Fulltext results:
- model @assets
- ====== 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2 model... ** Even though the shader identifier begins with "model.", it won't be confused with model assets because shader definitions are always read from t... penGL shader objects. In other words, shaders and model assets exist in different namespaces.</note> ==== Vari
- model @ded
- terpolation. Doomsday 2 supports more powerful [[assets:model|model assets]]. ===== Flag usage ===== Stated at definition "root" level flags affect all sub-models: <code> Model { Flags = flag; }</code> Stated at //Sub{}// level scopes them to only that sub-model:
- scripting_with_stateanimator @assets
- h StateAnimator ====== This page describes how [[model|3D model assets]] can be manipulated via Doomsday Script. ===== Introduction ===== The objects involved in 3D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * **3D model asset.** An asset definition in the Info file of a package. Specifies the model file pat
- gl2_model_renderer @modding
- ===== Model renderer (Doomsday 2) ====== 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 into memory and, when the model is needed for dra... ' asset. * Player weapons (psprites) use the ''model.weapon.*'' assets. * //TODO//: other kinds of model assets, e.g., surface decorations. See also: [[modding:Supported 3D model
- assets
- = Assets by type ===== ^ Identifier ^ Name | | ''model.thing.*''| [[assets:model|3D model for a thing (skeletal animation)]] | | ''model.weapon.*''| [[assets:model|3D model for a player weapon (skeletal animation)]] | | ''texture.particle.*''| [[assets:texture:particl
- packages @fs
- f the package. 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 generic mechanism in the sense that it buil... s to whichever subsystem uses the asset. All the assets provided by a package are defined in the package metadata. For instance, a 3D model asset definition could look like this: asset
- resource_packaging_guidelines @modding
- ng an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [[f... edom to load this asset separately from any other assets that you provide. Common resources needed by many assets, for example texture images, can be placed into a... age. For example, if the user is interested in 3D models for Hexen, they might enter "hexen model" as the
- 1.15 @version
- t, a new internal concept has been introduced. [[:Assets]] are sets of resources for a specific purpose, for example a 3D model for a particular lamp in Doom 2. All assets are d... shared in multiplayer sessions. In 1.15, only [[:assets:model|3D model assets]] are supported, but future versions of Doomsday will expand on this. **Doomsday Script subclassi... s, episodes, finales, flags, mapInfos, materials, models, musics, skies ] </code> **Internal thinker dat
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- from [[:libgui]]. Works independently of the old model renderer 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 formats. * Updated Oculus Rift support fo... e [[:doomsday_2_package_format]] for packaging [[:assets]]. * Added ''TitleImage'' property to [[:map_i
- 3d_model_particles @howto
- ====== 3D model particles ====== [[assets:model|3D models]] can be used as particles in a particle generator. There are ... set the particle stage's type to one of the //pt_model// flags. The following would make the stage use particle model number 13: <code>Type = "pt_model13"; </code> In the particle stage definition, remember to set a color
- reference @script
- e managing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compi... damage or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani... [fs:packages#metadata|Modify package metadata and assets (__init.ds__)]] * [[fs:packages#scripting|Add
- 2.2.2 @version
- version:2.2]] with a couple of bug fixes: * 3D models that use the new [[assets:model|.pack format and modern shaders]] were part... orrect clip plane distances. * Player 3D weapon models that use the [[assets:model|new .pack format]] are now more consistently positioned on screen when using 4:3 and 16:9 view asp
- readme_macos @guide:2.1
- ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Defini
- readme_windows @guide:2.1
- ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Defini
- readme_macos @guide:2.2
- ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED