User Tools

Site Tools


ded:flags_reference

DED flags reference

This page is a complete listing of all Doomsday flags usable in DED definitions.

Note that Doomsday Engine plugins (e.g., games) may contain additional flags defined for their own purposes, which are also accessible via DED. Consult the documentation of the plugin for further details.

Texture groups

smooth

(Value = 0x1) Smooth texture animation (blending) is used on all textures in this group.

first_only

(Value = 0x2)

Sounds

shift

(Value = 0x1)

shift2

(Value = 0x2)

exclude

(Value = 0x4)

nodist

(Value = 0x8) Disable distance attenuation for this sound sample.

repeat

(Value = 0x10)

dontstop

(Value = 0x20)

Decorations

noiwad

(Value = 0x1) Decoration will not be used with IWAD resources.

pwad

(Value = 0x2) Allow using decoration with PWAD resources.

ext

(Value = 0x4) Allow using decoration with external resources.

Lights

nohalo

(Value = 0x100) Halos are disabled for this light.

dontturnhalo

(Value = 0x200) (NEW IN 1.9.0-beta4) Disable viewangle rotation of halos for this light.

Map Info

fog

(Value = 0x1) Enable fog in the map.

sphere

(Values = 0x2) Draw the sky sphere even when models are in use.

Sky Layers

enable

(Value = 0x1) Enable layer. By default the layer is disabled and will not be rendered.

mask

(Value = 0x2) Layer texture's color zero should be masked.

Blending modes

normal

(Value = 0)

add

(Value = 1)

dark

(Value = 2)

sub

(Value = 3) src_alpha multiplied with dest_color

sub2

(Value = 7) src_alpha multiplied with src_color

revsub

(Value = 4)

mul

(Value = 5)

invmul

(Value = 6)

noalpha

(Value = 7) (NEW in 1.9.0-beta4) Same as “normal” but variable translucency is disabled. Use this mode to obtain “crisp pixel edges”.

Models

fullbright

(Value = 0x1) The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in.

shadow1

(Value = 0x2) The model is rendered with 33% (?) translucency. When using this flag the value of the “Transparent” key is ignored.

shadow2

(Value = 0x4) The model is rendered with 66% (?) translucency. When using this flag the value of the “Transparent” key is ignored.

brightshadow

(Value = 0x8)

movpitch

(Value = 0x10)

spin

(Value = 0x20)

skintrans

(Value = 0x40)

autoscale

(Value = 0x80)

movyaw

(Value = 0x100)

nointerpol

(Value = 0x200) Disable model vertex interpolation.

brightshadow2

(Value = 0x400)

alignyaw

(Value = 0x800)

alignpitch

(Value = 0x1000)

darkshadow

(Value = 0x2000)

idskin

(Value = 0x4000)

noz

(Value = 0x8000) The model is rendered with Z-buffer writes disabled.

nomaxz

(Value = 0x10000) Model is used at all distances regardless of the model visibility settings.

selskin

(Value = 0x20000)

ptoffsub1

(Value = 0x40000) The center of submodel #1 is the spawn origin for particle generators.

noptc

(Value = 0x80000)

specular

(Value = 0x100000)

litshiny

(Value = 0x200000)

idframe

(Value = 0x400000) An offset derived from the ID number of the object is added to the current frame index of the object. Frame range must also be set.

idangle

(Value = 0x800000) The model gets a unique yaw angle offset calculated from the ID number of the object.

dim

(Value = 0x1000000)

subtract

(Value = 0x2000000)

revsubtract

(Value = 0x4000000)

twosided

(Value = 0x8000000)

notexcomp

(Value = 0x10000000) Disable texture compression of all the skins of the model associated with this definition.

worldtime

(Value = 0x20000000) Model's animation becomes a function of world time. Changes the meaning of the Interpolate key. This is supposed to make it easier to animate objects with just one State.

Model groups

hud

(Value = 0x2)

player

(Value = 0x4)

monster

(Value = 0x8)

weapon

(Value = 0x10)

ammo

(Value = 0x20)

bonus

(Value = 0x40)

light

(Value = 0x80)

decor

(Value = 0x100)

misc

(Value = 0x200)

Generators

static

(Value = 1) Generator will not be removed until it times out. Otherwise it might get replaced by newer generators if there are too many active generators.

srcvel

(Value = 2) (State/Type triggered) Particles inherit their source's velocity (in addition to spawn velocity).

spawn

(Value = 4) Generator is only spawned if the source mobj is being spawned.

srcdir

(Value = 8) (State/Type triggered) Particle movement vector is rotated using source's direction angle.

blend

(Value = 0x10) See 'blendadd'.

floor

(Value = 0x20) (Flat triggered) Particles of the generator will be created on the floor of the source sector.

ceiling

(Value = 0x40) (Flat triggered) Particles of the generator will be created in the ceiling of the source sector.

space

(Value = 0x80) (Flat triggered) Particles of the generator will be spawned at a random height in the sector.

density

(Value = 0x100) (Flat triggered) The “Particles” key specifies the maximum density of particles per block (128×128) rather than the maximum number of particles for the generator.

modelonly

(Value = 0x200) The particle generator will only be active if the source is represented by a 3D model.

scalerate

(Value = 0x400)

group

(Value = 0x800)

blendadd

(Value = 0x10) Particles of the generator are rendered using additive blending ('blend' is an alias for this).

blendsub

(Value = 0x1000) Particles of the generator are rendered using subtractive blending (particle - framebuffer).

blendrsub

(Value = 0x2000) Particles of the generator are rendered using reverse subtractive blending (framebuffer - particle).

blendmul

(Value = 0x4000) Particles of the generator are rendered using multiplicative blending (particle * framebuffer).

blendimul

(Value = 0x8000) Particles of the generator are rendered using inverse multiplicative blending ((1-ptc) * framebuffer).

extra

(Value = 0x10000) (State triggered) This generator is to be spawned simultaneously with the previously defined generator. This allows having multiple generators assigned to the same state. If this flag is not used, all the previously defined generators associated with the state are ignored.

Generator Stages

stagetouch

(Value = 0x1) When touching a wall or a plane, the particle will immediately skip to the next stage.

stagevtouch

(Value = 0x20) Only applies to walls.

stagehtouch

(Value = 0x40) Only applies to planes.

dietouch

(Value = 0x2) Particle will die when it touches a wall or a plane.

bright

(Value = 0x4) Particle's color is not affected by the light level of the sector it's in.

shading

(Value = 0x8)

flat

(Value = 0x90) When touching a wall or a plane, the particle is rendered flat against the surface.

hflat

(Value = 0x10) Only applies to walls.

vflat

(Value = 0x80) Only applies to planes.

force

(Value = 0x100) Particle is affected by the sphere force.

zeroyaw

(Value = 0x200) Set particle yaw to zero.

zeropitch

(Value = 0x400) Set particle pitch to zero.

rndyaw

(Value = 0x800) Set particle yaw to a random value.

rndpitch

(Value = 0x1000) Set particle pitch to a random value.

ded/flags_reference.txt · Last modified: 2017-03-20 18:01 by skyjake