Fulltext results:
- assets
- ====== 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
- 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
- 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
- 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
- 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
- ====== 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[ht