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ded:decoration [2017-03-16 09:00]
skyjake
ded:decoration [2017-03-16 09:03] (current)
skyjake
Line 1: Line 1:
 +====== Decoration (DED) ======
 +
 +Light decorations for surfaces.
 +
 +You can define multiple Decorations for the same texture/​flat,​ but only the
 +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,​ as well.
 +
 +
 +===== Syntax =====
 +
 +  ​
 +  <​Copy>​ Decoration
 +  {
 +    # If "​Copy"​ is found all the data of the previous definition is
 +    # copied to this one as defaults. For the first definition in a
 +    # file "​Copy"​ has no effect.
 +  ​
 +    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 = "​myflaremap.png"​ (loaded from the data/<​game>/​flaremaps folder by default). ​
 +        # Flare map = "​1"​
 +  ​
 +        # 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 "​-"​ to disable a map entirely. No light
 +        # 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.
 +      }
 +  }
  
ded/decoration.txt ยท Last modified: 2017-03-16 09:03 by skyjake