Fulltext results:
- ded
- ure animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[versio
- create_a_light_thing
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ... you use a texture with a Decoration you'll get a light whether you wanted one or not. **Note:** For thi... e you are already familar with creating and using DED files and how to load them in Doomsday. The tech
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]'s [[st... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:state|State]] that is not fullbrig... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for the same texture/flat,... at [[Material]] definitions can be used to define light decorations, as well. ===== Syntax ===== ... ion can be used with external resources. Light { # Each decoration can specify up
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- 1.9.0-beta1...4
- lighting. It is a combination of manually-placed light sources and smoothed sector lights. Once finished... line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignificant, but... in situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched yet. ... blems with rendering shiny surfaces). * fixed: light & halo not centered to sprite correctly ([[batman
- use_deds_in_doom_builder
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with you... You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb... wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your
- 1.9.0-beta6
- roken. This resulted in halos which suggested the light origin was always in the top left quarter of the ... units (was 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-far]]. * Combined [[cvar]] //rend-light-decor-plane-b
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- model
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... '. | | ''fullbrightFromWeapon'' | Model's ambient light level is affected by the player weapon (psprite)
- customize_lens_flares
- fig 0 tex -1. Add these lines in Defs\jDoom\User.ded if you want to make the health bonuses a bit brighter: (if User.ded doesn't exist, just create a new file) <code>Light { State = "BON1"; Size = 0.7; } Copy Light { State = "BON1A"; } Copy Light { State = "BON1B"; } Copy Lig
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... ==== (Value = 0x100) Halos are disabled for this light. ==== dontturnhalo ==== (Value = 0x200) (NEW I
- detailed_list_of_changes_in_doomsday_version_1.9.9
- ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... derer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wr... * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions def
- 2.2
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compat
- 1.9.0-beta5
- e glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6... set) will NOT receive an automatically calculated light and halo. This does not affect manually defined, [[light]] definitions. ==== Misc ==== * [[loadhelp]