Mapdev:mapinfo.lua

From Spring

mapinfo.lua Reference

This file is the primary configuration file for maps, list many things including resources, attributes, ad properties.

Source

The engine source code which reads this file from the map is viewable here:

Example

Can be found in the map blueprint

File Location

relative to the root directory of the map

./mapinfo.lua

Formatting

check Lua Documentation for syntax etc.

In this wiki page, variables are organised as such: type VariableName  default: value range: [valid range] Required

Description

Data Types

int 
An integer number. eg. 5
float 
A number with decimals. eg 1.023
bool 
A value which can be true or false. eg true
string 
Text, or more precisely a string of alphanumeric characters. eg "string of characters"
rgb 
Three float components, representing red, green and blue components, ranged from 0.0 to 1.0. eg {0.0, 0.0, 0.0}
float3 
Three float components, eg {0.0, 0.0, 0.0}
float4 
Four float components, eg {0.0, 0.0, 0.0, 0.0}

Sections

mapinfo

local mapinfo = {
   name        = "MyMap",
   shortname   = "",
   description = "",
   author      = "",
   version     = "1.0",
   --mutator   = "deployment";
   mapfile     = "maps/mymap.smf", -- // location of smf/sm3 file
   modtype     = 3, --// 1=primary, 0=hidden, 3=map
   depend      = {"Map Helper v1"},
   replace     = {},

   --startpic   = "", --// deprecated
   --StartMusic = "", --// deprecated

   maphardness     = 100,
   notDeformable   = false,
   gravity         = 130,
   tidalStrength   = 0,
   maxMetal        = 0.02,
   extractorRadius = 500.0,
   voidWater       = false,
   voidGround      = false,
   autoShowMetal   = true,

   smf = {
      ...
   },

   sound = {
      ...
   },

   resources = {
      ...
   },

   splats = {
      ...
   },

   atmosphere = {
      ...
   },

   grass = {
      ...
   },

   lighting = {
      ...
   },

   water = {
      ...
   },

   teams = {
      ...
   },

   terrainTypes = {
      ...
   },

   custom = {
      ...
   },
}

string name  default: none Required

Name of the map

string shortname  default: ? Required

maps will not show in the map list without a valid shortname(not sure on its requirements)

string description  default: name

The description of the map that shows in the multiplayer battleroom

string author  default: ""

Author of the map

string version  default: ?

version, appended to name

string mutator  default: ?

FIXME:

string mapfile  default: ?

location of smf/sm3 file

int modtype  default: ? range: [013] Required

1=primary, 0=hidden, 3=map

type depend  default: ? Required

FIXME:

type replace  default: ?

FIXME:

float maphardness  default: 100.0

Defines how much a map will deform from impacts. Higher values mean less deformation, negative values will result in negative deformation (really funny looking)

bool notDeformable  default: false

Setting it to 1 means that no explosions can deform the map.

float gravity  default: 130.0 range: [0.001-max]

As you would expect, affects ballistics and how far units fly after an explosion. The force of gravity in units/sec^2

float tidalStrength  default: 0.0 range: [0.0-max]

The amount of energy which will be given by tidal generators.

float maxMetal  default: 0.02 range: [0.0-max]

How much metal a map square with the maximum metal value gives.

float extractorRadius  default: 500 range: [0.0-max]

The radius of effect that a single extractor will extract from. If two radii intersect, both extractors will suffer from reduced output.

bool voidWater  default: false

Voidwater means there will be no water plane, and all parts of the map under water will be completely transparent, to show the skybox through the map. For example, check Apophis_v2. Additionally for this to work, the mapinfo.water.planeColor variable must not be specified in the mapinfo.lua file, delete or comment it out if it exists.

bool voidGround  default: falseNew in 92.0

Allows portions of the ground to be invisible if the map was compiled with a diffuse image that has an alpha channel. The terrain still exists, its just transparent..


float voidAlphaMin  default: 0.9

Controls what alpha level the transparency trigger..


bool autoShowMetal  default: true

Defines whether the metal map (F4 mode) is shown automatically when a mex is queued for placement.

smf

local mapinfo = {
   ...
   smf = {
      minHeight = 1000,
      maxHeight = -300,
      minimapTex = "",
      smtFileName0 = "",
      smtFileName1 = "",
      smtFileName.. = "",
      smtFileNameN = "",
   },
   ...
}

float minHeight  default: 0.0

Overrides the minimum map height specified while compiling. Compile time height used if undefined

float maxHeight  default: 0.0

Overrides the maximum map height specified while compiling. Compile time height used if undefined

string minimapTex  default: ?New in 99.0

Overrides the minimap with an image of your choice, smf used if undefined or invalid

string metalmapTex  default: ?New in 99.0

Overrides the metalmap with an image of your choice, smf used if undefined or invalid

string typemapTex  default: ?New in 99.0

Overrides the typemap with an image of your choice, smf used if undefined or invalid

string grassmapTex  default: ?New in 99.0

Overrides the grassmap with an image of your choice, smf used if undefined or invalid

string [[#smtFileName[N]|smtFileName[N]]]  default: ?

FIXME:

sound

local mapinfo = {
   ...
   sound = {
      preset = "default",

      passfilter = {
         ...
      },

      reverb = {
         ...
      },
   },
   ...
}

string preset  default: "default"

Sets the _reverb_ preset (= echo parameters), passfilter (the direct sound) is unchanged. To get a list of all possible presets check: EFXPresets.cpp
Icon-tip.png Tip
You can change the preset at runtime via:
  • /tset UseEFX [1|0]
  • /tset snd_eaxpreset preset_name (may change to a real cmd in the future)
  • /tset snd_filter %gainlf %gainhf (may " " " " " " " " )

passfilter

Note, you likely want to set these tags due to the fact that they are _not_ set by `preset`! So if you want to create a muffled sound you need to use them.

local mapinfo = {
   ...
   sound = {
      ...
      passfilter = {
         gainlf = 1.0,
         gainhf = 1.0,
      },
      ...
   },
   ...
}

float gainlf  default: ?

FIXME:

float gainhf  default: ?

FIXME:

reverb

Normally you just want use the `preset` tag but you can use handtweak a preset if wanted with the following tags. To know their function & ranges check the official OpenAL1.1 SDK document.

local mapinfo = {
   ...
   sound = {
      ...
      reverb = {         
         --density
         --diffusion
         --gain
         --gainhf
         --gainlf
         --decaytime
         --decayhflimit
         --decayhfratio
         --decaylfratio
         --reflectionsgain
         --reflectionsdelay
         --reflectionspan
         --latereverbgain
         --latereverbdelay
         --latereverbpan
         --echotime
         --echodepth
         --modtime
         --moddepth
         --airabsorptiongainhf
         --hfreference
         --lfreference
         --roomrollofffactor
      },
   },
   ...
}

resources

local mapinfo = {
   ...
   resources = {
      grassBladeTex = "",
      grassShadingTex = "",
      detailTex = "",
      specularTex = "",
      splatDetailTex = "",
      splatDistrTex = "",
      skyReflectModTex = "",
      detailNormalTex = "",
      lightEmissionTex = "",
      parallaxHeightTex = "",
   },
   ...
}

string grassBladeTex  default: ?

Specifies the texture to be used on the grass blades themselves. Green-yellow gradients make for some interesting effects. Defaults to the internally generated blade texture. More Information: Mapdev:grass

string grassShadingTex  default: ?

Specifies the color variation of the grass across the map. This defaults to the minimap, so the grass color can match the map color. More Information: Mapdev:grass

string detailTex  default: ?

Specifies the detail texture for the map. More Information: Mapdev:detail

string specularTex  default: ?

More Information: Mapdev:specular

string splatDetailTex  default: ?

More Information: Mapdev:splatdetail

string splatDistrTex  default: ?

More Information: Mapdev:splatdetail

string skyReflectModTex  default: ?

More Information: Mapdev:skyreflectmod

string detailNormalTex  default: ?

More Information: Mapdev:normal

string lightEmissionTex  default: ?

More Information: Mapdev:lightemission

string parallaxHeightTex  default: ?

More Information: Mapdev:parallax

splats

local mapinfo = {
   ...
   splats = {
      texScales = {0.02, 0.02, 0.02, 0.02},
      texMults  = {1.0, 1.0, 1.0, 1.0},
   },
   ...
}

float[4] texScales  default: {0.2, 0.2, 0.2, 0.2}

Scale value for the splat texture in the RGBA channels respectively.

float[4] texMults  default: {1.0, 1.0, 1.0, 1.0}

Value for the splat texture in the RGBA channels respectively.

atmosphere

local mapinfo = {
   ...
   atmosphere = {
      minWind      = 5.0,
      maxWind      = 25.0,

      fogStart     = 0.1,
      fogEnd       = 1.0,
      fogColor     = {0.7, 0.7, 0.8},

      sunColor     = {1.0, 1.0, 1.0},
      skyColor     = {0.1, 0.15, 0.7},
      skyDir       = {0.0, 0.0, -1.0},
      skyBox       = "",

      cloudDensity = 0.5,
      cloudColor   = {1.0, 1.0, 1.0},
   },
   ...
}

float minWind  default: 5.0 range: [0.0-max]

The minimum amount of energy the wind on the map will give. is clamped to maxwind

float maxWind  default: 25.0 range: [0.0-max]

The maximum amount of energy the wind on the map will give

float fogStart  default: 0.1

The distance from the camera at which the fog will start. viewRange * fogStart

float fogEnd  default: 1.0

The distance from the camera that fog is opaque. viewRange * fogEnd}

rgb fogColor  default: {0.7, 0.7, 0.8}

The color of the fog and the infinite plane below the world. The values are in the order Red, Green, Blue. However, giving values higher than 1.0 will give brighter fog and less than 0.0 will give darker

rgb sunColor  default: {1.0, 1.0, 1.0}

The color of the sun in the sky. The values are in the order Red, Green, Blue. This will also effect the size of the star. As the values increase (including over 1.0), the disc will get bigger; the inverse is also true

rgb skyColor  default: {0.1, 0.15, 0.7}

The color of the sky itself. The values are in the order Red, Green, Blue

float[3] skyDir  default: {0.0, 0.0, -1.0}

Is normalised vector

string skyBox  default: ?

Specify a .dds skybox (also called skycube) for examples and resources see this thread

float cloudDensity  default: 0.5 range: [0.0-max]

The amount of clouds in the sky

rgb cloudColor  default: {1.0, 1.0, 1.0}

The color of the clouds

grass

The shader for grass color at https://github.com/spring/spring/blob/266b51ad4c0301103e269a13f8e72f9c26511b4e/cont/base/springcontent/shaders/GLSL/GrassFragProg.glsl#L48 samples grassBladeTex, and multiplies it with grassShadingTex (which defaults to minimap)


local mapinfo = {
   ...
   grass = {
      bladeWaveScale = 1.0,
      bladeWidth  = 0.32,
      bladeHeight = 4.0,
      bladeAngle  = 1.57,
      bladeColor  = {0.59, 0.81, 0.57},
      maxStrawsPerTurf = 150,
   },
   ...
}

float bladeWaveScale  default: 1.0

Specifies how much the wind should effect grass blade movement, as well as the amplitude of the grass motion. Setting it to 0 will stop grass animation

float bladeWidth  default: 0.32

Specifies the width of each blade of grass

float bladeHeight  default: 4.0

Specifies the length of each blade of grass

float bladeAngle  default: 1.57

Specifies the curvature of each blade of grass. Unit is radians. 0 means completely straight blades of grass

int maxStrawsPerTurf  default: 150

The maximum number of grass blades per 'turf', A turf is approximately 32x32 elmos.

rgb bladeColor  default: {0.59, 0.81, 0.57}

does nothing when `grassBladeTex` is set

Lighting

local mapinfo = {
   ...
   lighting = {
      --// dynsun
      sunStartAngle = 0.0,
      sunOrbitTime  = 1440.0,
      sunDir        = {0.0, 1.0, 2.0, 1e9},

      --// unit & ground lighting
      groundAmbientColor  = {0.5, 0.5, 0.5},
      groundDiffuseColor  = {0.5, 0.5, 0.5},
      groundSpecularColor = {0.1, 0.1, 0.1},
      groundShadowDensity = 0.8,
      unitAmbientColor    = {0.4, 0.4, 0.4},
      unitDiffuseColor    = {0.7, 0.7, 0.7},
      unitSpecularColor   = {0.7, 0.7, 0.7},
      unitShadowDensity   = 0.8,
      
      specularExponent    = 100.0,
   },
   ...
}

float sunStartAngle  default: 0.0

FIXME:

float sunOrbitTime  default: 1440.0

FIXME:

float[3] sunDir  default: {0.0, 1.0, 2.0}

The direction of the sun, which is normalized by Spring. The Y-axis is up

rgb groundAmbientColor  default: {0.5, 0.5, 0.5}

The ambient (non-sun-lit) color of ground, grass, trees and other features. The values are in the order Red, Green, Blue

rgb groundDiffuseColor  default: {0.5, 05, 0.5}

The color of ground where it is fully sun lit (added to GroundAmbientColor). The values are in the order Red, Green, Blue

rgb groundSpecularColor  default: {0.1, 0.1, 0.1}

and its effect when a specular map is present?

float groundShadowDensity  default: 0.8

How far from the non shadowed to the ambient color stuff in shadow will go.

float unitAmbientColor  default: {0.4, 0.4, 0.4}

The ambient (non-sun-lit) color of units and corpses

rgb unitDiffuseColor  default: {0.7, 0.7, 0.7}

The color of units where they is fully sun lit (added to UnitAmbientColor). The color of units where they is fully sun lit (added to UnitAmbientColor)

rgb unitSpecularColor  default: unitDiffuseColor

FIXME:

float unitShadowDensity  default: 0.8

How far from the non shadowed to the ambient color stuff in shadow will go

float specularExponent  default: 100

FIXME:

water

local mapinfo = {
   ...
   water = {
      damage =  0.0,

      repeatX = 0.0,
      repeatY = 0.0,

      absorb    = {0.0, 0.0, 0.0},
      baseColor = {0.0, 0.0, 0.0},
      minColor  = {0.0, 0.0, 0.0},

      ambientFactor  = 1.0,
      diffuseFactor  = 1.0,
      specularFactor = 1.0,
      specularPower  = 20.0,

      planeColor = {0.0, 0.4, 0.0},

      surfaceColor  = {0.75, 0.8, 0.85},
      surfaceAlpha  = 0.55,
      diffuseColor  = {1.0, 1.0, 1.0},
      specularColor = {0.5, 0.5, 0.5},

      fresnelMin   = 0.2,
      fresnelMax   = 0.8,
      fresnelPower = 4.0,

      reflectionDistortion = 1.0,

      blurBase      = 2.0,
      blurExponent = 1.5,

      perlinStartFreq  =  8.0,
      perlinLacunarity = 3.0,
      perlinAmplitude  =  0.9,
      windSpeed = 1.0, --// does nothing yet

      shoreWaves = true,
      forceRendering = false,

      --// undefined == load them from resources.lua!
      --texture =       "",
      --foamTexture =   "",
      --normalTexture = "",
      --caustics = {
      --   "",
      --   "",
      --},

   },
   ...
}

float damage  default: 0.0

Number of hit points per game frame (30 frames per second) a unit will be damaged if it is in the water. As of 95.0 by default damage is also applied to hovercraft units. i wonder if this can be made to give life...?

float repeatX  default: 0.0

effects the filing frequency of the watertexture. E.g. how many times the watertexture (default ocean.jpg) will be repeated across the size of the entire map. Only affects basic water. Sane ranges[1-32]

float repeatY  default: 0.0

effects the filing frequency of the watertexture. E.g. how many times the watertexture (default ocean.jpg) will be repeated across the size of the entire map. Only affects basic water. Sane ranges[1-32]

rgb absorb  default: {0.0, 0.0, 0.0}

How fast different colors (RGB in order) are absorbed by the water. Can be used to make the water look murky at deeper sections and so on. How this works: the waterabsorb value for the color channel gets multiplied by the depth of the water at a point, and this product gets subtracted from WaterBaseColor, until WaterMinColor is reached. Example: WaterAbsorb is 0.01, for the red channel, and we want to know how much red will be left in the water at a Spring elevation of -100, since 0.01*100= 1 , at this depth, there will be no more red component in the water, unless WaterMinColor is higher than 0 on the red channel

rgb baseColor  default: {0.0, 0.0, 0.0}

The color of the water just beneath the surface plane. This is the starting color from which deeper waters will absorb more color. The values are in the order Red, Green, Blue

rgb minColor  default: {0.0, 0.0, 0.0}

The smallest values the water will go down to due to WaterAbsorb

float ambientFactor  default: 1.0

How much ambient (undirected) light (ambientColor) the water surface has

float diffuseFactor  default: 1.0

How much diffuse (sun lit, diffuseColor) color will be applied to the water surface

float specularFactor  default: 1.0

Specifies how much light is reflected from the sun, sane range [0-5]

float specularPower  default: 20.0

Specifies how 'polished' the surface of the water is. Small values provide wide, large reflections of the sun (specularcolor), large values provide more pointlike reflections, sane range [1-256]

rgb planeColor  default: {0.0, 0.4, 0.0}

This sets the color of the groundplane under the water outside the map boundaries

rgb surfaceColor  default: {0.75, 0.8, 0.85}

The color of the water surface. Mostly affects the colors of the reflections off the top of the water. Has no effect on bump mapped water!

float surfaceAlpha  default: 0.55

Transparency of the water surface. 0 meaning almost fully transparent water plane(low amount of reflections visible), and 1 being nearly opaque (massive amount of reflections)

rgb diffuseColor  default: value

This specifies the diffuse color of the water body. WARNING: use of this tag disables the effect of WaterAbsorb , in fact, this tag does nothing but disable WaterAbsorb. Avoid

rgb specularColor  default: lighting.groundDiffuseColor

This will be the color of specular reflections coming from the sun only on the water surface

float fresnelMin  default: 0.2

This defines the minimum amount of light the water surface will reflect when looking vertically down on it [0-1]. Small values will make the water very transparent (non-reflective) when looking straight down on it. Large values will make the water reflect a lot even when looking straight down.

float fresnelMax  default: 0.8

This defines the maximum amount of light the water surface will reflect when looking horizontally (parallel to the water plane) across it [0-1]. Small values will make the water very transparent (non-reflective) even when looking straight across it. Large values will make the water reflect a lot when looking across.

float fresnelPower  default: 4.0

This is how quickly the water reflectivity goes from fresnelmin to fresnelmax depending on the angle of incidence across the water. reflColor.a = FresnelMin + FresnelMax * pow(angle, FresnelPower);

float reflectionDistortion  default: 1.0

How much the surface should distort reflections that are cause by waves not being level: ergo it adds more choppyness to your reflections sensible from 0 to 20

float blurBase  default: 2.0

Something to do with blur, but it just seems to cause banding with values under 2 and corruption with values above 10

float blurExponent  default: 1.5

How much reflections on water surface should be blurred together with the water surface, lower values meaning clearer reflections, (0.2-5) Warning: above 5 seems to cause water corruption

float perlinStartFreq  default: 8.0

Wave sizes, smaller = big waves, sensible: [1,20] (influence the wave sizes)

float perlinLacunarity  default: 3.0

Defines the size of the perlin waves, small values being big waves ([0.2,5] is sensible)

float perlinAmplitude  default: 0.9

Base stillness of water surface, 0 is dead still, 1 is 'windy' .This doesnt affect the bump texture depth, besides the fact that this disables the bump texture when set to 0

float windSpeed  default: 1.0

does nothing yet

bool shoreWaves  default: true

FIXME:

bool forceRendering  default: true

FIXME:

will have to ask about those undefined tags

teams

local mapinfo = {
   ...
   teams = {
      [0] = {startPos = {x = 2033, z = 852}},
      [1] = {startPos = {x = 10134, z = 852}},
      [2] = {startPos = {x = 0, z = 0}},
      [3] = {startPos = {x = 0, z = 0}},
      ...
   },
   ...
}

Holds an array of start positions

terrainTypes

local mapinfo = {
   ...
   terrainTypes = {
      [0] = {
         name = "Default",
         hardness = 1.0,
         receiveTracks = true,
         moveSpeeds = {
            tank  = 1.0,
            kbot  = 1.0,
            hover = 1.0,
            ship  = 1.0,
         },
      },
      [1]  = { 
         ...
      },
      ...
   },
   ...
}

Holds an array of start types where each element contains:

string name  default: ?

A label for the terrain type

float hardness  default: 1.0 range: [0.001-max]

Used as a multiplier against the mapinfo.mapHardness value. Can be used to make a particular terrain type softer or harder. A value of '1' will make it as hard as MapHardness, and 0.5 will make it half as hard

bool receiveTracks  default: true

Effects whether track decals will be placed on the ground from moving vehicles

float moveSpeeds.tank  default: 1.0 range: [0.0-max]

Speed multiplier for tanks when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type

float moveSpeeds.kbot  default: 1.0 range: [0.0-max]

Speed multiplier for kbots when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type

float moveSpeeds.hover  default: 1.0 range: [0.0-max]

Speed multiplier for hovercraft when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type

float moveSpeeds.ship  default: 1 range: [0.0-max]

Speed multiplier for ships when travelling on the parent terrain type. A value of '1.0' is normal speed, 0.5 will make them travel at half speed on the parent terrain type

custom

local mapinfo = {
   ...
   custom = {
      fog = {
         color    = {0.26, 0.30, 0.41},
         height   = "80%", --// allows either absolue sizes or in percent of map's MaxHeight
         fogatten = 0.003,
      },
      precipitation = {
         density   = 30000,
         size      = 1.5,
         speed     = 50,
         windscale = 1.2,
         texture   = 'LuaGaia/effects/snowflake.png',
      },

   },
   ...
}