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ded:decoration [2017-03-16 07:00] – skyjake | ded:decoration [2017-03-16 07:03] (current) – skyjake | ||
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+ | ====== Decoration (DED) ====== | ||
+ | |||
+ | Light decorations for surfaces. | ||
+ | |||
+ | You can define multiple Decorations for the same texture/ | ||
+ | latest one that passes the conditions will be used. By default (if you | ||
+ | specify no usage flags), a Decoration is only used with resources loaded | ||
+ | from an IWAD. | ||
+ | |||
+ | Note that [[Material]] definitions can be used to define light decorations, | ||
+ | |||
+ | |||
+ | ===== Syntax ===== | ||
+ | |||
+ | | ||
+ | < | ||
+ | { | ||
+ | # If " | ||
+ | # copied to this one as defaults. For the first definition in a | ||
+ | # file " | ||
+ | | ||
+ | Texture = "" | ||
+ | # Name of the texture with which this decoration is used. | ||
+ | | ||
+ | Flat = "" | ||
+ | # Name of the flat with which this decoration is used. You can | ||
+ | # only specify either a Texture or a Flat, not both. | ||
+ | | ||
+ | Flags = flaga | flagb | flagc etc... | ||
+ | # noiwad: Don't use this decoration if the resource is loaded from an IWAD. | ||
+ | # pwad: This decoration can be used with PWAD resources (for example custom textures). | ||
+ | # ext: This decoration can be used with external resources. | ||
+ | | ||
+ | Light | ||
+ | { | ||
+ | # Each decoration can specify up to 16 lights. | ||
+ | | ||
+ | Offset { 0.0 0.0 } | ||
+ | # Origin of the light in texture coordinates. | ||
+ | | ||
+ | Distance = 1.0 | ||
+ | # Distance between the origin of the light and the surface. | ||
+ | | ||
+ | Color { 0.0 0.0 0.0 } | ||
+ | # RGB color (values 0-1) of the light. Color (0,0,0) marks | ||
+ | # the end of the light definitions. Any lights that follow are | ||
+ | # not rendered. | ||
+ | | ||
+ | Radius = 1.0 | ||
+ | # Radius of the dynamic light. | ||
+ | | ||
+ | Halo radius = 0.0 | ||
+ | # Radius of the halo. Zero means no halo is rendered. Note | ||
+ | # that halo radius 1.0 produces quite a large flare. | ||
+ | | ||
+ | Flare map = "" | ||
+ | # Name of the flare map to use OR a built-in flare texture id to use for the primary flare (i.e. the halo itself). | ||
+ | # Eg: | ||
+ | # Flare map = " | ||
+ | # Flare map = " | ||
+ | | ||
+ | # Built-in flare texture ids: | ||
+ | # 0 = Texture chosen automatically. | ||
+ | # 1 = Default dynamic light texture. | ||
+ | # 2 = FLARE. | ||
+ | # 3 = BRFLARE. | ||
+ | # 4 = BIGFLARE. | ||
+ | | ||
+ | Flare texture = 0 | ||
+ | # DEPRECATED: | ||
+ | # This parameter has been replaced with "Flare map" as of 1.9.0-beta4. | ||
+ | | ||
+ | Top map = "" | ||
+ | Bottom map = "" | ||
+ | Side map = "" | ||
+ | # Name of the light map to use. The top map is used for ceiling | ||
+ | # planes, the bottom map for floors and the side map for walls. | ||
+ | # If left blank (the default), the standard round dynlight | ||
+ | # texture is used. Use " | ||
+ | # will then be cast in the direction. | ||
+ | | ||
+ | Levels { 0 0 } | ||
+ | # Two integers (0-255) that mark the sector light levels where | ||
+ | # the light is at zero and maximum brightness, respectively. | ||
+ | # For example, the levels { 100 200 } mean that the light is | ||
+ | # not visible under light level 100, fades gradually to full | ||
+ | # brightness when nearing light level 200, and stays full | ||
+ | # bright over 200. The first level can be higher than the | ||
+ | # second. The behaviour is then reversed: the light is at full | ||
+ | # brightness only below the lower light level. | ||
+ | | ||
+ | Pattern skip { 0 0 } | ||
+ | # Normally the light is repeated on a surface as many times as | ||
+ | # the texture or flat repeats. The pattern skip values allow | ||
+ | # sparser repeats for horizontal and vertical patterns, | ||
+ | # respectively. For example, the skips { 1 2 } will make the | ||
+ | # light only appear on every second horizontal repeat and | ||
+ | # every third vertical repeat. | ||
+ | | ||
+ | Pattern offset { 0 0 } | ||
+ | # Used with pattern skip to offset the origin of the pattern. | ||
+ | # For example, the offset { 1 0 } will shift the origin of the | ||
+ | # pattern one full horizontal repeat. | ||
+ | } | ||
+ | } | ||