RMF (Rich Map Format)
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The Rich Map Format (RMF) is a binary file format that stores raw map data, used by the Valve Hammer Editor up to Version 3.5. The format is used as an alternative to the MAP file format for the Half-Life Engine. The map must still be converted to MAP to be used by map compilers.
Compared with the MAP Format, the Rich Map Format saves VisGroups and stores brushes as sets of vertices, rather than as sets of planes.
Versions
RMF Version | Used by | Notes |
---|---|---|
0.8 | Worldcraft 1.0a-1.1 | |
0.9 | Worldcraft 1.1a | |
1.4 | Worldcraft 1.3 | |
1.6 | Worldcraft 1.5b | |
1.8 | Worldcraft 1.6-2.1 | Adds support for Quake II texture flags. |
2.2 | Worldcraft/Hammer 3.3-3.5, Jack, Sledge | |
3.70 | Hammer 4 | Saving an RMF in this format will render it unopenable by JACK! |
Primitive Data Types
All values are stored in little-endian format, least significant byte first.
- int: 32 bit integer
- float: 32 bit IEEE floating point
- byte : 8 bit unsigned integer
- <type>[n]: fixed length array of <type>
- <type>[]: variable length array of <type>
- string(n): fixed length null-terminated char string
- nstring: variable length null-terminated char string prefixed with length byte (length includes '\0' at end)
Structures
VisGroup (140 bytes)
{ string(128) name of vis group Color display color byte ? int index of visgroup (other objects refer to visgroups with this number) byte 1=visible, 0=not visible byte[3] ? }
Vector (12 bytes)
{ float[3] x, y and z components, respectively }
Color (3 bytes)
{ byte[3] red, green and blue components, respectively }
Face
{ string(256) texture name float ? Vector texture U axis float texture X shift Vector texture V axis float texture Y shift float texture rotation in degrees float texture X scale factor float texture Y scale factor byte[16] ? int number of vertices Vector[] vertex coordinates in clockwise order looking from front of face Vector[3] 3 points defining plane of face (VHE simply uses a copy of the first 3 vertices) }
Solid
{ nstring "CMapSolid" int visgroup Color display color (VHE ignores this if the solid is part of an entity or group) byte[4] ? int number of faces Face[] faces in no particular order }
Entity
{ nstring "CMapEntity" int visgroup byte[3] display color (VHE draws all entities purple regardless of this or any other color value) int number of brushes (0 for point entity) Solid[] entity brushes nstring classname (max length is 128) byte[4] ? int entity flags int number of key/value pairs nstring[] entity key/value pairs (array contains key, value, key value, etc.. max length is 32 for keys and 100 for values) byte[14] ? Vector position of entity in world coordinates (only used for point entities) byte[4] ? }
Group
{ nstring "CMapGroup" int visgroup Color display color (overrides color of any contained solids) int number of objects in group Object[] objects (can contain solids, entities or nested groups!) }
Corner
{ Vector position in world coordinates int index for this corner.. used to generate targetnames (corner01, corner02, etc..) string(128) name override (empty string if not overridden) int number of key/value pairs nstring[] key/value pairs (array contains key, value, key value, etc.) NOTE: these are supposed to be entity properties for the corner but VHE doesn't save them correctly }
Path
{ string(128) path name string(128) path class (should be "path_corner" or "path_track") int path type: 0=one way, 1=circular, 2=ping-pong int number of corners Corner[] corners in the order they appear in the path }
Camera
{ Vector eye position in world coordinates Vector look position in world coordinates }
File Structure
{ float version (usually 2.2): CD CC 0C 40 52 4D 46 ("????RMF") string(4) "RMF" int number of vis groups VisGroup[] visgroups nstring "CMapWorld" byte[7] ? (probably visgroup and Color fields but not used by VHE) int number of objects Object[] world brushes, entities and groups nstring classname of worldspawn entity (should be "worldspawn") byte[4] ? int worldspawn entity flags (VHE does not allow you to set any flags for the worldspawn so these are probably unused) int number of worldspawn entity key/value pairs nstring[] worldspawn key/value pairs (standard keys are "classname"="worldspawn", "sounds"="#", "MaxRange"="#", "mapversion"="220") byte[12] ? int number of paths Path[] paths string(8) "DOCINFO" float appears to be a version number for camera data int active camera index int number of cameras Camera[] cameras }