Battlezone TRN Format

[Sky]

SkyHeight

Height of the sky plane in meters.

SkyType

Type of sky to draw.

Use a value of 0 for stationary non-tiled clouds and 1 for "wind-blown" tiled clouds.

SkyTexture

Texture asset name to apply to the sky cloud layer.

SunTexture

Name of the sprite to use for the sun.

BackdropTexture

Texture asset name to use for the textured sky backdrop.

An empty name or nonexistent texture will disable the sky backdrop.

BackdropDistance

Distance in meters to the sky backdrop.

BackdropHeight

Height in meters of the sky backdrop.

BackdropBase

Height in meters of the base of the sky backdrop.

BackdropType

Texture blend type for the sky backdrop.

Use a value of 0 for normal and a value of 1 for 1/3 translucent.

[LightningBolt]

Bolts

Number of lightning bolts to track at once.

A value of 0 disables the lightning bolt effect.

Color

Palette color index to use for lightning bolts.

The default value searches the palette for the closest match to pure white (255, 255, 255).

minDelay

Minimum time in milliseconds between lightning strikes on a "channel".

maxDelay

Maximum time in milliseconds between lightning strikes on a "channel".

Duration

Duration in milliseconds of each lightning bolt.

Distance

Distance in meters from the camera to generate a lighting bolt.

Sound

Sound asset name to play on generating a lightning bolt.

[AnimatedScrounge]

Type0 .. Type7

Texture asset name for animated scrounge 0 through 7

An empty name or nonexistent texture will disable the animated scrounge.

the last three characters of the name (before the extension) have special meaning.

All animations of a given type will have the same number of frames. Each frame is a separate texture asset, not a texture sheet.

For example, foo103.map would have 2 animations (0 and 1) with 4 frames (0 through 3).

Rate

Time in milliseconds between animation frames.

This is technically the animation period, not rate.

Size

Size in centimeters of each scrounge billboard sprite.

Count

Maximum number of active scrounge objects.

Diameter

Diameter in meters of the area around the camera position to generate scrounge objects.

Though the name implies a circle, the area is actually an axis-aligned square.

[AnimatedSky]

Count

Number of animated sky sprites to draw.

Diameter

Diameter in meters of the area around the camera position to generate animated sky objects.

Sky objects follow the camera position at a height of 50 meters minus the sprite size.

Though the name implies a circle, the area is actually an axis-aligned square.

MinDelay

Minimum starting delay in milliseconds.

After the starting delay, the animation will play normally.

MaxDelay

Maximum starting delay in milliseconds.

After the starting delay, the animation will play normally.

Anim0 .. Anim7

Texture asset name to use for animated sky 0 through 7

An empty name or nonexistent texture will disable the animated sky.

The last two characters of the name (before the extension) have special meaning.

Each frame is a separate texture asset, not a texture sheet.

Example: foo04.map would have 4 frames (0 through 3)

Rate0 .. Rate7

Time in millseconds between animation frames.

This is technically the animation period, not rate.

Size0 .. Size7

Size in centimeters of the animated sky object.

[Clouds]

Count

Number of cloud objects to draw per tile.

A value of zero disables clouds.

TileSize

Size in meters of each cloud tile. Clouds have random positions within the tile.

Type

Cloud height offset type.

A value of 0 uses absolute height and a value of 1 uses height above the camera.

Texture0 .. Texture7

Texture asset name for cloud 0 to 7

An empty name or nonexistent texture will disable the cloud.

Size0 .. Size7

Size in meters of each cloud.

Height0 .. Height7

Height of each cloud.

[Stars]

individual star polygons

Radius

Distance in meters from the camera to draw star objects.

Texture00 .. Texture63

Texture asset name for star object 0 to 63.

An empty name or nonexistent texture will disable the star object.

Size00 .. Size63

Size in meters of star object 0 to 63.

Azimuth00 .. Azimuth63

Azimuth (yaw) angle in degrees of star object 0 to 63.

Azimuth 0 is due north, 90 or -270 is due east, 180 or -180 is due south, and 270 or -90 is due west.

Elevation00 .. Elevation63

Elevation (pitch) angle in degrees of star object 0 to 63.

Elevation 0 is at the horizon, and 90 is straight up.

Roll00 .. Roll63

Roll angle in degrees of star object 0 to 63.

Roll 0 is level, positive is counterclockwise, and negative is clockwise.

Alpha00 .. Alpha63

Blend type of star object 0 to 63.

A value of 0 is 1/3 translucent and 1 is normal.

[StarList]

The star list draws arrays of star polygons to cover the sky, rotating the polygons to reduce visible tiling.

Elevation, azimuth, and rotation for each polygon are computed automatically.

Solid

Enable solid rendering.

A value of 0 draws normally and a value of 1 draws solid white polygons for debugging purposes.

LayerHeight

Elevation (pitch) angle in degrees per active star layer.

Texture

Texture asset name to apply to each star list object.

An empty name or nonexistent texture will disable the star list.

Size00 .. Size63

Size in meters of each star list object in layer 0 to 63.

Start00 .. Start63

Start azimuth (yaw) angle in degrees for layer 0 to 63.

End00 .. End63

End azimuth (yaw) angle in degrees for layer 0 to 63.

Count00 .. Count63

Number of star list objects in layer 0 to 63.

A value of 0 or less disables the star layer.

[NormalView]

FogStart

Distance in meters from the camera to start fog.

Terrain and objects closer than this have zero fog color applied.

FogEnd

Distance in meters from the camera to end fog.

Terrain and objects further than this have full fog color applied.

FogBreak

Fog break point in percent.

At Break percent between Start and End, the fog has an intensity of 100 .. Break percent. Lower Break values increase the fog intensity closer to Start. Higher Break values increase the fog intensity closer to End.

VisibilityRange

Maximum visibility range in meters for terrain and entities.

The VisibilityScale value in Render.cfg scales this value.

FlatRange

Distance in meters beyond which the terrain draws flat-shaded polygons.

Intensity

Global lighting intensity level in percent.

This value seems to scale all other lighting values in software mode.

Ambient

Ambient lighting level in percent for environment (terrain, scrounge).

This is the minimum lighting level for polygons facing away from the sun.

ShadowLuma

Shadow lighting level in percent.

This is the overall lighting level for objects on shadowed terrain.

TerrainShadowLuma

Terrain shadow lighting level in percent.

This is the lighting level for terrain polygons in shadowed areas.

CarAmbient

Ambient lighting level in percent for entities (vehicles, buildings, and so forth).

This is the minimum lighting level for polygons facing away from the sun.

FogDirection

Set the fog direction.

A value of 0 means inverted and a value of 1 means normal.

GroundFogTop

Height in meters of the top of ground fog.

GroundFogBottom

Height in meters of the bottom of ground fog.

GroundFogStart

Distance in meters from the camera to start applying ground fog.

MIP0

Maximum distance in meters from the camera for terrain texture mipmap 0 (full resolution)

MIP1

Maximum distance in meters from the camera for terrain texture mipmap 1 (half resolution)

MIP2

Maximum distance in meters from the camera for terrain texture mipmap 2 (quarter resolution)

MIP3

Maximum distance in meters from the camera for terrain texture mipmap 3 (eighth resolution)

Time

Time of day in centihours.

Lava

Terrain material index representing lava.

Values outside the range from 0 to 7 will disable lava.

Wave

Terrain material index for the terrain wave effect.

Values outside the range from 0 to 7 will disable terrain waves.

[SateliteView]

Note the spelling of the section label: "SateliteView", not "SatelliteView"

VisibilityRange

Maximum visibility range in meters for terrain and entities.

[Size]

Width

Width in meters of the terrain from west to east.

The value must be an integer multiple of 1280 meters.

Depth

Depth in meters of the terrain from south to north.

The value must be an integer multiple of 1280 meters.

MinX

Western-most position in meters of the terrain.

The value must be an integer multiple of 1280 meters.

MinZ

Southern-most position in meters of the terrain.

The value must be an integer multiple of 1280 meters.

Height

Default height in decimeters of the terrain.

Empty zones outsize the terrain will use this height.

[TextureType0] .. [TextureType7]

FlatColor

Color index for a flat-shaded terrain tile of material 0 to 7.

Solid<variation><mip>

Texture asset name for a solid terrain tile of material 0 to 7.

Variation can be A, B, C, or D

Mip can be 0, 1, 2, or 3

CapTo<material>_<variation><mip>

Texture asset name for a cap terrain tile of material 0 to 7.

Material can be 0, 1, 2, 3, 4, 5, 6, or 7 (excluding the current material)

Variation can be A, B, C, or D

Mip can be 0, 1, 2, or 3

DiagonalTo<material>_<variation><mip>

Texture asset name for a cap terrain tile of material 0 to 7.

Material can be 0, 1, 2, 3, 4, 5, 6, or 7 (excluding the current material)

Variation can be A, B, C, or D

Mip can be 0, 1, 2, or 3

[World]

MusicTrack

CD track number to play.

A value of -1 will disable music.

With a CD in the drive, the audio system will try to play the specified track.

Otherwise, it will try to play an OGG file named after the track number (e.g. "1.ogg").

IntroMovie

Intro movie for the level.

Currently unsupported.

OutroMovie

Outro movie for the level

Currently unsupported.

[Color]

Palette

Palette asset name (.act)

The palette is a 256-entry array of 3-byte RGB triplets.

Luma

Luma table asset name (.lum)

The luma table is a 256 by 256 array of color indices indexed by fog level and illumination level.

Translucency

Translucency table asset name (.tbl) for software rendering.

The translucency table is a 256 by 256 array of color indices indexed by source and destination color index.

The source and destination color indices refer to colors in the normal palette.

Alpha

Alpha table asset name (.alb) for software rendering.

The alpha table is a 256 by 256 array of color indices indexed by source and destination color index.

The source color index refers to colors in the RGBA "alpha" palette.

The destination color index refers to colors in the normal palette.

[Layer0] .. [Layer7]

MakeTRN uses these values to assign terrain materials procedurally. The game currently ignores them.

ElevationStart

Minimum elevation in decimeters for the layer.

ElevationEnd

Maximum elevation in decimeters for the layer.

SlopeStart

Minimum slope in degrees for the layer.

SlopeEnd

Maximum slope in degrees for the layer.

Material

Terrain material index to assign.

A value of 8 disables the layer.