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... 0,96 # Patch offset (bogus). @ FIRE02 0,0 ; </code> ====== Example: Creating a new texture ====== Let's say you are working on a Doo
- 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
- md2tool
- ] 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 ... ====== Installation ====== //md2tool// is included in the Doomsday distribution packages. {{veradd|1.9.10}} **Mac OS X:** The installation location is:
- 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
- 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