Fulltext results:
- particle_generator_examples
- wise Doomsday might slow to a crawl if there are 100 Lost Souls in view and it's trying to spawn eg 200 particles for each. Furthermore because of the... blend | srcvel | srcdir | static Center { -1 0 22 } Speed = .6 Speed rnd = .4 Spawn rad... Particles = 600 Spawn rate = 1.2 Vector { 0 -2 0} Vector Rnd = 4 Stage { Type= point Flags= bright Tics= 1 Radius= 12 Bounce= 0 Resistance= .1 Color { 1 .9 .7 .7 } } Stage {
- overview_of_resources_doomsday_1.x
- below: <code> FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded</code> Each line in //DD_DIREC// contains a lum... "-ck", for example //brnbigc-ck.png//. Both cyan (0,255,255) and purple (255,0,255) are used as keys, and will be replaced with tr... m and Heretic. In Hexen, it's the player's class (0=Fighter, 1=Cleric, 2=Mage). //tableNum// is the index number of the co... in the raw screen format, which is used to store 320 x 200 pixel paletted images. A lump containing a raw sc
- tex_c
- sday Texture Compiler//) is a tool written by in 2002. ====== What is TexC? ====== TexC, or the Do... l to define textures with, for example, the size 320x264. Each texture is composed of one or more pat... 0,96 # Patch offset (bogus). @ FIRE02 0,0 ; </code> ====== Example: Creating a new texture ====== Let's say you are working on a D
- using_blender_to_create_a_model_for_doomsday
- ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code> And another string said <code>ID = "SARG_... tes This means that the Demon walk cycle lasts 8*2=16 game tics, and it moves 10*8=80 world units per walk cycle or (35/16)*80=175 world units per second. ===== Make the mode... hould get the object pixels height, times it by 1.2, then divide it by 20, then when exporting the model export with 0.10 scale. This example is for the Pinky demon <cod... 56*1.2(pixel factor)= 67.2 </code> Then divide by 20 <code>(67.2 / 20 = 3.36) </code> You now have th
- resource_packaging_guidelines
- guidelines ====== This page details the recommended conventions for packaging resources for Doomsday 2. ===== Packaging an asset ===== Every asset, ... version, note that you can split it as follows: ''2017.01.21''. Writing the version as ''20170121'' causes the version to be parsed as ''20170121.0.0.0'', i.e., the entire version is interpreted as the major version number. ==== Example ==== <code>title: Quartz Flask (Health Item) version: 2016.03.27 license: GPL 3+ author: veirdo tags: hexen mo
- addon_bundle
- e placed here. TOC?? Now obsolete? --danij (talk) 01:30, 15 May 2015 (BST) ==== Definitions ==== <code>defs/</co... for //"Amaze-DOOM"// (Episode One) by Mod-O-tron-2000! (-not a real mod): name: Amaze-DOOM Episode... ttp://www.moddingworld.com author: Mod-O-tron-2000 copyright: 2015 license: Do what you will, I don't care readme: Prepare for bewilde
- md2tool
- ng [[md2]] and [[dmd]] model files. <code> ### md2tool v1.2.0 by Jaakko Keränen <jaakko.keranen@iki.fi> ### Us... o. -savelod The level to save when saving as MD2 (default: 0). -skin Set the specified skin. -skinsize ... ates). </code> ====== Installation ====== //md2tool// is included in the Doomsday distribution packages. {{veradd|1.9.10}} **Mac OS X:** The installation location is: ... [[http://github.com/skyjake/Doomsday-Engine/tree/master/tools/md2tool|Doomsday Git repository]].
- gl2_model_renderer
- a thing enters a particular state. ==== Version 2.0 ==== * ''model.weapon.*'' for player weapons ... e model files representing a single object (if needed). * Up to four sets of texture coordinates (cu
- jdrp
- d choices available for the jDRP - * **jDRP v1.01 Packaged**: An all-in-one choice of what the community has decided is the best combination of jDRP addon modules col... [To Do] ====== Download ====== * **jDRP v1.01 Packaged**: [[http://files.dengine.net/jdrp-packaged-20070404.zip|Official DEngine.net files mirror]] * Unzip this pack into the Snowberry addon folder
- dd_direc
- wn below: <code>FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded </code> Using DD_DIREC it is possible to include ... ssed with the LZSS library) **must** always be loaded from real files. Each line in DD_DIREC contains ... writing the DD_DIREC table, the prefix "/Data/jDoom/Textures/" would be added to each file name.
- tips_for_model_authors
- Version 1.x: MD2 models ====== * The recommended triangle count for monsters is 500-800. Use more triangles for larger, detailed objects. Small objects should have less than 100, so there can be lots of them with no problems. Remember that lighting usually smooths out a model ... There should be no need to use skins larger than 256x256. Remember that you can position the texture