Fulltext results:
- scripting_with_stateanimator @assets
- can be represented by a 3D model. * **3D model asset.** An asset definition in the Info file of a package. Specifies the model file path, materials, renderin... is allows many objects to share the same 3D model asset but each still have their unique animation state.... s initial state is set up as defined in the model asset. * **ModelLoader.** The model loader ensures t
- packages @fs
- age contains something it can use (an //[[:assets|asset]]//), it has to defined in the metadata of the package. For example, an asset could be a [[assets:model|3D model]] that the ren... sday Script, and leaves the interpretation of the asset definitions to whichever subsystem uses the asset. All the assets provided by a package are defined in
- model @assets
- senting things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset definition should be understood as "3D model asset to be used for representing [[ded:thing]]s of type PO... layer weapons (model.weapon.*) ===== Example: asset model.weapon.wand { path = "wand.md5mesh" }
- assets
- manages resources as [[assets]]. In practice, an asset is comprised of [[Doomsday Script]] and a set of ... tics ===== * **Relative file paths.** When an asset refers to a file, the path is relative to the [[m... ===== Implementation status (1.15 →) ===== The asset system was first introduced in [[version:1.15]]. ... the GL2 model renderer. In [[version:2.0]], new asset types were added for particle texture images and
- resource_packaging_guidelines @modding
- ng resources for Doomsday 2. ===== Packaging an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [[fs:packages|... ]]. This will give users the freedom to load this asset separately from any other assets that you provide... category: items requires <veirdo.hexen.common> asset model.thing.healthflask { # ... } </code> ==
- gl2_model_renderer @modding
- D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], the mode... resented using 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.w... ed using the [[http://assimp.sourceforge.net|Open Asset Import Library]]. This means a variety of differe
- particle @assets:texture
- ====== Particle texture asset ====== Particle texture images are used when rendering individual particles created by particle generators. <code> asset texture.particle.03 { path = "myparticle03.png" } </code> ===== Asset metadata ===== ^ Variable^ Description | | ''pat
- reflect @assets:texture
- ====== Reflection cube map asset ====== <code> asset texture.reflect.map01 { interior.path = "indoors.png" exterior.path = "outdoors.png" } </code> ===== Asset metadata ===== ^ Variable^ Description | | ''pa
- supported_3d_model_formats @modding
- he [[http://assimp.sourceforge.net/main_features_formats.html|Open Asset Import Library]] documentation.
- reference @script
- and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled la
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- imation. * The new model renderer uses [[:open_asset_import_library]] to load various 3D model file fo