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	<entry>
		<id>https://df-21.net/wiki/index.php?title=WDFUSE_Tutorial_-_Introduction&amp;diff=1172</id>
		<title>WDFUSE Tutorial - Introduction</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=WDFUSE_Tutorial_-_Introduction&amp;diff=1172"/>
		<updated>2024-03-10T21:47:54Z</updated>

		<summary type="html">&lt;p&gt;Drumsin: removed test paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Forces uses a 3D Engine called &#039;&#039;&#039;JEDI&#039;&#039;&#039; which renders each of the missions in the game. The missions, and all the accompanying assets, are stored in files called &#039;&#039;&#039;GOBs&#039;&#039;&#039;  which are compressed containers like a zip file. &#039;&#039;&#039;WDFUSE&#039;&#039;&#039; is the mission editor that is able to modify the components listed below . &lt;br /&gt;
&lt;br /&gt;
== Dark Forces Level Components ==&lt;br /&gt;
( &#039;&#039;&#039;Note:&#039;&#039;&#039;  A handy tool to inspect the GOB files is called CONMAN and you can get it [https://df-21.net/downloads/utilities/conman/conman.zip &#039;&#039;&#039;here&#039;&#039;&#039;] )  &lt;br /&gt;
&lt;br /&gt;
The main &#039;&#039;&#039;GOB&#039;&#039;&#039; files are... &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;DARK.GOB -&#039;&#039;&#039; Stores all the main mission data including the level geometry. Some of the files inside the GOB are described below.&lt;br /&gt;
## &#039;&#039;&#039;LEV&#039;&#039;&#039; files store the raw level geometry (all the rooms, the walls and their textures)&lt;br /&gt;
## &#039;&#039;&#039;O&#039;&#039;&#039; files store all the objects (enemies, items etc..)&lt;br /&gt;
## &#039;&#039;&#039;INF&#039;&#039;&#039; files contain all the game scripting logic (Ex: how to move to an elevator or open a door)&lt;br /&gt;
## &#039;&#039;&#039;GOL&#039;&#039;&#039; files store all the mission goals (Ex: Find the Death Star Plans)&lt;br /&gt;
## &#039;&#039;&#039;CMP&#039;&#039;&#039; files store the colormap mapping (Ex: How lighting affects textures)&lt;br /&gt;
## &#039;&#039;&#039;PAL&#039;&#039;&#039; files store the available colors in the mission. You are limited to 256 colors.&lt;br /&gt;
## &#039;&#039;&#039;3DO&#039;&#039;&#039; files store all the true 3D geometry such as platforms or Kyle&#039;s ship&lt;br /&gt;
# &#039;&#039;&#039;SPRITES.GOB -&#039;&#039;&#039; Stores all the enemy and item objects files. &lt;br /&gt;
## &#039;&#039;&#039;WAX&#039;&#039;&#039; files store all the animated enemies and items like stormtroopers or shield pick-ups.&lt;br /&gt;
## &#039;&#039;&#039;FME&#039;&#039;&#039; files are non-animated decorations and items such as the blaster rifle&lt;br /&gt;
# &#039;&#039;&#039;SOUNDS.GOB&#039;&#039;&#039; - Containers all the sound effects and music for the game.&lt;br /&gt;
## &#039;&#039;&#039;VOC&#039;&#039;&#039; files are all the sound effects such as stormtrooper blaster shots or elevator hums.&lt;br /&gt;
## &#039;&#039;&#039;GMD&#039;&#039;&#039; files are the mission soundtracks.&lt;br /&gt;
#&#039;&#039;&#039;TEXTURES.GOB&#039;&#039;&#039; - Contains all the textures for the game. &lt;br /&gt;
##&#039;&#039;&#039;BM&#039;&#039;&#039; files store the texture assets for Dark Forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When making missions with &#039;&#039;&#039;WDFUSE&#039;&#039;&#039; you will be mostly working with &#039;&#039;&#039;LEV&#039;&#039;&#039;  &#039;&#039;&#039;O&#039;&#039;&#039; and &#039;&#039;&#039;INF&#039;&#039;&#039; files. Lets go into more details about each of these components&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LEV&#039;&#039;&#039; Files ===&lt;br /&gt;
Each of the Dark Forces missions&#039; geometry is stored in a LEV file. For example, &#039;&#039;Secret Base&#039;&#039; is stored in SECBASE.LEV and the Arc Hammer is stored in &#039;&#039;&#039;ARC.LEV&#039;&#039;&#039;.  &lt;br /&gt;
[[File:Secret Base LEV.png|thumb|485x485px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LEV&#039;&#039;&#039;el geometry itself is made out of rooms, called &#039;&#039;&#039;Sectors&#039;&#039;&#039;. The more sectors you have, the more rooms the mission will have. For example, the small mission Secret Base has 218 sectors while the Arc Hammer has 409. &lt;br /&gt;
&lt;br /&gt;
Since this is not a true 3D game, the sectors themselves are basically an outline of a room and an accompanying height.  All the walls in this game are perpendicular to the floor and you can never have any slopes. Here is an example of a sector with &#039;&#039;&#039;six&#039;&#039;&#039; walls. [[File:Sector Example.png|thumb|343x343px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each sector includes various information like the number of walls it has, the X, Y and Z coordinates of the vertices (points),  the height of the floor and ceiling, the textures assigned to it, the amount of lighting and what map layer it belongs on.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;O&#039;&#039;&#039; Files ===&lt;br /&gt;
The &#039;&#039;&#039;O&#039;&#039;&#039;bject file stores all objects present in the mission. For example, the objects for &#039;&#039;The Secret Base&#039;&#039; are stored in SECBASE.O. Each object contains details such as X Y and Z coordinates, the direction it is facing, the type of the object (whether an enemy or an item) and the difficulty. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;INF&#039;&#039;&#039; Files ===&lt;br /&gt;
The &#039;&#039;&#039;INF&#039;&#039;&#039;ormation files store all the scripting logic for the mission. For example, the scripting logic for &#039;&#039;The Secret Base&#039;&#039; are stored in SECBASE.INF. These files contain details such as how to open a door, move an elevator and when to complete a mission. Each INF script is mapped to a Sector of one of the Sector&#039;s Walls. This means that all the missions have a separate sectors that all they do is to tell the mission when to finish . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you understand the file structure lets get into [[WDFUSE Tutorial - Configuration|WDFUSE Configuration]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WDFUSE Tutorials&#039;&#039;&#039;&lt;br /&gt;
#[[WDFUSE Tutorial - Introduction|Introduction]]&lt;br /&gt;
# [[WDFUSE Tutorial - Configuration]]&lt;br /&gt;
#[[WDFUSE Tutorial - Basic Geometry]]&lt;br /&gt;
#[[WDFUSE Tutorial - Basic Geometry II]]&lt;br /&gt;
#[[WDFUSE Tutorial - 3D Renderer]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry II]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry III]]&lt;br /&gt;
# [[WDFUSE Tutorial - Objects]]&lt;br /&gt;
#[[WDFUSE Tutorial - Scripting]]&lt;br /&gt;
# [[WDFUSE Tutorial - Scripting II]]&lt;br /&gt;
#[[WDFUSE Tutorial - Scripting III]]&lt;/div&gt;</summary>
		<author><name>Drumsin</name></author>
	</entry>
	<entry>
		<id>https://df-21.net/wiki/index.php?title=WDFUSE_Tutorial_-_Introduction&amp;diff=1170</id>
		<title>WDFUSE Tutorial - Introduction</title>
		<link rel="alternate" type="text/html" href="https://df-21.net/wiki/index.php?title=WDFUSE_Tutorial_-_Introduction&amp;diff=1170"/>
		<updated>2024-03-10T19:53:47Z</updated>

		<summary type="html">&lt;p&gt;Drumsin: testing edit of page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Forces uses a 3D Engine called &#039;&#039;&#039;JEDI&#039;&#039;&#039; which renders each of the missions in the game. The missions, and all the accompanying assets, are stored in files called &#039;&#039;&#039;GOBs&#039;&#039;&#039;  which are compressed containers like a zip file. &#039;&#039;&#039;WDFUSE&#039;&#039;&#039; is the mission editor that is able to modify the components listed below . &lt;br /&gt;
&lt;br /&gt;
== Dark Forces Level Components ==&lt;br /&gt;
( &#039;&#039;&#039;Note:&#039;&#039;&#039;  A handy tool to inspect the GOB files is called CONMAN and you can get it [https://df-21.net/downloads/utilities/conman/conman.zip &#039;&#039;&#039;here&#039;&#039;&#039;] )  &lt;br /&gt;
&lt;br /&gt;
The main &#039;&#039;&#039;GOB&#039;&#039;&#039; files are... &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;DARK.GOB -&#039;&#039;&#039; Stores all the main mission data including the level geometry. Some of the files inside the GOB are described below.&lt;br /&gt;
## &#039;&#039;&#039;LEV&#039;&#039;&#039; files store the raw level geometry (all the rooms, the walls and their textures)&lt;br /&gt;
## &#039;&#039;&#039;O&#039;&#039;&#039; files store all the objects (enemies, items etc..)&lt;br /&gt;
## &#039;&#039;&#039;INF&#039;&#039;&#039; files contain all the game scripting logic (Ex: how to move to an elevator or open a door)&lt;br /&gt;
## &#039;&#039;&#039;GOL&#039;&#039;&#039; files store all the mission goals (Ex: Find the Death Star Plans)&lt;br /&gt;
## &#039;&#039;&#039;CMP&#039;&#039;&#039; files store the colormap mapping (Ex: How lighting affects textures)&lt;br /&gt;
## &#039;&#039;&#039;PAL&#039;&#039;&#039; files store the available colors in the mission. You are limited to 256 colors.&lt;br /&gt;
## &#039;&#039;&#039;3DO&#039;&#039;&#039; files store all the true 3D geometry such as platforms or Kyle&#039;s ship&lt;br /&gt;
# &#039;&#039;&#039;SPRITES.GOB -&#039;&#039;&#039; Stores all the enemy and item objects files. &lt;br /&gt;
## &#039;&#039;&#039;WAX&#039;&#039;&#039; files store all the animated enemies and items like stormtroopers or shield pick-ups.&lt;br /&gt;
## &#039;&#039;&#039;FME&#039;&#039;&#039; files are non-animated decorations and items such as the blaster rifle&lt;br /&gt;
# &#039;&#039;&#039;SOUNDS.GOB&#039;&#039;&#039; - Containers all the sound effects and music for the game.&lt;br /&gt;
## &#039;&#039;&#039;VOC&#039;&#039;&#039; files are all the sound effects such as stormtrooper blaster shots or elevator hums.&lt;br /&gt;
## &#039;&#039;&#039;GMD&#039;&#039;&#039; files are the mission soundtracks.&lt;br /&gt;
#&#039;&#039;&#039;TEXTURES.GOB&#039;&#039;&#039; - Contains all the textures for the game. &lt;br /&gt;
##&#039;&#039;&#039;BM&#039;&#039;&#039; files store the texture assets for Dark Forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When making missions with &#039;&#039;&#039;WDFUSE&#039;&#039;&#039; you will be mostly working with &#039;&#039;&#039;LEV&#039;&#039;&#039;  &#039;&#039;&#039;O&#039;&#039;&#039; and &#039;&#039;&#039;INF&#039;&#039;&#039; files. Lets go into more details about each of these components&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LEV&#039;&#039;&#039; Files ===&lt;br /&gt;
Each of the Dark Forces missions&#039; geometry is stored in a LEV file. For example, &#039;&#039;Secret Base&#039;&#039; is stored in SECBASE.LEV and the Arc Hammer is stored in &#039;&#039;&#039;ARC.LEV&#039;&#039;&#039;.  &lt;br /&gt;
[[File:Secret Base LEV.png|thumb|485x485px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LEV&#039;&#039;&#039;el geometry itself is made out of rooms, called &#039;&#039;&#039;Sectors&#039;&#039;&#039;. The more sectors you have, the more rooms the mission will have. For example, the small mission Secret Base has 218 sectors while the Arc Hammer has 409. &lt;br /&gt;
&lt;br /&gt;
Since this is not a true 3D game, the sectors themselves are basically an outline of a room and an accompanying height.  All the walls in this game are perpendicular to the floor and you can never have any slopes. Here is an example of a sector with &#039;&#039;&#039;six&#039;&#039;&#039; walls. [[File:Sector Example.png|thumb|343x343px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each sector includes various information like the number of walls it has, the X, Y and Z coordinates of the vertices (points),  the height of the floor and ceiling, the textures assigned to it, the amount of lighting and what map layer it belongs on.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;O&#039;&#039;&#039; Files ===&lt;br /&gt;
The &#039;&#039;&#039;O&#039;&#039;&#039;bject file stores all objects present in the mission. For example, the objects for &#039;&#039;The Secret Base&#039;&#039; are stored in SECBASE.O. Each object contains details such as X Y and Z coordinates, the direction it is facing, the type of the object (whether an enemy or an item) and the difficulty. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;INF&#039;&#039;&#039; Files ===&lt;br /&gt;
The &#039;&#039;&#039;INF&#039;&#039;&#039;ormation files store all the scripting logic for the mission. For example, the scripting logic for &#039;&#039;The Secret Base&#039;&#039; are stored in SECBASE.INF. These files contain details such as how to open a door, move an elevator and when to complete a mission. Each INF script is mapped to a Sector of one of the Sector&#039;s Walls. This means that all the missions have a separate sectors that all they do is to tell the mission when to finish . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you understand the file structure lets get into [[WDFUSE Tutorial - Configuration|WDFUSE Configuration]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;testing edit of page, remove this paragraph**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WDFUSE Tutorials&#039;&#039;&#039;&lt;br /&gt;
#[[WDFUSE Tutorial - Introduction|Introduction]]&lt;br /&gt;
# [[WDFUSE Tutorial - Configuration]]&lt;br /&gt;
#[[WDFUSE Tutorial - Basic Geometry]]&lt;br /&gt;
#[[WDFUSE Tutorial - Basic Geometry II]]&lt;br /&gt;
#[[WDFUSE Tutorial - 3D Renderer]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry II]]&lt;br /&gt;
#[[WDFUSE Tutorial - Advanced Geometry III]]&lt;br /&gt;
# [[WDFUSE Tutorial - Objects]]&lt;br /&gt;
#[[WDFUSE Tutorial - Scripting]]&lt;br /&gt;
# [[WDFUSE Tutorial - Scripting II]]&lt;br /&gt;
#[[WDFUSE Tutorial - Scripting III]]&lt;/div&gt;</summary>
		<author><name>Drumsin</name></author>
	</entry>
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