Definition

EQGMODELDEF "tag"
	VERSION 1
	NUMMATERIALS 1
		MATERIAL "1"
		SHADERTAG "1"
		HEXONEFLAG 1
		NUMPROPERTIES 1
			PROPERTY "1" 2 "3"
		ANIMSLEEP 1
		NUMANIMTEXTURES 1
			TEXTURE "1"
		NUMVERTICES 1
			VERTEX
			XYZ 1.12345678 2.12345678 3.12345678
			UV 1.12345678 2.12345678
			UV2 1.12345678 2.12345678
			NORMAL 1.12345678 2.12345678 3.12345678
			TINT 1 2 3 4
		NUMFACES 1
			FACE
			TRIANGLE 1 2 3
			MATERIAL "1"
			PASSABLE 1
			TRANSPARENT 1
			COLLISIONREQUIRED 1
			CULLED 1
			DEGENERATE 1
		NUMBONES 1
			BONE
			NAME "1"
			NEXT 1
			CHILDREN 1
			CHILDINDEX 1
			PIVOT 1.12345678 2.12345678 3.12345678
			QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
			SCALE 1.12345678 2.12345678 3.12345678

EQGTERDEF

EQG Model Definition

EQGTERDEF "tag"
	VERSION 1
	NUMMATERIALS 1
		MATERIAL "1"
		SHADERTAG "1"
		HEXONEFLAG 1
		NUMPROPERTIES 1
			PROPERTY "1" 2 "3"
		ANIMSLEEP 1
		NUMANIMTEXTURES 1
			TEXTURE "1"
		NUMVERTICES 1
			VERTEX
			XYZ 1.12345678 2.12345678 3.12345678
			UV 1.12345678 2.12345678
			UV2 1.12345678 2.12345678
			NORMAL 1.12345678 2.12345678 3.12345678
			TINT 1 2 3 4
		NUMFACES 1
			FACE
			TRIANGLE 1 2 3
			MATERIAL "1"
			PASSABLE 1
			TRANSPARENT 1
			COLLISIONREQUIRED 1
			CULLED 1
			DEGENERATE 1
		NUMBONES 1
			BONE
			NAME "1"
			NEXT 1
			CHILDREN 1
			CHILDINDEX 1
			PIVOT 1.12345678 2.12345678 3.12345678
			QUATERNION 1.12345678 2.12345678 3.12345678 4.12345678
			SCALE 1.12345678 2.12345678 3.12345678

GLOBALAMBIENTLIGHTDEF

Wld Global Ambient Light Def is used for setting the global ambient light on WLD files

GLOBALAMBIENTLIGHTDEF
	// Is this a new wld file?
 	 // Argument 1 (%d): Red
 	 // Argument 2 (%d): Green
 	 // Argument 3 (%d): Blue
 	 // Argument 4 (%d): Alpha
	COLOR 1 2 3 4

HIERARCHICALSPRITEDEF

Wld Hierarchical Sprite Def

HIERARCHICALSPRITEDEF "tag"
	NUMDAGS 1
		DAG
		TAG "1"
		SPRITE "1"
		SPRITEINDEX 1
		TRACK "1"
		TRACKINDEX "1"
		SUBDAGLIST 1 1
	NUMATTACHEDSKINS 1
		ATTACHEDSKIN
		DMSPRITE "1"
		DMSPRITEINDEX 1
		LINKSKINUPDATESTODAGINDEX 1
	POLYHEDRON
	DEFINITION "1"
	CENTEROFFSET? 1.12345678 2.12345678 3.12345678
	BOUNDINGRADIUS? 1.12345678
	// also known as HAVEATTACHEDSKINS
	HEXTWOHUNDREDFLAG 1
	// also known as DAGCOLLISONS
	HEXTWENTYTHOUSANDFLAG 1

LIGHTDEFINITION

Wld Light

LIGHTDEFINITION "tag"
	// Is there a current frame, and what's value
 	 // Argument 1 (%d): NULL if skipped
	CURRENTFRAME? 1
	// Number of frames in light
 	 // Argument 1 (%d): Count of frames
	NUMFRAMES 1
		// value of light level frame
 		 // Argument 1 (%0.8e): light level
		LIGHTLEVELS 1.12345678
	// Is a sleep value set?
 	 // Argument 1 (%d): NULL if skipped, sleep value in ms
	SLEEP? 1
	// Are frames skipped
 	 // Argument 1 (%d): number of frames to skip
	SKIPFRAMES 1
	// Number of colors
 	 // Argument 1 (%d): Count of colors
	NUMCOLORS 1
		// Color value
 		 // Argument 1 (%0.8e): R Value of color
 		 // Argument 2 (%0.8e): G Value of color
 		 // Argument 3 (%0.8e): B Value of color
		COLOR 1.12345678 2.12345678 3.12345678

MATERIALDEFINITION

Wld Material

MATERIALDEFINITION "tag"
	// For tag variations, starts at 0, increases by 1
 	 // Argument 1 (%d): Index of tag
	TAGINDEX 1
	// For variations
 	 // Argument 1 (%d): Variation of tag
	VARIATION 1
	// Method for rendering
 	 // Argument 1 (%s): Rendering method
	RENDERMETHOD "1"
	// RGB Colorizing
 	 // Argument 1 (%d): Red
 	 // Argument 2 (%d): Green
 	 // Argument 3 (%d): Blue
 	 // Argument 4 (%d): Alpha
	RGBPEN 1 2 3 4
	// Color brightness
 	 // Argument 1 (%0.8e): Brightness amount
	BRIGHTNESS 1.12345678
	// Scaled ambient amount
 	 // Argument 1 (%0.8e): Scaled ambient amount
	SCALEDAMBIENT 1.12345678
	// Simple sprite instance section
	SIMPLESPRITEINST
	// Simple sprite instance tag
 	 // Argument 1 (%s): Simple sprite instance tag
	TAG "1"
	// Hex fifty flag
 	 // Argument 1 (%d): Hex fifty flag
	HEXFIFTYFLAG 1
	// Pairs of flags?
 	 // Argument 1 (%d): Pairs 0
 	 // Argument 2 (%d): Pairs 1
	PAIRS? 1 2
	// Is material double sided?
 	 // Argument 1 (%d): 0: False, 1: True
	DOUBLESIDED 1

MATERIALPALETTE

Wld Material Palette

MATERIALPALETTE "tag"
	// Number of materials in the palette
 	 // Argument 1 (%d): Number of materials
	NUMMATERIALS 1
		// Material tag
 		 // Argument 1 (%s): Tag of material
		MATERIAL "1"

PARTICLECLOUDDEF

Wld Particle Cloud

PARTICLECLOUDDEF "tag"
	TAGINDEX 1
	BLITTAG "1"
	PARTICLETYPE 1
	MOVEMENT "1"
	HIGHOPACITY 1
	FOLLOWITEM 1
	SIZE 1
	GRAVITYMULTIPLIER 1.12345678
	GRAVITY 1.12345678 2.12345678 3.12345678
	DURATION 1
	SPAWNRADIUS 1.12345678
	SPAWNANGLE 1.12345678
	LIFESPAN 1
	SPAWNVELOCITYMULTIPLIER 1.12345678
	SPAWNVELOCITY 1.12345678 2.12345678 3.12345678
	SPAWNRATE 1
	SPAWNSCALE 1.12345678
	TINT 1 2 3 4
	SPAWNBOXMIN? 1.12345678 2.12345678 3.12345678
	SPAWNBOXMAX? 1.12345678 2.12345678 3.12345678
	BOXMIN? 1.12345678 2.12345678 3.12345678
	BOXMAX? 1.12345678 2.12345678 3.12345678
	HEXEIGHTYFLAG 1
	HEXONEHUNDREDFLAG 1
	HEXFOURHUNDREDFLAG 1
	HEXFOURTHOUSANDFLAG 1
	HEXEIGHTTHOUSANDFLAG 1
	HEXTENTHOUSANDFLAG 1
	HEXTWENTYTHOUSANDFLAG 1

POINTLIGHT

Wld Point Light

POINTLIGHT "tag"
	LIGHT "1"
	STATIC 1
	STATICINFLUENCE "1"
	HASREGIONS 1
	XYZ 1.12345678 2.12345678 3.12345678
	RADIUSOFINFLUENCE 1.12345678

POLYHEDRONDEFINITION

Wld Polyhedron Definition

POLYHEDRONDEFINITION "tag"
	BOUNDINGRADIUS 1.12345678
	SCALEFACTOR 1.12345678
	NUMVERTICES 1
		XYZ 1.12345678 2.12345678 3.12345678
	NUMFACES 1
		VERTEXLIST 1 1
	HEXONEFLAG 1

REGION

Wld Region

REGION "tag"
	REVERBVOLUME 1.12345678
	REVERBOFFSET 1
	REGIONFOG 1
	GOURAND2 1
	ENCODEDVISIBILITY 1
	VISLISTBYTES 1
	NUMREGIONVERTEX 1
		XYZ 1.12345678 2.12345678 3.12345678
	NUMRENDERVERTICES 1
		XYZ 1.12345678 2.12345678 3.12345678
	NUMWALLS 1
		WALL
		NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
		NUMVERTICES 1
			XYZ 1.12345678 2.12345678 3.12345678
	NUMOBSTACLES 1
		OBSTACLE
		NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
		NUMVERTICES 1
			XYZ 1.12345678 2.12345678 3.12345678
	NUMCUTTINGOBSTACLES 1
		CUTTINGOBSTACLE
		NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
		NUMVERTICES 1
			XYZ 1.12345678 2.12345678 3.12345678
	VISTREE
	NUMVISNODE 1
		VISNODE
		NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
		VISLISTINDEX 1
		FRONTTREE 1
		BACKTREE 1
	NUMVISIBLELIST 1
		VISLIST
		REGIONS 1 1
	SPHERE 1.12345678 2.12345678 3.12345678 4.12345678
	USERDATA "1"
	SPRITE "1"

RGBDEFORMATIONTRACKDEF

Wld RGB

RGBDEFORMATIONTRACKDEF "tag"
	DATA1 1
	DATA2 1
	SLEEP 1
	DATA4 1
	RGBDEFORMATIONFRAME
	NUMRGBAS 1
		RGBA 1 2 3 4

SIMPLESPRITEDEF

Wld Simple Sprite

SIMPLESPRITEDEF "tag"
	// Index of tag
 	 // Argument 1 (%d): Index of tag
	TAGINDEX 1
	// Variation of tag
 	 // Argument 1 (%d): Variation of tag
	VARIATION 1
	// Should frames be skipped?
 	 // Argument 1 (%d): 0: false, 1: true
	SKIPFRAMES? 1
	// Is animated?
 	 // Argument 1 (%d): 0: false, 1: true
	ANIMATED? 1
	// Is there a sleep duration (in milliseconds)
 	 // Argument 1 (%d): NULL for non-value
	SLEEP? 1
	// Current frame set?
 	 // Argument 1 (%d): NULL for non-value
	CURRENTFRAME? 1
	// Number of frames in simple sprite
 	 // Argument 1 (%d): Number of frames
	NUMFRAMES 1
		// Frame tag
 		 // Argument 1 (%s): Frame tag
		FRAME "1"
		// Number of files
 		 // Argument 1 (%d): Count of files
		NUMFILES 1
			// Texture file name
 			 // Argument 1 (%s): tag of file
			FILE "1"

SPRITE2DDEF

Wld Sprite 2d Def

SPRITE2DDEF "tag"
	SCALE 1.12345678 2.12345678
	SPHERELISTTAG "1"
	DEPTHSCALE? 1.12345678
	CENTEROFFSET? 1.12345678 2.12345678 3.12345678
	BOUNDINGRADIUS? 1.12345678
	CURRENTFRAMEREF? 1
	SLEEP? 1
	NUMPITCHES 1
		PITCH
		PITCHCAP 1
		TOPORBOTTOMVIEW 1
		NUMHEADINGS 1
			HEADING
			HEADINGCAP 1
			NUMFRAMES 1
				FRAME "1"
				NUMFILES 1
					FILE "1"
	RENDERMETHOD "1"
	RENDERINFO
	PEN? "1"
	BRIGHTNESS? 1.12345678
	SCALEDAMBIENT? 1.12345678
	SPRITE? "1"
	UVORIGIN? 1.12345678 2.12345678 3.12345678
	UAXIS? 1.12345678 2.12345678 3.12345678
	VAXIS? 1.12345678 2.12345678 3.12345678
	UVCOUNT 1
		UV 1.12345678 2.12345678
	TWOSIDED 1
	HEXTENFLAG 1

3DSPRITEDEF

Wld 3d Sprite Definition

3DSPRITEDEF "tag"
	CENTEROFFSET? 1.12345678 2.12345678 3.12345678
	BOUNDINGRADIUS? 1.12345678
	SPHERELIST "1"
	NUMVERTICES 1
		XYZ 1.12345678 2.12345678 3.12345678
	NUMBSPNODES 1
		BSPNODE
		VERTEXLIST 1 1
	RENDERMETHOD "1"
	RENDERINFO
	PEN? 1
	BRIGHTNESS? 1.12345678
	SCALEDAMBIENT? 1.12345678
	SPRITE? "1"
	UVORIGIN? 1.12345678 2.12345678 3.12345678
	UAXIS? 1.12345678 2.12345678 3.12345678
	VAXIS? 1.12345678 2.12345678 3.12345678
	UVCOUNT 1
		UV 1.12345678 2.12345678
	TWOSIDED 1
	FRONTTREE 1
	BACKTREE 1

TRACKDEFINITION

Wld Track

TRACKDEFINITION "tag"
	TAGINDEX 1
	NUMFRAMES 1
		FRAME 1 2 3 4 5 6 7 8
	NUMLEGACYFRAMES 1
		LEGACYFRAME 1 2 3 4 5.12345678 6.12345678 7.12345678 8.12345678

TRACKINSTANCE

Wld Track

TRACKINSTANCE "tag"
	TAGINDEX 1
	DEFINITION "1"
	DEFINITIONINDEX 1
	// deprecated, ignored in RoF2
 	 // Argument 1 (%d): deprecated, ignored in RoF2
	INTERPOLATE 1
	// deprecated, ignored in RoF2
 	 // Argument 1 (%d): deprecated, ignored in RoF2
	REVERSE 1
	SLEEP? 1

WORLDDEF

Wld World definition This is a collection of properties that defines a world

WORLDDEF
	// Is this a new wld file?
 	 // Argument 1 (%d): 0: old wld versioning, 1: new wld versioning
	NEWWORLD 1
	// Should this wce be treated like a zone?
 	 // Argument 1 (%s): 0: no, 1: yes
	ZONE "1"
	// Used in eqg parsing for version rebuilding
 	 // Argument 1 (%d): The version of the eqg file
	EQGVERSION? 1

WORLDTREE

Wld World Tree

WORLDTREE "tag"
	NUMWORLDNODES 1
		WORLDNODE
		NORMALABCD 1.12345678 2.12345678 3.12345678 4.12345678
		WORLDREGIONTAG "1"
		FRONTTREE 1
		BACKTREE 1

ZONE

Wld Zone

ZONE "tag"
	REGIONLIST 1 1
	USERDATA "1"