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— | ded:detail [2017-03-16 07:15] (current) – skyjake | ||
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+ | ====== Detail (DED) ====== | ||
+ | |||
+ | [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[flat]]s using //Detail// definitions. | ||
+ | |||
+ | |||
+ | ===== Notes ===== | ||
+ | |||
+ | |||
+ | General detail texture strength, scaling and maximum distance can be modified | ||
+ | with the " | ||
+ | assign a detail texture to one wall texture and/or one flat picture. | ||
+ | |||
+ | |||
+ | ===== Syntax ===== | ||
+ | |||
+ | | ||
+ | < | ||
+ | { | ||
+ | # If " | ||
+ | # copied to this one as defaults. For the first definition in a | ||
+ | # file " | ||
+ | | ||
+ | Texture = "" | ||
+ | # Name of the material within the ' | ||
+ | # detail texture should be associated with. | ||
+ | | ||
+ | Flat = "" | ||
+ | # Name of the material within the ' | ||
+ | # texture should be associated with. | ||
+ | | ||
+ | Wall = "" | ||
+ | # Deprecated. An alias of Texture = "" | ||
+ | | ||
+ | Lump = "" | ||
+ | # Lump name of the detail texture (e.g. " | ||
+ | # be a 64x64, 128x128 or 256x256 raw image with one color | ||
+ | # component (a black and white image). This means the size of | ||
+ | # the lump can be either 4096, 16384 or 65536 bytes. | ||
+ | | ||
+ | File = "" | ||
+ | # As of Doomsday 1.8.5 the detail texture can be loaded from | ||
+ | # an external resource. The file path is relative to your | ||
+ | # Doomsday root folder. | ||
+ | | ||
+ | Flags = flaga | flagb | flagc etc... | ||
+ | # NEW in 1.9.0-beta6 | ||
+ | # noiwad: Don't use this detail texture if the resource is loaded from an IWAD. | ||
+ | # pwad: This detail texture can be used with PWAD resources (for example custom textures). | ||
+ | # ext: This detail texture can be used with external resources. | ||
+ | | ||
+ | Scale = 1.0 | ||
+ | # Relative scaling for the detail texture. Actual scaling is | ||
+ | # calculated with (Scale)*(common-scaling-factor). The default | ||
+ | # value for the common scaling factor is 4 (which means one | ||
+ | # world unit corresponds four detail texture pixels). | ||
+ | | ||
+ | Strength = 1.0 | ||
+ | # Relative intensity factor. Actual strength is calculated | ||
+ | # with (Strength)*(common-strength-factor). The default value | ||
+ | # for the common strength factor is 0.5. | ||
+ | | ||
+ | Distance = 0.0 | ||
+ | # Maximum distance at which the detail texture is visible. If | ||
+ | # left at zero, the common maximum distance is used (default: | ||
+ | # 256). Smaller maximum distances may cause problems with | ||
+ | # floors and ceilings, where big polygons cause inaccuracies | ||
+ | # in the calculation of eye -> vertex distance. | ||
+ | } | ||
+ | |||
+ | |||
+ | |||