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ded:detail [2017-03-16 09:15] (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 "​detail"​ console command. One Detail definition can be used to
 +assign a detail texture to one wall texture and/or one flat picture.
 +
 +
 +===== Syntax =====
 +
 +  ​
 +  <​Copy>​ Detail
 +  {
 +  # If "​Copy"​ is found all the data of the previous definition is
 +  # copied to this one as defaults. For the first definition in a
 +  # file "​Copy"​ has no effect.
 +  ​
 +  Texture = ""​
 +    # Name of the material within the '​Textures'​ scheme which this
 +                    # detail texture should be associated with.
 +  ​
 +  Flat = ""​
 +    # Name of the material within the '​Flats'​ scheme which this detail
 +                    # texture should be associated with.
 +  ​
 +           Wall = ""​
 +                    # Deprecated. An alias of Texture = ""​.
 +  ​
 +  Lump = ""​
 +    # Lump name of the detail texture (e.g. "​DTLROUGH"​). This must
 +    # 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 = "" ​ eg: File = "​Data/​DetailTextures/​texture.pcx"​
 +    # 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.
 +  }
 +
 +
 +
  
ded/detail.txt ยท Last modified: 2017-03-16 09:15 by skyjake