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.
