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author | Ian C <ianc@noddybox.co.uk> | 2011-06-09 13:46:28 +0000 |
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committer | Ian C <ianc@noddybox.co.uk> | 2011-06-09 13:46:28 +0000 |
commit | a9022b5972dc49d86f617a27940fafe9c4d0e7e7 (patch) | |
tree | 61405aa4ade91ed1057f863ddf118ceb38e14f8e /doc/glossary.htm |
Initial import of (very old) vidoom sources.
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diff --git a/doc/glossary.htm b/doc/glossary.htm new file mode 100644 index 0000000..c0dc89f --- /dev/null +++ b/doc/glossary.htm @@ -0,0 +1,152 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Glossary</h1> + +<p>It is assumed that some knowledge of DOOM is known by the +reader, but in case here are some general terms that are used in +the documentation. </p> + +<h2>DOOM</h2> + +<p>If you're unsure what this is, you've probably come to the +wrong place by accident.</p> + +<h2><a name="WAD">WAD</a></h2> + +<p>A WAD file is the name given to the files used to define the +graphics, sound, music and maps that make up a game of DOOM. WAD +files are split into two different types, <a href="#IWAD">IWAD</a> +and <a href="#PWAD">PWAD</a> files. </p> + +<h2><a name="IWAD">IWAD</a></h2> + +<p>An IWAD file is is the 'Internal WAD' file. The IWAD file is +the main <a href="#WAD">WAD</a> file as supplied by id Software. +Note that only id Software are meant to produce IWAD files. </p> + +<h2><a name="PWAD">PWAD</a></h2> + +<p>An PWAD file is is the 'Patch WAD' file. This WAD file is read +in by the game after the IWAD file, and an entries in it replace +entries defined in the IWAD file. So for instance a PWAD file +that has an entry for the first <a href="#MAP">MAP</a> will mean +that DOOM will read the first map from the PWAD file, rather than +it's own IWAD file. </p> + +<p>Hmmmm.... Sure I could have explained that better. </p> + +<h2><a name="LUMP"></a>LUMP</h2> + +<p>A lump is an entry in a <a href="#WAD">WAD</a> file. For +instance a <a href="#MAP">MAP</a> is made up of a number of +lumps, one defining the <a href="#SECTOR">sectors</a> for the +map, another the <a href="#THING">things</a>, and so on.</p> + +<h2><a name="MAP">MAP</a></h2> + +<p>A map is taken to mean a DOOM level. Note there is two naming +conventions for maps, <b>E</b><b><i>x</i></b><b>M</b><b><i>y</i></b> +(where <i>x</i> is the episode number, and <i>y</i> the map +number in that episode) used in DOOM and Ultimate DOOM, and <b>MAP</b><b><i>nn</i></b> +(where <i>nn</i> is a number between 01 and 32) used in DOOM 2 +and Final Doom. </p> + +<p>A map is made up of a number of different elements, namely <a +href="#SECTOR">sectors</a>, <a href="#LINEDEF">linedefs</a>, <a +href="#SIDEDEF">sidedefs</a>, <a href="#THING">things</a> and <a +href="#VERTEX">vertexes</a>. Following are some (very) basic +definitions for these things, but you would be better reading the +<a href="thanks.htm#DOOMSPEC">Unofficial DOOM specs</a> for more +accurate definitions. </p> + +<p>MAPs generated in viDOOM must be built with a <a href="#BSP">Node +Builder</a> before they can be used in DOOM. </p> + +<p>Also note that viDOOM supports two different map formats. The +original one, as used in DOOM and DOOM 2, and the extended <a +href="#HEXEN">HEXEN</a> format supported by ZDoom.</p> + +<h2><a name="VERTEX">VERTEX</a></h2> + +<p>A vertex is simply an X,Y co-ordinate in the DOOM world. </p> + +<h2><a name="THING">THING</a></h2> + +<p>Things are all the different objects on the DOOM map that are +not the actual walls and doors. All the monsters, weapons, ammo, +non-wall based scenery and even your starting point and teleport +locations are all counted as THINGS in DOOM. </p> + +<h2><a name="LINEDEF">LINEDEF</a></h2> + +<p>A LINEDEF is a line that connects two <a href="#VERTEX">vertexes</a>. +A LINEDEF at it's most basic is used to make up the walls that +make up the DOOM levels. A LINEDEF must <i>always</i> have a +right <a href="#SIDEDEF">SIDEDEF</a> associated with it. 2 sided +LINEDEFS will also have a left SIDEDEF associated with it. </p> + +<p>In addition special types of LINEDEF can be used so that when +the player crosses or activates them actions happen in the DOOM +world - lighting changes, teleportation happens, doors open, +levels are exited and so on. </p> + +<h2><a name="SIDEDEF">SIDEDEF</a></h2> + +<p>A SIDEDEF is basically used to describe the <a href="#TEXTURE">textures</a> +that are painted upon a <a href="#LINEDEF">LINEDEF</a>. </p> + +<h2><a name="SECTOR">SECTOR</a></h2> + +<p>Though technically incorrect, it is simplest to picture a +SECTOR as an object enclosed by <a href="#LINEDEF">LINEDEFS</a>. +A sector is used to define the floor and ceiling heights and <a +href="#FLAT">flats</a> used to draw the floor and ceiling, in +addition to the lighting for that area. </p> + +<h2><a name="TEXTURE">TEXTURE</a></h2> + +<p>A texture is the graphics used to paint the walls in DOOM. </p> + +<h2><a name="FLAT">FLAT</a></h2> + +<p>A flat is the graphics used to paint the floors and ceiling in +DOOM. </p> + +<h2><a name="BSP">Node Builder</a></h2> + +<p>Does some of the nastier work of level building by creating +the extra information over and above the parts mentioned in <a +href="#MAP">MAPS</a> so that DOOM can actually understand the +level data enough to play it. Note that if you are to edit <a +href="#HEXEN">HEXEN</a> levels you will need a node builder that +understands the different data structures used.</p> + +<p><a href="thanks.htm#BSP">BSP</a> is perhaps the best known of +these, and the one that was used all through viDOOM's initial +development. When developing the HEXEN edit mode for ZDoom <a +href="thanks.htm#WARM">WARM</a> was used.</p> + +<h2><a name="HEXEN"></a>HEXEN</h2> + +<p>HEXEN is a game by Raven software that uses the DOOM graphics +engine. The WAD format for this is slightly different to DOOM, +having a BEHAVIOR <a href="#LUMP">lump</a> for each MAP and +different formats for <a href="#THING">THINGS</a> and <a +href="#LINEDEF">LINEDEFS</a>.</p> + +<p>ZDoom supports this format.</p> + +<hr width="99%"> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$ </tt></p> +</body> +</html> |