Fulltext results:
- packages @fs
- kages: * {{file:dependency_example.zip}} ==== Assets ==== Packages may contain any kind of files an... he package contains something it can use (an //[[:assets|asset]]//), it has to defined in the metadata of the package. For example, an asset could be a [[assets:model|3D model]] that the ren
- 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.
- 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
- 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
- gl2_model_renderer @modding
- The GL2 model renderer is the primary user of [[assets:model|3D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], the model renderer loads the 3D model data i
- resource_packaging_guidelines @modding
- ng resources for Doomsday 2. ===== Packaging an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [[fs:packages|... ]]. This will give users the freedom to load this asset separately from any other assets that you provide. Common resources needed by many assets, for example
- 1.15 @version
- y that future versions of Doomsday will bring. **Assets.** With the objective of formalizing resource ma... t, a new internal concept has been introduced. [[:Assets]] are sets of resources for a specific purpose, ... e a 3D model for a particular lamp in Doom 2. All assets are described in package metadata using the [[mo... e files in the package should be used at runtime. Assets are uniquely identified, so information about wh
- 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
- 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
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- rer and relies on Doomsday 2 [[:packages]] and [[:assets]]. Supports skeletal animation. * The new model renderer uses [[:open_asset_import_library]] to load various 3D model file fo... e [[:doomsday_2_package_format]] for packaging [[:assets]]. * Added ''TitleImage'' property to [[:map_
- 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
- 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_macos @guide:2.1
- sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[