Fulltext results:
- model
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representing thin... This asset definition should be understood as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { path = "wand.md5mesh" } This asset is for
- ded
- terial|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[version:1.9.7]] | | |:::| [[ded:reflection|Reflection]] | [[version:1.8.5]] | | ^ Depre
- 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
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... 0; Color limit = 0.0; }; Model { ID = ""; Layer = 0; ... re the fadeout color is reduced to black. ==== Model ==== There can be up to 32 Model blocks in a Sky definition. Each block defines one a sky model. ; I
- using_blender_to_create_a_model_for_doomsday
- ====== Using Blender to create a model for Doomsday ====== ===== Model Restrictions ===== Max bones you can have is 64 vertices can have at... ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed... )*80=175 world units per second. ===== Make the model world units size ===== Blender scale seems to b
- 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... s ===== ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresp
- packages
- one of the Doomsday test apps, and it contains 3D model and image files. File structure: net.dengi... ackage. 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 ... fined in the package metadata. For instance, a 3D model asset definition could look like this: asset
- create_a_light_thing
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... === First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using note
- 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
- detailed_list_of_changes_in_doomsday_version_1.15
- ol menu. ===== {{tag|Renderer}} ===== * Sky model Z-buffering was not enabled. This would cause sky... gard to depth occlusion. * Value defined for a model's "Shadow radius" ignored in the GL1 model renderer. * Vsync controlled with a single Config variable... g about it. This is used for instance for the new model renderer to store object-specific animation state
- 3d_model_particles
- ====== 3D model particles ====== [[assets:model|3D 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 following would make the stage use p
- 1.15
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... ll be the format used for packaging [[modding:gl2_model_renderer|3D models in the future]]. However, we w... esources for a specific purpose, for example a 3D model for a particular lamp in Doom 2. All assets are d... in multiplayer sessions. In 1.15, only [[:assets:model|3D model assets]] are supported, but future versi
- detailed_list_of_changes_in_doomsday_version_1.9.9
- her missile at the wrong z-height. * Incorrect model skin selection during screenwipe/transition. * Incorrect model angle for voodoodolls. * Fixed bug “No longer ... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f
- 1.9.0-beta1...4
- rtant new feature in the engine is a new lighting model called bias lighting. It is a combination of manu... ed, it is intended to be the new default lighting model for Doomsday. In this release bias lighting must ... n't been touched yet. ==== MacOSX ==== * 3D model renderer is broken. Most models in =jdoom-resourc... ==== * fixed several [[endianness_issue]]s in model rendering, [[xg]], [[wav]] loading, buttons *
- reference
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intende... or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod