Fulltext results:
- reference @script
- e managing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not ... following: * **Animating 3D models:** * [[assets:scripting_with_stateanimator|Initializing the animator of a thing (onInit)]] * [[assets:scripting_with_stateanimator|When receiving dama
- model @assets
- ====== 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
- sidebar
- e system]] * [[fs:packages|Packages]] * [[Assets]] * [[ded|DED reference]] * [[xg:reference_g
- 2.2.2 @version
- e of bug fixes: * 3D models that use the new [[assets:model|.pack format and modern shaders]] were par... ances. * Player 3D weapon models that use the [[assets:model|new .pack format]] are now more consistent
- doomsday @guide:2.2:man
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- readme_macos @guide:2.2
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- readme_windows @guide:2.2
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- doomsday @guide:2.3:man
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- readme_macos @guide:2.3
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- readme_windows @guide:2.3
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script
- assets
- ====== Assets ====== Doomsday 2 manages resources as [[assets]]. In practice, an asset is comprised of [[Doomsday Script]] and a set of associated files inside a [[fs:package]]. Before you start working with assets, you should have a good understanding of how [[f
- scripting_with_stateanimator @assets
- ====== 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.
- render @script:module
- mator class. Use of the class is documented in: [[assets:scripting_with_stateanimator|Scripting with Stat