DEF
From DoomWiki.org
DEF files, with the .def extension, are definition files for Doom 3. They are used to define, in plain ASCII, names for reusable assets that share a common set of properties.
Common definitions in Doom 3 include:
- addondef
- af
- audio
- entitydef
- export
- fx
- mapdef
- material
- modeldef
- particle
- skin
- sound
- table
- pda
- video
Example[edit]
This is an abridged (incomplete) version of the def file for the tentacle commando. It is not functional as-is since many lines were removed, and only intended to illustrate the syntax.
/*********************************************************************** monster_zombie_commando ***********************************************************************/ export fred { options -prefix ZCT_ -parent Tentacle Rhand -keep Lknee Rknee waist_orientation -parent waist_orientation Body2 -parent waist waist_orientation anim maps/fred/delta2a/malzctcolumns.mb -dest models/md5/monsters/zct/delta2a_leapdown anim maps/fred/monorail/raisecommando2.mb -dest models/md5/cinematics/monorail/zct addoptions -align All -sourcedir models/monsters/zombie/zct/cycles -destdir models/md5/monsters/zct mesh zct_mesh.mb -dest zct anim ZC_tent_INITIAL.mb -dest initial anim ZC_tent_WALK.mb -dest walk1 anim run5.mb -dest zctrun5 anim zctleap1.mb -dest zctleap1 } model monster_zombie_commando { mesh models/md5/monsters/zct/zct.md5mesh channel torso ( *waist ) channel legs ( *Hips origin Body2 waist_orientation ) anim af_pose models/md5/monsters/zct/initial.md5anim anim ik_pose models/md5/monsters/zct/initial.md5anim anim teleport models/md5/monsters/zct/teleportin.md5anim { frame 3 sound_body snd_footstep frame 4 sound_body snd_footstep frame 52 sound_voice snd_sight1 } anim idle models/md5/monsters/zct/zctidle.md5anim anim stand models/md5/monsters/zct/zctidle.md5anim anim walk models/md5/monsters/zct/walk1.md5anim { frame 12 sound_body snd_footstep frame 27 sound_body snd_footstep frame 45 sound_body snd_footstep frame 60 sound_body snd_footstep } } entityDef monster_zombie_commando { "inherit" "zombie_default" "model" "monster_zombie_commando" "ragdoll" "monster_zombie_commando" "scriptobject" "monster_zombie_commando_tentacle" "gib" "0" //"offsetModel" "-12 0 0" "size" "48 48 80" "use_aas" "aas48" "team" "1" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-chest" "blockedRadius" "20" "blockedMoveTime" "500" "blockedAttackTime" "500" "ik_numLegs" "2" "ik_footSize" "0" "ik_waist" "Body2" "ik_foot1" "Ltoe_r" "damage_zone head" "*loneck" "damage_zone chest" "*waist -*Rshldr -*Lshldr -*loneck" "damage_scale head" "2" "snd_tentacle_out" "monster_zombie_commando_tentacle_out" "snd_tentacle_in" "monster_zombie_commando_tentacle_in" "snd_sight1" "monster_zombie_commando_sight1" "snd_sight2" "monster_zombie_commando_sight2" // For Precache, include entitydefs that are referenced in script "def_tentacle" "melee_commandoTentacle" } entityDef melee_commando_right { "damage" "12" "kickDir" "0 1 0" "mtr_blob" "rightSmack" "blob_time" "600" "knockback" "55" "snd_hit" "fist_impact_flesh" "snd_miss" "fist_whoosh" }
Sources[edit]
- This article incorporates text from the open-content id Tech 4 ModWiki article DEF (file format).
- This article incorporates text from the open-content id Tech 4 ModWiki article Declarations.