Fulltext results:
- addon_format
- ts ====== Several addon formats are supported by Doomsday (and [[:Snowberry]]) and are intended for a v... e inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to m
- overview_of_resources_doomsday_1.x
- = This page summarizes the usage of resources in Doomsday version 1. Most of this still applies equally well to Doomsday 2, but the introduction of [[:fs|packages]] i... nt. ===== Resource files and containers ===== Doomsday uses multiple kinds of resource files: * ... d//, //.pk3//). [[http://en.wikipedia.org/wiki/Doom_WAD|WADs]] are the original Doom engine data cont
- modding
- ====== Modding ====== This is the Doomsday Modding Guide. ===== Table of contents ===== * [[overview_of_resources_doomsday_1.x|Doomsday 1 resources]] * [[:fs|Doomsday 2 file system]] * [[fs:Packages]] * [[:Assets]] * [[:ded
- resource_packaging_guidelines
- commended conventions for packaging resources for Doomsday 2. ===== Packaging an asset ===== Every a... el, should be packaged into its own [[fs:packages|Doomsday 2 package]]. This will give users the freedom... ld use the ''requires'' metadata variable to tell Doomsday to load the common package first. The "hidden... or example "hexen") in the package title, because Doomsday expects these to be included in the package t
- dd_defns
- _DEFNS// is a special [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] an... ://www.sbsoftware.com|DeePsea]] * [[http://www.doombuilder.com|DoomBuilder]] -- Can edit DD_DEFNS in the script editor. * [[http://www.doomsdayhq.com/files.php?type=8|Wadtool]] -- Win32 com
- dehacked_patch
- uage was originally used to describe changes to a Doom executable by the //DeHackEd// mod authoring tool. Doomsday supports DeHackEd patch files by [[deh_read|t... * [[howto:use_dehacked_patches]] * [[http://doomwiki.org/wiki/DeHackEd|DeHackEd]] - DoomWiki article about DeHackEd and its patch format.
- graphic_patch
- the original patches. For example, to replace the Doom menu title, you would place the file m_doom.png to the Patches directory. The original data lumps are ... ens, intermissions etc) by various people in the jDoom User Interface Pack (jDUI). ===== Can I use pat... for different games? ===== Some games (such as Doom 1 and Doom 2) use the same names for specific pat
- automatic_file_mapping_in_pk3
- ====== Automatic file mapping in PK3 ====== Doomsday's [[:pk3]] reader supports several "shortcuts" tha... 3. These automatic mappings allow for easy use of Doomsday's folder structure when making addons. ====... rrect (virtual) location in the file hierarchy by Doomsday. These shortcuts allow you to greatly simplif... For example instead of the virtual folder //data/jdoom/textures/// you only need a folder named //textur
- addon_bundle
- aded automatically** when the bundle is loaded by Doomsday. ==== Data ==== <code>data/</code> (option... aded automatically** when the bundle is loaded by Doomsday. ===== Example ===== [[info]] metadata file for //"Amaze-DOOM"// (Episode One) by Mod-O-tron-2000! (-not a real mod): name: Amaze-DOOM Episode One provides: doom-mod-levelset co
- using_blender_to_create_a_model_for_doomsday
- ====== Using Blender to create a model for Doomsday ====== ===== Model Restrictions ===== Max bones y... at max four different bone weights, any more and doomsday will output errors You must have a root bone... ion on it. Static models do not needs bones, but doomsday will log about missing animation ===== Calc... ulating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code>
- blender3d
- #REDIRECT modding:using_blender_to_create_a_model_for_doomsday
- dd_direc
- //DD_DIREC// is a special lump recognised only by Doomsday. It contains a table that translates file pat... An example is shown below: <code>FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded </code> Using DD_DIREC it is possible to include **any** files that Doomsday supports inside a WAD. For instance models an... lash are interpreted as paths that start from the Doomsday base directory (set with //-basedir//; e.g. *
- jdrp_manifest
- .01. # http://prdownloads.sourceforge.net/deng/jdoom-resource-pack-1.01.zip?download # name: jDoom Resource Pack component: game-jdoom language english ( version: 1.01 summary: 3D models and special effects for jDoom contact: http://dengine.net/ author: Dani
- particle_generator_examples
- number of particles. This is important, otherwise Doomsday might slow to a crawl if there are 100 Lost S... 6 active generators) I have used the mobj type as Doomsday treats all Lost Souls as THE SAME generator. ... eretic Teleporter Particles #---inspired by BAM's Doom Teleporter Particles #---and by jaquboss/deus-ex'
- gl2_model_renderer
- ====== Model renderer (Doomsday 2) ====== The GL2 model renderer is the primary user of [[assets:model|... manually, per-mesh with GL state parameters. * Doomsday Script timelines. * Animated shader variab