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WORLD.INI

World/level database defining map files, palettes, lighting, sky, weather, and PVO node maps for all game locations.

Shipped path: /Redguard/WORLD.INI. Referenced by SYSTEM.INI via world_ini=WORLD.INI. The file contains a single [world] section with four global keys followed by per-world-index entries for every game location.

File Structure

Single section: [world]

Global Keys

KeyExample valueDescription
start_world0World index loaded on new game start.
start_marker0Spawn marker index within the start world.
test_map_delay1Delay (seconds) between worlds during test-map cycling.
test_map_order0,1,2,1,...,-2Comma-separated world index sequence for the test-map loop. -2 terminates the list. The shipped file includes a commented-out compact variant and an active interleaved variant that returns to world 1 between each location.

Per-World Keys

Each world is identified by an integer index N. Keys follow the pattern key_name[N]=value.

Core

KeyTypeDescription
world_map[N]pathRGM scene file for this world. Present on every entry.
world_world[N]pathWLD terrain file. Only present for outdoor worlds with a heightmap terrain mesh.
world_redbook[N]integerCD audio track number for background music.
world_palette[N]pathCOL palette file.
world_shade[N]integerShade table index.
world_haze[N]integerHaze/distance-fog table index.
world_background[N]integerBackground fill color index. 0 = black, 2 = sky color, other values are palette indices.
world_compass[N]integerCompass heading offset (fixed-point). Omitted for most worlds; present where the player can see a compass.
world_flash_filename[N]pathGXA file used for screen-flash transitions when entering or leaving this world.

Lighting

KeyTypeDescription
world_sun[N]x, y, z, intensitySun direction vector and intensity. The three components are large fixed-point integers defining the light direction; intensity is a scalar.
world_ambient[N]integerGlobal ambient light level.
world_ambientfx[N]integerAmbient effect intensity (affects dynamic lighting).
world_ambientrgb[N]r, g, bAmbient light color as three 0..255 components.
world_sunangle[N]integerSun angle (fixed-point). Controls the horizontal rotation of the sun direction.
world_sunskew[N]integerSun skew (fixed-point). Controls the vertical tilt of the sun direction.
world_sunrgb[N]r, g, b, scaleSun color as three 0..255 components plus a scale factor.
world_fogrgb[N]r, g, bDistance fog color as three 0..255 components.

Sky

KeyTypeDescription
world_sky[N]pathGXA skybox texture. Only present for outdoor worlds.
world_skyfx[N]filenameBSI sky texture (scrolling sky layer).
world_skyscale[N]integerScale factor for the sky layer.
world_skylevel[N]integerVertical offset of the sky layer (negative = below horizon).
world_skyspeed[N]integerScroll speed of the sky layer.
world_sky_xrotate[N]integerSky rotation rate around the X axis.
world_sky_yrotate[N]integerSky rotation rate around the Y axis.

Sun Disc

KeyTypeDescription
world_sunimg[N]filenameBSI texture for the rendered sun disc.
world_sunimgrgb[N]r, g, bTint color for the sun disc texture.
world_sunscale[N]integerSize scale of the sun disc.

Water

KeyTypeDescription
world_wave[N]a, b, cWave animation parameters for water surfaces. Three integers: a = amplitude (vertical displacement scale), b = speed (phase advance per frame), c = spatial frequency (ripple density, multiplies the squared-distance term). See Water Waves for the displacement formula.

PVO Visibility

KeyTypeDescription
world_node_mapN[W]pathPVO .noo node map file, where N is a 1-based sequence index and W is the world index. Each world can have multiple node maps. See PVO for the octree format.

Rain / Weather

Only world 6 (necrisle) uses these keys. No other world has weather effects.

KeyTypeDescription
world_rain_delay[N]integerFrames between rain drop spawns.
world_rain_drops[N]integerMaximum simultaneous rain drops.
world_rain_start[N]integerVertical start height for rain drops (negative = above ground).
world_rain_end[N]integerVertical end height where drops are removed.
world_rain_sphereN[W]x, y, z, rSphere defining a rain zone: center coordinates plus radius. Multiple spheres (indexed 1..4 in world 6) define the areas where rain falls.

World Catalog

IDs 9, 10, and 16 have no entries in the file and are skipped.

Worlds 0, 1, 6, 27, 28, and 30 have world_world entries and use a WLD terrain mesh. All other worlds are indoor or dungeon locations with no terrain.

IDRGM FileWLD FilePaletteLocation
0MAPS\start.rgmMAPS\hideout.WLD3DART\sunset.COLStarting hideout (exterior, sunset)
1MAPS\ISLAND.rgmMAPS\ISLAND.WLD3DART\island.COLStros M’Kai island (daytime)
2MAPS\catacomb.rgm3DART\catacomb.COLCatacombs
3MAPS\PALACE.rgm3DART\palace00.COLPalace interior
4MAPS\caverns.rgm3DART\REDcave.COLCaverns
5MAPS\observe.rgm3DART\observat.COLObservatory
6MAPS\necrisle.rgmMAPS\necrisle.WLD3DART\necro.COLNecromancer’s Isle (rain, rotating sky)
7MAPS\necrtowr.rgm3DART\necro.COLNecromancer’s Tower interior
8MAPS\drint.rgm3DART\observat.COLDwemer ruin interior
11MAPS\jailint.rgm3DART\necro.COLJail interior
12MAPS\temple.rgm3DART\island.COLTemple
13MAPS\mguild.rgm3DART\redcave.COLMages Guild
14MAPS\vile.rgm3DART\island.COLVile Lair
15MAPS\tavern.rgm3DART\island.COLTavern
17MAPS\hideint.rgmMAPS\hideout.WLD3DART\hideout.COLHideout interior (shares hideout WLD)
18maps\silver1.rgm3DART\island.COLSilversmith (area 1)
19maps\silver2.rgm3DART\island.COLSilversmith (area 2)
20maps\belltowr.rgm3DART\island.COLBell Tower
21maps\harbtowr.rgm3DART\island.COLHarbor Tower
22maps\gerricks.rgm3DART\island.COLGerrick’s
23maps\cartogr.rgm3DART\island.COLCartographer’s
24maps\smden.rgm3DART\island.COLSmuggler’s Den
25maps\rollos.rgm3DART\island.COLRollo’s
26maps\jffers.rgm3DART\island.COLJeffers’
27MAPS\island.rgmMAPS\ISLand.WLD3DART\nightsky.COLIsland (night variant)
28MAPS\ISLAND.rgmMAPS\ISLAND.WLD3DART\sunset.COLIsland (sunset variant)
29maps\brennans.rgm3DART\island.COLBrennan’s Farm
30MAPS\extpalac.rgmMAPS\ISLAND.WLD3DART\sunset.COLPalace exterior (sunset, uses island WLD)
99maps\brennans.rgm3DART\island.COLBrennan’s Farm (alternate entry)

Notes

Typos in the shipped file. Line 286 reads orld_ambientfx[8]=128 (missing leading w) and line 498 reads orld_sunangle[23]=256. Both are present in the shipped file as-is; the engine likely ignores the malformed keys and falls back to defaults for those fields.

World 6 rain zones. The four world_rain_sphere entries for necrisle define overlapping spheres centered on different parts of the island. Sphere 2 has the largest radius (1000 units) and covers the main approach area.

World 17 shares terrain with world 0. Both the starting exterior (world 0) and the hideout interior (world 17) reference MAPS\hideout.WLD. The interior uses the same terrain data but a different RGM scene and palette.

Worlds 27 and 28 are time-of-day variants of world 1. All three share MAPS\ISLAND.WLD and the same PVO node maps (islan001..islan004, lighths). World 27 uses a night palette and sky; world 28 uses a sunset palette matching world 0.

Redguard Preservation CLI

When converting RGM or WLD files without an explicit --palette flag, the CLI reads WORLD.INI from the asset root to auto-resolve the correct palette. If multiple world entries match the input file (e.g. ISLAND.RGM appears in worlds 1, 27, and 28), the first match is used and alternatives are logged. Use --palette to override.

External References