User Guide
Quick Reference
Modding
Development
User Guide
Quick Reference
Modding
Development
Detail textures can be assigned to specific wall textures and flats using Detail definitions.
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.
<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. }