Fulltext results:
- create_a_light_thing @howto
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new... uses for that). So what are the qualities of the light thing we are going to create? * It will be spawned at the ceiling and won'... ave everything we need for Doomsday to be able to create and understand our new Red Warning Light. However there is still one thing that we need to do, we need to place a few of the... |DoomBuilder]] doesn't know about our Red Warning Light, so we can't just select it from the Edit Thing dialog. What we need to do is to manually edit th
- map_object_reference @xg
- [[xg]] system, in fact, just about every time you create a new [[line_type|line]] or [[sector_type]] you w... e to interact. ==== Line → lightlevel ==== //Light level references// or //lightrefs// are used when [[xg_line]]s need to refer to the [[light_level]]s of [[sector]]s. When using lightrefs a s... tref_my|my]]| The referring line's front sector's light level. | | [[.refs:lightref_back|back]]| The refe
- 1.9.0-beta6 @version
- roken. This resulted in halos which suggested the light origin was always in the top left quarter of the ... h zero [[things]]. In this instance, a new player thing will be added to the map, located at [0, 0] on th... units (was 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-far]]. * Combined
- ded
- _monster|Create a "Barrel Monster"]] * [[howto:create_a_light_thing|Create a "Light Thing"]] * [[howto:use_deds_in_doom_builder|Use Doom
- overview_of_resources_doomsday_1.x @modding
- myfiles.wad /data/jdoom/textures/'' This would create a WAD file that contains all the files from the c... ed with transparent pixels. Examples: * To create a high-resolution texture for the wall texture ST... resources in the //Patches// directory. ===== Light maps ===== Light maps are monochrome images that can be used with dynamic lights. The dimensions of a
- use_deds_in_doom_builder @howto
- itions and your XG line/sector classes. The first thing we are going to do is add the [[header]]. This is... earlier. This is a two stage process, we need to create a new SectorType then we need to attach it to our... ting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z" Green fn =... editor dialog. ====== STEP 3: Attaching our red light Sector Type to a sector ====== Now we need to a
- generator_syntax @ded
- riggered generator]]. The value must be a defined thing ID (e.g., "PLAYER"). All type triggered generator... are spawned in the beginning of a level, and they create particles using all mobjs of the given type as so... n Age ==== Number of tics that the generator will create new particles after having been spawned. If -1, t... | | bright| Particle color is not affected by the light level of the sector it is in. | | flat| When touc
- 2.2 @version
- that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a ... touched. The latter could be used for instance to create customized power-up or story items. **Heretic mo... ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better support [[http