WCEmu v1.5.9

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
	// User Data
 	 // Argument 1 (%s): User Data
	USERDATA "1"

ACTORINST

Wld actor instance

ACTORINST "tag"
	// Reference to the actor's sprite tag
 	 // Argument 1 (%s): Actor's sprite reference tag
	SPRITE "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

DMSPRITEDEFINITION

Wld DM sprite definition

DMSPRITEDEFINITION "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
		VXYZ 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
		NXYZ 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 (%d...): 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
		VXYZ 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
		NXYZ 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 (%d...): 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
	POLYHEDRON
	// The definition reference
 	 // Argument 1 (%s): The definition
	SPRITE "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
	FACEMATERIALGROUPS 1 1 1
	// The vertex material groups
 	 // Argument 1 (%d...): The size of the group
	VERTEXMATERIALGROUPS 1 1 1
	// 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

EQGPARTICLEPOINTDEF

EQG Particle Point Definition

EQGPARTICLEPOINTDEF "tag"
	VERSION 1
	NUMPOINTS 1
		POINT "1"
		BONENAME "1"
		TRANSLATION 1.12345678 2.12345678 3.12345678
		ROTATION 1.12345678 2.12345678 3.12345678
		SCALE 1.12345678 2.12345678 3.12345678

EQGPARTICLERENDERDEF

EQG Particle Point Definition

EQGPARTICLERENDERDEF "tag"
	VERSION 1
	NUMRENDERS 1
		RENDER 1
		ID2 1
		PARTICLEPOINT "1"
		UNKNOWNA1 1
		UNKNOWNA2 1
		UNKNOWNA3 1
		UNKNOWNA4 1
		UNKNOWNA5 1
		DURATION 1
		UNKNOWNB 1
		UNKNOWNFFFFFFFF 1
		UNKNOWNC 1

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
	SPRITE "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"
	SIMPLESPRITETAGINDEX 1
	// Hex fifty flag
 	 // Argument 1 (%d): Hex fifty flag
	HEXFIFTYFLAG 1
	// Pairs of flags?
 	 // Argument 1 (%d...): Pairs 0
	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

SPRITE3DDEF

Wld 3d Sprite Definition

SPRITE3DDEF "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
	SPRITE "1"
	SPRITEINDEX 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"