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assets
10 Hits, Last modified: 6 years ago
====== Assets ====== Doomsday 2 manages resources as [[assets]]. In practice, an asset is comprised of [[Doomsday Scri... a [[fs:package]]. Before you start working with assets, you should have a good understanding of how [[fs:packages]] work in Doomsday 2. ===== Assets by type ===== ^ Identifier ^ Name | | ''model.th
packages @fs
8 Hits, Last modified: 6 years ago
kages: * {{file:dependency_example.zip}} ==== Assets ==== Packages may contain any kind of files and... he package 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 renderer would use to represent a thing of a particular type. Package assets are a generic mechanism in the sense that it buil
1.15 @version
6 Hits, Last modified: 8 years ago
y that future versions of Doomsday will bring. **Assets.** With the objective of formalizing resource man... t, a new internal concept has been introduced. [[:Assets]] are sets of resources for a specific purpose, f... e a 3D model for a particular lamp in Doom 2. All assets are described in package metadata using the [[mod... e files in the package should be used at runtime. Assets are uniquely identified, so information about whi
gl2_model_renderer @modding
5 Hits, Last modified: 8 years ago
The GL2 model renderer is the primary user of [[assets:model|3D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], the model renderer load... yer weapons (psprites) use the ''model.weapon.*'' assets. * //TODO//: other kinds of model assets, e.g.
reference @script
5 Hits, Last modified: 5 years ago
e managing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Dooms... following: * **Animating 3D models:** * [[assets:scripting_with_stateanimator|Initializing the animator of a thing (onInit)]] * [[assets:scripting_with_stateanimator|When receiving damage or when the thing state changes]] * [[assets:model#timelines|At specific points in time]]
model @assets
5 Hits, Last modified: 5 years ago
====== 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2... ns with "model.", it won't be confused with model assets because shader definitions are always read from t... shader objects. In other words, shaders and model assets exist in different namespaces.</note> ==== Vari
resource_packaging_guidelines @modding
3 Hits, Last modified: 7 years ago
edom to load this asset separately from any other assets that you provide. Common resources needed by many assets, for example texture images, can be placed into a... ages ===== When you have a larger collection of assets it will become cumbersome for the user to load ea
readme_macos @guide:2.3
2 Hits, Last modified: 6 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/r
readme_windows @guide:2.2
2 Hits, Last modified: 6 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/r
readme_macos @guide:2.2
2 Hits, Last modified: 6 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/r
readme_windows @guide:2.3
2 Hits, Last modified: 6 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/r
readme_windows @guide:2.1
2 Hits, Last modified: 7 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[ht
readme_macos @guide:2.1
2 Hits, Last modified: 7 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[ht
detailed_list_of_changes_in_doomsday_version_1.15 @version
2 Hits, Last modified: 8 years ago
rer and relies on Doomsday 2 [[:packages]] and [[:assets]]. Supports skeletal animation. * The new mode... e [[:doomsday_2_package_format]] for packaging [[:assets]]. * Added ''TitleImage'' property to [[:map_i
doomsday @guide:2.1:man
2 Hits, Last modified: 7 years ago
sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[ht
2.2.2 @version
2 Hits, Last modified: 6 years ago
doomsday @guide:2.2:man
2 Hits, Last modified: 6 years ago
doomsday @guide:2.3:man
2 Hits, Last modified: 6 years ago
model @ded
2 Hits, Last modified: 8 years ago
low-level_image_filtering @assets
2 Hits, Last modified: 7 years ago
identifiers @assets
2 Hits, Last modified: 8 years ago
modding @modding
1 Hits, Last modified: 6 years ago
3d_model_particles @howto
1 Hits, Last modified: 8 years ago
readme_macos @guide:2.0
1 Hits, Last modified: 8 years ago
readme_windows @guide:2.0
1 Hits, Last modified: 8 years ago
scripting_with_stateanimator @assets
1 Hits, Last modified: 6 years ago
overview @assets
1 Hits, Last modified: 6 years ago
start
1 Hits, Last modified: 7 years ago
sidebar
1 Hits, Last modified: 5 years ago
render @script:module
1 Hits, Last modified: 6 years ago
doomsday @guide:2.0:man
1 Hits, Last modified: 8 years ago
model_asset
1 Hits, Last modified: 8 years ago
fs
1 Hits, Last modified: 7 years ago
asset
1 Hits, Last modified: 8 years ago
assets.txt ยท Last modified: 2019-11-26 06:08 by skyjake

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