Fulltext results:
- generator_syntax @ded
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map ... ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is spawned. If the spawn flag is set, the generator is only spawned when the source mobj itself is being spa
- particle_generator_examples @modding
- ====== Particle generator examples ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The ... readable.) ===== Lost Soul flames ===== This generator is used to create the effect of flames for the Lo
- generator_triggers @ded
- ====== Particle generator triggers ====== ===== State triggered ===== //State// triggering means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generator. State triggering is especially useful with "one
- generator @ded
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. Th... gger" the generators to be spawned when needed. A generator must have a source to be able to create new particles. If the source of a generator is destroyed before the generator dies, the only result will be that no new particles are created. Any exist
- flags_reference @ded
- Generators ===== ==== static ==== (Value = 1) Generator will not be removed until it times out. Otherwise... to spawn velocity). ==== spawn ==== (Value = 4) Generator is only spawned if the source mobj is being spawn... (Value = 0x20) (Flat triggered) Particles of the generator will be created on the floor of the source sector... (Value = 0x40) (Flat triggered) Particles of the generator will be created in the ceiling of the source sect
- 3d_model_particles @howto
- D models]] can be used as particles in a particle generator. There are two things that need to be done. In the [[ded:generator|particle generator definition]], set the particle stage's type to one of the //pt_model// flags. The followi... ollowing ID: <code>ID = "Particle13"; </code> ===== See also ===== * [[ded:Generator]] definition
- ded
- [#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an ea... | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[version:1.9.7]] | | |:::| [[ded:reflection|Reflection]
- source_prefixes @devel
- (lens flares, engine-internal) | | PG| [[particle_generator|Particle Generator]] | | Rend (*)| Renderer | | RL| Rendering List (engine-internal) | ====== Refresh an
- overview_of_resources_doomsday_1.x @modding
- 3D models can be used as particles in a particle generator. In the particle generator definition, set the particle stage's type to one of the ''[[pt_model]]'' flags. T
- 1.9.0-beta6.1 @version
- ==== Engine ==== * Added: [[cvar]] [[rend-dev-generator-show-indices]] Display particle generator origin indices (for debug). Note that type-triggered and plane-tri
- jdrp @modding
- replace the original DOOM [[sprite]]s, a set of [[generator|particle]] [[ded|definitions]] adding countless n
- 1.9.0-beta1...4 @version
- removed fixed limit on the number of [[particle_generator]] stages * fixed: minor memory leaks concernin
- 1.9.0-beta6.8 @version
- omentarily hidden. ==== Heretic ==== * "Pod generator and pod placement". http://sourceforge.net/tracke
- particle @assets:texture
- e textures with a single digit number. Use the [[generator_syntax:stage#Type]] flags for specifying which te