Fulltext results:
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- addon_bundle
- e>defs/</code> (optional, folder) The place for [[ded]] definition files. These will be **loaded automa... k3**: episodeone.pk3 / | info | lights.ded | main.ded | particles.ded | weapons.ded | weapons.wad | ... That is it. You now have a compatible
- dd_defns
- by Doomsday. This lump can be used to include [[:DED]] and [[xg:reference_guide]] data within your wad to make distribution easier. After all DED files (physical and virtual) have been processed,... with that name are processed just as if they were DED files, i.e. they should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the
- hexen_mapinfo
- ion:1.15]] (by translating these definitions into DED format at runtime). All features in this dialect... bled, [[alert]]s). ===== See also ===== * [[:ded|Doomsday Engine Definitions]] * [[ded:map_info|Map Info (DED)]] * [[http://doomwiki.org/wiki/MAPINFO|MAPINFO]] - DoomWiki article describi
- automatic_file_mapping_in_pk3
- [:wad]] * [[:deh]] {{:veradd|1.9.0-beta1}} [[:ded]] definitions are automatically mapped to //defs\... and "b.pk3" each containing the root file "myded.ded" only the [[:load_order|last loaded]] definition ... * romero.mp3 * mycoolwad.wad * myded.ded ===== See also ===== * [[:auto_folders]]
- jdrp_manifest
- ins and particle effects. <p>Note that <tt>jDRP.ded</tt> must be included within the addon package.... is manifest is for the ZIP version of jDRP, the DED file is included by default." ) # Implicit... loaded. implicit load-options ( option: -file }Data/jDoom/jDRP.pk3 -def }Defs/jDoom/jDRP.ded )
- particle_generator_examples
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in
- modding
- ]] * [[fs:Packages]] * [[:Assets]] * [[:ded|DED reference (Doomsday Engine Definitions)]] * [[xg:reference_guide|XG reference (generalized line/
- addon_format
- ([[modding:lmp]]) ==== Definitions ==== * [[:ded]] * [[:deh]] * [[:info]] (metadata) * [[
- dd_direc
- ode>FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded </code> Using DD_DIREC it is possible to include
- deh_read_plugin
- ating [[dehacked_patch]]es into Doomsday-native [[ded]] definitions. While most [[dehacked_patch]] fea
- dehacked_patch
- by [[deh_read|translating these definitions into DED format]] at runtime. ===== See also ===== *
- jdrp
- OM [[sprite]]s, a set of [[generator|particle]] [[ded|definitions]] adding countless new effects, and m
- using_blender_to_create_a_model_for_doomsday
- ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed