Fulltext results:
- overview_of_resources_doomsday_1.x
- instead of WADs ===== The automatic loading of data files can be utilised to load directories that contain individual data lumps. This kind of a directory is called a "lump asse... loaded manually). By default the contents of a lump assembly are loaded in alphabetical order. However, some kinds of data require that the lumps are in a specific order (for instance map data). You have two options if you want to enforce a specific order: * You can us... xample that uses a prefix with 3 characters: //Data/Game/Auto/DirWithPrefix.3/01_LUMPNAME.lmp// The first three characters of the fil
- tex_c
- ate the [[pnames]], [[texture1]] and [[texture2]] data from a texture definition source file. Texture so... TexC is also capable of reading existing texture data from a WAD file and producing a TX file out of it... nd then adding the compiled PNAMES and TEXTURE1/2 lumps into the map's WAD. Note that some map editors ... [[dee_psea]]) have an option to edit the texture data. When using such an editor, TexC is rendered some
- dd_defns
- pecial [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] and [[xg:reference_guide]] data within your wad to make distribution easier. Aft... ted in any text editor such as Notepad. However a lump editor is then required to extract or insert this data into a WAD. Some editors capable of inserting DED definition files into a DD_DEFNS lump include: * [[http://www.sbsoftware.com|DeePse
- dd_direc
- ====== DD_DIREC lump ====== //DD_DIREC// is a special lump recognised only by Doomsday. It contains a table that translates file paths to lump names. An example is shown below: <code>FILE001 ... rom real files. Each line in DD_DIREC contains a lump/path pair. The paths that begin with a (back)slas
- graphic_patch
- _doom.png to the Patches directory. The original data lumps are required even if an external resource is found, because the original data includes information about offsets and the on-scr... om 1 you may place all your patches in the root **Data\jDoom\Patches** folder whereas for Doom 2 you can place it's unique patches in **Data\jDoom\Patches\doom2**. ===== See also =====
- automatic_file_mapping_in_pk3
- ollowing extensions are automatically mapped to //data\<gamecomponent>\auto\// * [[:pk3]]/[[:zip]] * [[modding:lmp]] (Lump) * [[:wad]] * [[:deh]] {{:veradd|1.9.0-beta... ddon. For example instead of the virtual folder //data/jdoom/textures/// you only need a folder named //... ^ Prefix^ ^ Virtual Directory | | # (hash)| ⇒| data/[[:game_component|<gamecomponent>]]/auto/ | | @ (
- hexen_mapinfo
- ====== Hexen MAPINFO data lump ====== MAPINFO is a WAD data lump that contains text-format metadata for one or more maps. ===== Dialects ===== Since its introduction i
- lmp
- s the file name extension for storing individual [[:data_lump]]s. ====== See also ====== * [[WAD]]