Fulltext results:
- model @assets
- te) fullbright state. Default to ''False''. | | ''material.*''| Material definitions. Each material specifies texture maps for all the meshes in the model. | | ''animation.''(state... materials are collections of texture images: each material specifies a set of texture maps for each of the m
- material_syntax @ded
- <code> Material { ID = "" Width = 0.0 Height = 0.0 Flags = flag1 | flag2 Layer { Stage { ... } } </code> ==== ID ==== [[:uri]] by which the material will be known. The ID is used when applying the material directly to a world surface (for example, in a [[:... the defined namespace (i.e., only the //latest// Material with a given ID will be used). Currently there a
- map_object_reference @xg
- used to refer to the height (Z coordinate) of a [[material]] among the referenced surfaces. When using spref... ding to a value specified with a [[line]]'s top [[material]] offset (interpreting it as a logical map index)... e. | | [[.refs:ldref_top_offsetx|top_offsetx]]| [[material]] X offset of the front [[side]]'s top section. | | [[.refs:ldref_top_offsety|top_offsety]]| [[material]] Y offset of the front [[side]]'s top section. |
- material @ded
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more textures, for use on the s... ics of the syntax. ===== Core concepts ===== A material is an abstract concept which replaces the id Tech... ure]] resources to map surfaces. Please see the [[material]] documentation for details on their use(s) and t
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- * Savegame: Interpretation error deserializing material archive version #0. * Savegame: Interpretation error deserializing invalid material references. * XG: Broken material change line types which specify the material in their definition. * XG: Broken line types (using [[:lref
- texture_environment @ded
- vironment** definition is used to link a set of [[Material]]s with an [[Environment]]. ===== Syntax ===== Texture Environment { Id = ""; <material namespace> { Id = ""; } } ==== Id ... r of the environment. See [[Environment]] ==== <material namespace> ==== There can be any number of names... e environment definition of multiple types. See [[Material#namespace]] === Id === Unique identifier of a
- 1.9.0-beta6 @version
- * When drawing the console, if a background [[material]] is set, it would also be used on both the borde... nd have been removed. * Only look up surface material names once and use their symbolic names thereafte... should be considered depreciated. * Abstract [[material]]s system wraps [[texture]], [[flat]] and [[sprit... OOM.exe rendering trick; non-clipping of middle [[material]]s on twosided [[linedef]]s by sky [[surface]] [[
- wall_material @xg:class
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the referenced lines. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | ... { ID = 5001 Comment = "Set front mid material alpha to 50%" Flags = player_cross Fl
- plane_material @xg:class
- ====== Plane material (XG class) ====== <code>Class = plane_material </code> Changes the [[modding:material]] of the referenced [[modding:plane]]s. ===== Parameters ===== ^... Flags2 = when_act | any Class = plane_material Count = 1 Ip0 = "lpref_my_floor"
- 1.9.0-beta6.1 @version
- t a warning message about unknown gltextures in [[material]] definitions even when found. * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not ... 646632&group_id=74815&atid=542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result... objlinks over two-sided linedefs when the middle material on the back side of the spread direction complete
- scripting_with_stateanimator @assets
- ted (when the asset is ''model.weapon.*''). | | ''material'' | Material to use when drawing, unless a rendering pass specifies another one. | | ''notifiedStates'' | N... ss records (e.g., ''body.enabled''). | | (pass).''material''| Material to use when drawing a rendering pass (if declared in the definition). | ===== StateAnimator m
- ded
- group|Group]] | | Used for texture animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generato
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- p when -iwad equals the Doomsday install dir * material subsystem causes fatal errors in dedicated mode ... in regular Hexen Map01 * server needs to send material Id dictionary to clients * [376] Chex Ques... el (Rend_RenderSkyHemisphere: Sky layer without a material!). * The current item display on the fullscree
- line_type_class @xg
- _texture"; Value = 0x11; } Flag { ID = "ltc_plane_material"; Value = 0x11; } # Alias for plane_texture Flag ... l_texture"; Value = 0x12; } Flag { ID = "ltc_wall_material"; Value = 0x12; } # Alias for wall_texture Flag {
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- t behavior of tag 666 action specials. * Doom: material FIRELAV2 missing glow (missing Material definition). * Heretic: end game finale texts do not fit on scre