Fulltext results:
- scripting_with_stateanimator
- ====== This page describes how [[model|3D model assets]] can be manipulated via Doomsday Script. =====... can be represented by a 3D model. * **3D model asset.** An asset definition in the Info file of a package. Specifies the model file path, materials, renderin... is allows many objects to share the same 3D model asset but each still have their unique animation state.
- model
- ====== 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:G... senting things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset definition should be understood as "3D model asse
- particle @assets:texture
- ====== Particle texture asset ====== Particle texture images are used when rendering individual particles created by particle generators. <code> asset texture.particle.03 { path = "myparticle03.png" } </code> ===== Asset metadata ===== ^ Variable^ Description | | ''pat
- reflect @assets:texture
- ====== Reflection cube map asset ====== <code> asset texture.reflect.map01 { interior.path = "indoors.png" exterior.path = "outdoors.png" } </code> ===== Asset metadata ===== ^ Variable^ Description | | ''pa
- identifiers
- #REDIRECT :assets#Assets_by_type
- low-level_image_filtering
- s. This means that image files associated with [[:assets]] can be modified when they are loaded. The mechanism works with all assets. To apply a filter operation, the following syn
- overview
- #REDIRECT :assets