====== Detail (DED) ====== [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[flat]]s using //Detail// definitions. ===== Notes ===== General detail texture strength, scaling and maximum distance can be modified with the "detail" console command. One Detail definition can be used to assign a detail texture to one wall texture and/or one flat picture. ===== Syntax ===== Detail { # If "Copy" is found all the data of the previous definition is # copied to this one as defaults. For the first definition in a # file "Copy" has no effect. Texture = "" # Name of the material within the 'Textures' scheme which this # detail texture should be associated with. Flat = "" # Name of the material within the 'Flats' scheme which this detail # texture should be associated with. Wall = "" # Deprecated. An alias of Texture = "". Lump = "" # Lump name of the detail texture (e.g. "DTLROUGH"). This must # be a 64x64, 128x128 or 256x256 raw image with one color # component (a black and white image). This means the size of # the lump can be either 4096, 16384 or 65536 bytes. File = "" eg: File = "Data/DetailTextures/texture.pcx" # As of Doomsday 1.8.5 the detail texture can be loaded from # an external resource. The file path is relative to your # Doomsday root folder. Flags = flaga | flagb | flagc etc... # NEW in 1.9.0-beta6 # noiwad: Don't use this detail texture if the resource is loaded from an IWAD. # pwad: This detail texture can be used with PWAD resources (for example custom textures). # ext: This detail texture can be used with external resources. Scale = 1.0 # Relative scaling for the detail texture. Actual scaling is # calculated with (Scale)*(common-scaling-factor). The default # value for the common scaling factor is 4 (which means one # world unit corresponds four detail texture pixels). Strength = 1.0 # Relative intensity factor. Actual strength is calculated # with (Strength)*(common-strength-factor). The default value # for the common strength factor is 0.5. Distance = 0.0 # Maximum distance at which the detail texture is visible. If # left at zero, the common maximum distance is used (default: # 256). Smaller maximum distances may cause problems with # floors and ceilings, where big polygons cause inaccuracies # in the calculation of eye -> vertex distance. }