; ; Sample SLIGE config file. (Semicolon starts a comment to end of line.) ; ; This is the SLIGE.CFG as shipped with SLIGE itself. It contains a ; description of the default SLIGE configuration, as hardwired into ; the program. So having this file in the current directory under the ; name SLIGE.CFG should produce exactly the same effect as not having ; any config file at all. You can use this file as a base to build ; your own config files on (but if you do, you should change these ; comments; otherwise they'll be WRONG!). ; ; Dave Chess, dmchess@aol.com, chess@us.ibm.com ; The current implementation ignores everything before the ; [THEMES] line also, but that will change. [THEMES] ; Anything after a ; is, remember, a comment ; We have three themes, one secret. They should all be declared ; before any textures or flats or anything else. The only valid ; modifier is "secret", which says that that theme should only be ; used on secret levels. There should be at least one "secret" ; theme. Theme WOD Theme MIL Theme MARB Theme RED secret ; Flats and textures and constructs and stuff are also in the [THEMES] section ; Textures are described by "Texture NAME ". Obvious ; attributes include "wall", "door", and so on. Some subtler ones: ; ; "core " means that this texture should be common in that theme. ; "comp " means that this texture is compatible with that theme, but ; not to be used all that often. ; "switch " means "the given texture is a good switch to use in ; a room that has walls of the current texture" ; "isswitch" means "the current texture is a good switch to use on any ; wall in a room with a compatible theme" ; "subtle " means "the given texture is a subtle variant of the ; current texture, suitable for hinting at secrets" ; "yhint N" means "when using a vertical misalignment to hint at ; a secret door in a wall of this texture, use a y-offset of N". If ; N is zero, it means "this wall is too visually complex to hint via a ; y-misalignment at all; hint some other way". If no "yhint" is given, ; the value 5 is used. ; "noDoom2" means that the texture does not exist in the usual DOOM II ; IWAD. "noDoom0" means it doesn't exist in the DOOM 1.2 IWAD, and ; "noDoom1" means it's not in the DOOM 1.666 or 1.89 IWAD. If none ; of these are specified, the texture is assumed to be in all. ; "size " gives the size of the texture. You can leave ; this out if the height is 128, and the width is some reasonable ; divisor of 256 (except for doors, where you should give the real ; width so SLIGE can make them look nice). ; Main walls for WOD theme. Texture WOOD9 wall core WOD subtle WOOD7 yhint 0 noDoom0 noDoom1 Texture WOOD5 wall core WOD subtle WOOD1 Texture WOOD3 wall core WOD subtle WOOD1 yhint 3 Texture WOOD1 wall core WOD subtle WOOD3 Texture WOOD12 wall comp WOD yhint 3 noDoom0 noDoom1 Texture SLOPPY2 wall comp WOD subtle SLOPPY1 yhint 0 noDoom0 noDoom1 gross Texture SKULWALL wall comp WOD subtle SKULWAL3 yhint 0 noDoom2 gross Texture SKINSYMB wall comp WOD subtle SKINMET1 Texture SKINMET2 wall comp WOD subtle SKINMET1 Texture SKINMET1 wall comp WOD subtle SKINMET2 Texture PIPE2 wall comp WOD subtle PIPE4 yhint 0 Texture WOODVINE wall comp WOD subtle WOOD9 yhint 0 noDoom0 noDoom1 custom Texture WOOD4 wall comp WOD yhint 64 ; And generic WOD switches Texture SW1WOOD isswitch comp WOD Texture SW1SATYR isswitch comp WOD Texture SW1LION isswitch comp WOD Texture SW1GARG isswitch comp WOD ; MIL walls ; note that in MIL the walls all have explicit switches Texture BRONZE4 wall core MIL subtle BRONZE3 switch SW1TEK noDoom0 noDoom1 Texture STARTAN1 wall core MIL subtle STARTAN2 switch SW1STRTN noDoom2 Texture STARTAN3 wall core MIL subtle STARG3 switch SW1STRTN Texture STARTAN2 wall core MIL subtle STARBR2 switch SW1STRTN Texture STARG3 wall core MIL subtle STARGR1 switch SW1STRTN Texture STARG2 wall core MIL subtle STARG1 switch SW1STRTN Texture STARG1 wall core MIL subtle STARG2 switch SW1STRTN Texture BROWN96 wall core MIL subtle BROWN144 switch SW1DIRT Texture BROWN1 wall core MIL switch SW1BRN2 Texture BROWNGRN wall core MIL subtle SLADWALL switch SW1BRNGN Texture SLADWALL wall core MIL subtle BROWNGRN switch SW1SLAD Texture GRAYALT wall core MIL switch SW1GRAY noDoom0 noDoom1 custom Texture TEKVINE wall comp MIL subtle TEKGREN3 switch SW1TEK yhint 0 noDoom0 noDoom1 custom Texture SPACEW4 wall comp MIL switch SW1TEK noDoom0 noDoom1 Texture SW1MET2 ybias 64 Texture METAL5 wall comp MIL subtle METAL3 switch SW1MET2 noDoom0 noDoom1 Texture METAL3 noDoom0 noDoom1 Texture PIPE2 wall comp MIL subtle PIPE4 switch SW1WOOD yhint 0 Texture COMPUTE3 wall comp MIL switch SW1STRTN noDoom2 Texture TEKWALL4 wall comp MIL subtle COMPWERD switch SW1COMP yhint 0 Texture TEKWALL1 wall comp MIL subtle COMPWERD switch SW1COMP yhint 0 Texture GRAY1 wall comp MIL subtle ICKWALL3 switch SW1GRAY Texture BROVINE2 wall comp MIL switch SW1SLAD yhint 24 Texture METAL1 wall comp MIL subtle LITEMET switch SW1METAL Texture LITEMET noDoom2 Texture STARBR2 wall comp MIL subtle STARTAN2 switch SW1STRTN ; And the lift texture Texture PLAT1 size 128 128 lift comp MIL ; MARB walls Texture MARBLE2 wall core MARB subtle MARBLE3 Texture MARBLE3 wall core MARB subtle MARBLE1 Texture MARBLE1 wall core MARB subtle MARBLE3 yhint 0 Texture GSTVINE1 wall comp MARB subtle GSTVINE2 Texture MARBGRAY wall comp MARB subtle GRAY5 noDoom0 noDoom1 Texture GSTONE1 wall comp MARB subtle GSTGARG Texture MARBGARG wall comp MARB subtle MARBLE1 noDoom0 noDoom1 custom ; and MARB switches; these are generic, like in WOD Texture SW1MARB isswitch comp MARB noDoom0 noDoom1 Texture SW1GSTON isswitch comp MARB ; Note that SW1WOOD was mentioned above in WOD also; this just adds ; the "comp MARB" to it Texture SW1WOOD isswitch comp MARB ; RED walls Texture SP_HOT1 wall core RED Texture REDWALL wall core RED Texture FIREBLU1 wall core RED subtle FIREMAG1 yhint 0 Texture SW1HOT isswitch comp RED ; a wall version of SKY3, just for fun. You can comment this ; out if you think it looks ugly. Texture SKY3_W wall comp RED realname SKY3 ; Doors of all kinds. "size" gives the width and height of the texture, ; and "locked" means that it's a good texture to use on a door that only ; opens with a switch, not a touch. Texture TEKBRON2 size 64 128 door comp MIL comp MARB noDoom0 noDoom1 Texture SPCDOOR4 size 64 128 door comp MIL noDoom0 noDoom1 Texture SPCDOOR3 size 64 128 door comp MIL noDoom0 noDoom1 Texture SPCDOOR2 size 64 128 door comp MIL noDoom0 noDoom1 Texture SPCDOOR1 size 64 128 door comp MIL noDoom0 noDoom1 Texture DOORHI size 64 128 door comp MIL noDoom2 Texture DOOR3 size 64 72 door comp MIL Texture DOOR1 size 64 72 door comp MIL Texture WOODSKUL size 64 128 door comp WOD comp MARB comp RED noDoom2 Texture WOODMET2 size 64 128 door comp WOD comp MARB comp RED noDoom0 noDoom1 Texture WOODGARG size 64 128 door comp WOD comp MARB comp RED Texture BIGDOOR4 size 128 128 door comp MIL Texture BIGDOOR3 size 128 128 door comp MIL Texture BIGDOOR2 size 128 128 door comp MIL Texture BIGDOOR1 size 128 96 door comp MIL Texture BIGDOOR7 size 128 128 door comp WOD comp MARB comp RED Texture BIGDOOR6 size 128 112 door comp WOD comp MARB comp RED Texture BIGDOOR5 size 128 128 door comp WOD comp MARB comp RED Texture METAL size 64 128 door comp WOD comp MARB comp RED ; Our two custom locked-door textures Texture DOORSKUL size 64 72 door locked comp MIL comp MARB noDoom0 noDoom1 custom Texture SLDOOR1 size 64 128 door locked comp MIL comp MARB realname SP_DUDE5 custom ; Exit switches, suitable for use on any level-ending switch. All are ; custom, and Doom2-only. Texture EXITSWIR exitswitch comp RED noDoom0 noDoom1 custom Texture EXITSWIW exitswitch comp WOD comp MARB noDoom0 noDoom1 custom Texture EXITSWIT exitswitch comp MIL noDoom0 noDoom1 custom ; Lights, suitable for lighting recesses and stuff. Texture BFALL1 size 8 128 light comp RED noDoom0 noDoom1 Texture LITEREDL size 8 128 light comp RED realname LITERED noDoom2 Texture TEKLITE light comp MIL noDoom0 noDoom1 Texture LITE4 light comp MIL comp MARB noDoom2 Texture LITE5 light comp MIL comp MARB Texture LITE3 light comp MIL comp MARB ; "Plaques", suitable for wall consoles and paintings and pillars and stuff. ; "vtiles" means that it's OK to pile one on top of another, as when ; making the big central pillar in an arena. ; "half_plaque" means that the upper half of this texture can be used ; by itself, as well as the whole thing. Texture SILVER3 plaque vtiles comp MIL noDoom0 noDoom1 Texture SPACEW3 plaque vtiles comp MIL noDoom0 noDoom1 Texture COMPSTA2 plaque vtiles half_plaque comp MIL Texture COMPSTA1 plaque vtiles half_plaque comp MIL Texture COMPTALL plaque vtiles comp MIL Texture COMPUTE1 plaque vtiles half_plaque comp MIL noDoom2 Texture PLANET1 plaque vtiles half_plaque comp MIL noDoom2 Texture PANBOOK plaque comp WOD noDoom0 noDoom1 Texture SKIN2 plaque vtiles comp RED Texture GSTFONT1 plaque comp RED Texture MARBFAC3 plaque vtiles comp WOD comp MARB Texture MARBFAC2 plaque vtiles comp WOD comp MARB Texture MARBFACE plaque vtiles comp WOD comp MARB Texture FIREMAG1 plaque comp MARB ; Some people think these next two look silly; ; you can comment them out if you want to. Texture SKY1 plaque comp WOD comp MARB Texture SKY3 plaque comp MARB comp RED ; Gratings Texture BRNBIGC grating comp MIL noDoom2 Texture MIDSPACE grating comp MIL noDoom0 noDoom1 Texture MIDVINE1 grating comp WOD comp MIL comp MARB comp RED noDoom2 Texture MIDBARS1 grating comp WOD comp MIL comp MARB comp RED noDoom0 noDoom1 Texture MIDGRATE grating comp WOD comp MIL comp MARB comp RED ; Colors (suitable for marking key-locked things) Texture LITERED size 8 128 red comp MIL comp MARB noDoom2 Texture DOORRED size 8 128 red comp MIL comp MARB Texture DOORRED2 size 16 128 red comp WOD comp RED Texture DOORYEL size 8 128 yellow comp MIL comp MARB Texture DOORYEL2 size 16 128 yellow comp WOD comp RED Texture LITEBLU4 size 16 128 blue comp MIL comp MARB Texture LITEBLU1 size 8 128 blue comp MIL comp MARB Texture DOORBLU size 8 128 blue comp MIL comp MARB Texture DOORBLU2 size 16 128 blue comp WOD comp RED ; Step kickplates Texture STEP6 size 256 16 step comp WOD comp MIL comp MARB Texture STEP5 size 256 16 step comp WOD comp MIL comp MARB Texture STEP4 size 256 16 step comp WOD comp MIL comp MARB Texture STEP3 size 256 8 step comp WOD comp MIL comp MARB Texture STEP2 size 256 8 step comp WOD comp MIL comp MARB Texture STEP1 size 256 8 step comp WOD comp MIL comp MARB ; "Doorjambs" Texture FIRELAVA jamb comp RED Texture DOORTRAK jamb comp WOD comp MIL comp MARB Texture DOORSTOP jamb comp WOD comp MIL comp MARB Texture PIPE2 jamb comp MIL comp WOD ; PIPE2 is also a wall texture ; Support textures, used in various places Texture SKSNAKE2 support comp RED Texture ROCKRED1 support comp RED Texture ZIMMER7 support comp MARB noDoom0 noDoom1 Texture BRICK10 support comp MARB noDoom0 noDoom1 Texture COMPSPAN support comp MIL Texture SUPPORT2 support comp MIL comp MARB Texture SHAWN2 support comp MIL comp MARB Texture ASHWALL3 support comp WOD noDoom0 noDoom1 Texture ASHWALL support comp WOD noDoom2 Texture BROWNHUG support comp WOD comp MIL comp MARB Texture SUPPORT3 support comp WOD comp MARB Texture METAL support comp WOD comp MARB comp RED ; Bunch of things for outside patios (no themes applied here) Texture ZZWOLF1 outside noDoom0 noDoom1 Texture ZIMMER3 outside noDoom0 noDoom1 Texture ZIMMER5 outside noDoom0 noDoom1 Texture TANROCK5 outside noDoom0 noDoom1 Texture TANROCK4 outside noDoom0 noDoom1 Texture TANROCK2 outside noDoom0 noDoom1 Texture STUCCO outside noDoom0 noDoom1 Texture STONE6 outside noDoom0 noDoom1 Texture ROCK1 outside noDoom0 noDoom1 Texture MODWALL1 outside noDoom0 noDoom1 Texture BSTONE1 outside noDoom0 noDoom1 Texture BRICK5 outside noDoom0 noDoom1 Texture BRICK4 outside noDoom0 noDoom1 Texture ASHWALL7 outside noDoom0 noDoom1 Texture ASHWALL6 outside noDoom0 noDoom1 Texture ASHWALL4 outside noDoom0 noDoom1 Texture ASHWALL2 outside noDoom0 noDoom1 Texture STONE3 outside Texture SP_ROCK1 outside Texture GRAYVINE outside Texture GRAYBIG outside Texture ICKWALL3 outside Texture BROWN144 outside Texture GSTONE1 outside Texture GSTVINE1 outside Texture BRICK10 outside Texture ASHWALL3 outside Texture ASHWALL outside Texture BROWNHUG outside ; Misc Texture EXITSIGN gateexitsign Texture REDWALL error ; This silly texture has the switch in the wrong half! Texture SW1DIRT ybias 72 ; Now the flats. Keywords should all be pretty obvious... *8) ; Teleport-gate floors Flat SLGATE1 gate comp WOD comp MIL comp MARB comp RED custom Flat GATE4 gate comp WOD comp MIL comp MARB comp RED Flat GATE3 gate comp WOD comp MIL comp MARB comp RED Flat GATE2 gate comp WOD comp MIL comp MARB comp RED Flat GATE1 gate comp WOD comp MIL comp MARB comp RED ; Floors and ceilings for WOD theme Flat FLOOR5_4 ceiling outside comp WOD Flat FLOOR4_6 ceiling comp WOD Flat CEIL3_3 ceiling comp WOD Flat CEIL1_1 ceiling comp WOD Flat FLAT8 floor comp WOD Flat FLAT5_2 floor comp WOD Flat FLAT5_1 floor ceiling comp WOD comp MARB Flat FLAT1_1 floor outside comp WOD Flat CEIL5_2 floor outside comp WOD Flat MFLR8_1 floor comp WOD ; and nukages Flat SLIME09 nukage comp WOD noDoom0 noDoom1 Flat BLOOD1 nukage red comp WOD ; Floors and ceilings for MIL theme Flat SLLITE1 ceiling light comp MIL custom Flat TLITE6_6 ceiling light comp MIL Flat FLOOR7_1 ceiling outside comp MIL Flat FLOOR5_2 ceiling comp MIL Flat FLOOR5_1 ceiling comp MIL Flat CEIL3_1 ceiling comp MIL Flat FLOOR4_1 floor comp MIL Flat FLOOR3_3 floor ceiling comp MIL comp MARB Flat FLOOR0_2 floor comp MIL Flat FLOOR0_1 floor outside comp MIL Flat FLAT1_2 floor outside comp MIL Flat FLAT5 floor comp MIL ; and nukage Flat NUKAGE1 nukage comp MIL ; Floors and ceilings for MARB theme (not yet mentioned elsewhere) Flat GRNLITE1 ceiling light comp MARB noDoom0 noDoom1 Flat FLOOR7_2 ceiling comp MARB Flat SLFLAT01 floor comp MARB custom Flat FLAT1 floor comp MARB Flat DEM1_6 floor comp MARB Flat DEM1_5 floor ceiling comp MARB ; and mukage Flat BLOOD1 nukage red comp MARB Flat NUKAGE1 nukage comp MARB ; Floors and ceilings for (secret) RED theme Flat SLSPARKS floor comp RED custom Flat SFLR6_4 floor ceiling comp RED Flat TLITE6_5 ceiling light comp RED Flat FLOOR6_1 floor ceiling red comp RED Flat FLOOR1_7 ceiling light comp RED Flat FLOOR1_6 floor ceiling red comp RED Flat FLAT5_3 floor ceiling red comp RED Flat LAVA1 nukage comp RED Flat BLOOD1 nukage red comp RED ; Floors for outside areas not yet mentioned Flat SLGRASS1 outside custom Flat SLIME13 outside noDoom0 noDoom1 Flat RROCK19 outside noDoom0 noDoom1 Flat RROCK16 outside noDoom0 noDoom1 Flat RROCK11 outside noDoom0 noDoom1 Flat GRNROCK outside noDoom0 noDoom1 Flat GRASS2 outside noDoom0 noDoom1 Flat GRASS1 outside noDoom0 noDoom1 Flat MFLR8_4 outside Flat MFLR8_3 outside Flat MFLR8_2 outside Flat FLAT5_7 outside Flat FLAT10 outside ; These are the defaults, but we'll list them anyway. Flat FWATER1 water Flat F_SKY1 sky ; Constructs: computers and crates and stuff that stand around in rooms ; This is pretty complex! Fool with it at your peril. ; Family 1 is silver-colored computers; short ones and tall ones Construct family 1 height 64 comp MIL comp MARB top FLAT9 top FLAT4 top FLAT23 top FLAT19 top FLAT18 top CRATOP1 top COMP01 Primary COMPUTE1 yoffsets 0 64 Primary COMPSTA2 Primary COMPSTA1 Secondary SUPPORT2 width 16 Secondary SHAWN2 width 16 Construct family 1 height 128 comp MIL comp MARB top FLAT9 top FLAT4 top FLAT23 top FLAT19 top FLAT18 top CRATOP1 top COMP01 Primary SILVER3 Primary COMPUTE1 yoffsets 0 64 Secondary SILVER2 width 64 Secondary SILVER1 width 64 Secondary SUPPORT2 width 16 Secondary SHAWN2 width 16 ; Family 2 is dark-colored computers; short and tall Construct family 2 height 64 comp MIL top CEIL5_1 top FLAT4 top TLITE6_1 Primary SPACEW3 yoffsets 0 64 width 64 Primary COMPTALL yoffsets 0 64 width 256 Primary COMP2 yoffsets 0 64 width 256 Secondary METAL7 yoffsets 0 64 width 64 Secondary METAL6 yoffsets 0 64 width 64 Secondary METAL5 yoffsets 0 64 width 64 Secondary METAL3 yoffsets 0 64 width 64 Secondary METAL2 yoffsets 0 64 width 64 Secondary COMPWERD width 64 Secondary COMPSPAN width 16 Construct family 2 height 128 comp MIL top CEIL5_1 top FLAT4 top TLITE6_1 Primary SPACEW3 width 64 Primary COMPTALL width 256 Primary COMP2 width 256 Secondary METAL7 yoffsets 0 64 width 64 Secondary METAL6 yoffsets 0 64 width 64 Secondary METAL5 yoffsets 0 64 width 64 Secondary METAL3 yoffsets 0 64 width 64 Secondary METAL2 yoffsets 0 64 width 64 Secondary COMPWERD width 64 Secondary COMPSPAN width 16 ; Family 3 is crates of various sizes and kinds Construct family 3 height 64 comp WOD comp MIL top CRATOP2 Primary CRATWIDE yoffsets 64 64 Primary CRATE1 width 64 Construct family 3 height 64 comp WOD comp MIL top CRATOP1 Primary CRATWIDE Primary CRATE2 width 64 Construct family 3 height 64 comp WOD comp MIL top CRATOP1 Primary CRATELIT width 32 Construct family 3 height 32 comp WOD comp MIL top CRATOP1 Primary CRATELIT width 32 Construct family 3 height 16 comp WOD comp MIL top CRATOP1 Primary CRATINY width 16 ; And Family 4 is bookcases; works only in Doom2 Construct family 4 height 128 comp WOD comp MARB noDoom0 noDoom1 top FLAT5_1 top CRATOP2 top CEIL5_2 top CEIL3_3 top CEIL1_1 Secondary PANEL5 width 64 Secondary PANCASE2 width 64 Secondary PANCASE1 width 64 Secondary PANBORD2 width 16 Secondary PANBORD1 width 32 Primary PANBOOK width 64 ; Mask-adjustments for the construct textures that need it Texture PANEL5 noDoom0 noDoom1 Texture PANCASE2 noDoom0 noDoom1 Texture PANCASE1 noDoom0 noDoom1 Texture PANBORD2 noDoom0 noDoom1 Texture PANBORD1 noDoom0 noDoom1 Texture METAL7 noDoom0 noDoom1 Texture METAL6 noDoom0 noDoom1 Texture METAL2 noDoom0 noDoom1 Texture COMP2 noDoom2 Texture SILVER2 noDoom0 noDoom1 Texture SILVER1 noDoom0 noDoom1 ; Load the hardwired monster and object and so on data (required in ; this version of SLIGE; don't remove this!) Hardwired1 ; Say which lamps we like in which themes, and where barrels are allowed ; Information like which Doom version each object is in, and which ones ; cast light, and which ones explode, is still hardwired. Thing 2035 comp MIL ; barrel Thing 34 comp WOD comp MIL comp MARB ; candle Thing 44 comp WOD comp MARB ; tall blue torch Thing 45 comp WOD comp MARB ; tall green torch Thing 46 comp WOD comp MARB comp RED ; tall red torch Thing 55 comp WOD comp MARB ; short blue torch Thing 56 comp WOD comp MARB ; short green torch Thing 57 comp WOD comp MARB comp RED ; short red torch Thing 48 comp MIL ; electric pillar Thing 2028 comp MIL Thing 85 comp MIL Thing 86 comp MIL Thing 70 comp MIL comp WOD ; flaming barrel Thing 35 comp WOD ; candelabra ; and that's it!