Fulltext results:
- overview_of_resources_doomsday_1.x
- d//, //.pk3//). [[http://en.wikipedia.org/wiki/Doom_WAD|WADs]] are the original Doom engine data container format. By default all resources such as wall te... d effects | Another example: sound effects for Doom II would be placed in the directory //data/doom2/sfx///. The resource class directory can have a subd
- 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
- info
- ing blocks all mean the same thing: component jdoom { library: jDoom.dll } component jdoom library jDoom.dll {} component jdoom {library="jDoom" ".dll"} # note: string joining ==== Examples
- 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
- tex_c
- ces (TX files) define a number of textures in the DOOM engine format, which means each texture is compos... more patches. A patch is a picture in the normal Doom graphics format, the same one that is used with s... w texture ====== Let's say you are working on a Doom II map and you want to add some textures of your ... irst thing you need is the texture definitions of Doom II. Extract them with the command: <code>texc -i
- addon_bundle
- ample ===== [[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 component: game-jdoom language english ( version: 6.01 summary: Amazing
- automatic_file_mapping_in_pk3
- For example instead of the virtual folder //data/jdoom/textures/// you only need a folder named //textur... ddon.pk3// when loaded with the [[:game_component|doom]] game component: ^ PK3 Directory^ ^ Virtual Dir... ectory | | #CoolStuff/| ⇒| data/[[:game_component|doom]]/auto/CoolStuff/ | | @CoolStuff/| ⇒| defs/[[:game_component|doom]]/auto/CoolStuff/ | ===== Examples ===== A
- hexen_mapinfo
- en many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a... bs; which are currently limited to Hexen. ==== ZDoom ==== The [[http://zdoom.org/wiki/MAPINFO_(old_format)|ZDoom dialect of MAPINFO]] is detected so that it can be gracefully ignor
- dd_direc
- An example is shown below: <code>FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded </code> Using DD_DI... lity like this: <code>wadtool myfiles.wad /Data/jDoom/Textures/ </code> This would create a WAD file th... en writing the DD_DIREC table, the prefix "/Data/jDoom/Textures/" would be added to each file name.
- jdrp
- The jDRP (jDoom Resource Pack) is a collection of numerous [[j_doom]] [[addons]] created by the community. In it you wi... l find some 3D [[model]]s to replace the original DOOM [[sprite]]s, a set of [[generator|particle]] [[de
- using_blender_to_create_a_model_for_doomsday
- ulating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code>... ngs have a world object facing the correct way in doom(according to the maps object placement)// front
- addon_format
- e inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to m
- dehacked_patch
- uage was originally used to describe changes to a Doom executable by the //DeHackEd// mod authoring tool
- particle_generator_examples
- eretic Teleporter Particles #---inspired by BAM's Doom Teleporter Particles #---and by jaquboss/deus-ex'