Mapdev:mapinfo.lua
From Spring
mapinfo.lua Reference
Download the map blueprint
Thing are set out in sections with all relevant information for that section contained within.
variables are organised as such:
- VariableName [dimensions] Required
- Default: value, Description
If you notice something is incorrect, fix it please!
General Formatting
check Lua Documentation.
Sections
mapinfo
local mapinfo = {
name = "MyMap",
shortname = "",
description = "",
author = "",
version = "",
--mutator = "deployment";
--mapfile = "", --// location of smf/sm3 file (optional)
modtype = 3, --// 1=primary, 0=hidden, 3=map
depend = {"Map Helper v1"},
replace = {},
--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
maphardness = 100,
notDeformable = false,
gravity = 130,
tidalStrength = 0,
maxMetal = 0.02,
extractorRadius = 500.0,
voidWater = false,
autoShowMetal = true,
smf = {
...
},
sound = {
...
},
resources = {
...
},
splats = {
...
},
atmosphere = {
...
},
grass = {
...
},
lighting = {
...
},
water = {
...
},
teams = {
...
},
terrainTypes = {
...
},
custom = {
...
},
}
- name [string] Required
- Name of the map
- shortname [string]
- description [string]
- The description of the map that shows in the multiplayer battleroom.
- author [string]
- Author of the map
- version [string]
- version, appended to name.
- mutator [string]
- ?
- mapfile [string]
- location of smf/sm3 file (optional)
- modtype [1-3] Required
- 1=primary, 0=hidden, 3=map
- depend [?] Required
- replace [?]
- maphardness [?]
- Default: 100, Defines how much a map will deform from impacts. Higher values mean less deformation, negative values will result in negative deformation (really funny looking)
- notDeformable [0|1]
- Default: 0,Setting it to 1 means that no explosions can deform the map.
- gravity [?]
- Default: 130, The force of gravity in units/sec^2
- tidalStrength [?]
- Default: 0,The amount of energy which will be given by tidal generators.
- maxMetal [?]
- Default: 0.02, How much metal a map square with the maximum metal value gives.
- extractorRadius [?]
- Default: 500, The radius of effect that a single extractor will extract from. If two radii intersect, both extractors will suffer from reduced output.
- voidWater [0|1]
- Default: 0, Voidwater means there will be no water plane, and all parts of the map under water will be completely transparent, to show the skybox through the map. For example, check Apophis_v2
- autoShowMetal [0|1]
- Default: 1, Defines wether the metal map (F4 mode) is shown automatically when a mex is queued for placement.
smf
local mapinfo = {
...
smf = {
minheight = 1000,
maxheight = -300,
smtFileName0 = "",
smtFileName1 = "",
smtFileName.. = "",
smtFileNameN = "",
},
...
}
- minheight [?]
- Overrides the minimum map height specified while compiling. Compile time height used if undefined
- maxheight [?]
- Overrides the maximum map height specified while compiling. Compile time height used if undefined
- smtFileName[N] [?]
- Default: ?, ?
sound
local mapinfo = {
...
sound = {
preset = "default",
passfilter = {
...
},
reverb = {
...
},
},
...
}
- preset [string]
- Default: "default", Sets the _reverb_ preset (= echo parameters), passfilter (the direct sound) is unchanged. To get a list of all possible presets check: EFXPresets.cpp
Hint: You can change the preset at runtime via:
- /tset UseEFX [1|0]
- /tset snd_eaxpreset preset_name (may change to a real cmd in the future)
- /tset snd_filter %gainlf %gainhf (may " " " " " " " " )
passfilter
Note, you likely want to set these tags due to the fact that they are _not_ set by `preset`! So if you want to create a muffled sound you need to use them.
local mapinfo = {
...
sound = {
...
passfilter = {
gainlf = 1.0,
gainhf = 1.0,
},
...
},
...
}
- gainlf [?]
- Default: ?, ?
- gainhf [?]
- Default: ?, ?
reverb
Normally you just want use the `preset` tag but you can use handtweak a preset if wanted with the following tags. To know their function & ranges check the official OpenAL1.1 SDK document.
local mapinfo = {
...
sound = {
...
reverb = {
--density
--diffusion
--gain
--gainhf
--gainlf
--decaytime
--decayhflimit
--decayhfratio
--decaylfratio
--reflectionsgain
--reflectionsdelay
--reflectionspan
--latereverbgain
--latereverbdelay
--latereverbpan
--echotime
--echodepth
--modtime
--moddepth
--airabsorptiongainhf
--hfreference
--lfreference
--roomrollofffactor
},
},
...
}
resources
local mapinfo = {
...
resources = {
grassBladeTex = "",
grassShadingTex = "",
detailTex = "",
specularTex = "",
splatDetailTex = "",
splatDistrTex = "",
skyReflectModTex = "",
detailNormalTex = "",
lightEmissionTex = "",
},
...
}
- grassBladeTex [string]
- Specifies the texture to be used on the grass blades themselves. Green-yellow gradients make for some interesting effects. Defaults to the internally generated blade texture.
- grassShadingTex [string]
- Specifies the color variation of the grass across the map. This defaults to the minimap, so the grass color can match the map color.
- detailTex [string]
- Specifies the detail texture for the map, for examples and a library, see this sticky thread
- specularTex [string]
- splatDetailTex [string]
- ?
- splatDistrTex [string]
- ?
- skyReflectModTex [string]
- ?
- detailNormalTex [string]
- ?
- lightEmissionTex [string]
- ?
splats
local mapinfo = {
...
splats = {
},
...
}
- variable [range]
- Default: value, text
atmosphere
local mapinfo = {
...
atmosphere = {
},
...
}
- variable [range]
- Default: value, text
grass
local mapinfo = {
...
grass = {
},
...
}
- variable [range]
- Default: value, text
lighting
local mapinfo = {
...
lighting = {
},
...
}
- variable [range]
- Default: value, text
water
local mapinfo = {
...
water = {
},
...
}
- variable [range]
- Default: value, text
teams
local mapinfo = {
...
teams = {
},
...
}
- variable [range]
- Default: value, text
terrainTypes
local mapinfo = {
...
terrainTypes = {
},
...
}
- variable [range]
- Default: value, text
custom
local mapinfo = {
...
custom = {
},
...
}
- variable [range]
- Default: value, text