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Matching pagenames:

  • doom_builder (modding)
  • doomsday_script (modding)
  • overview_of_resources_doomsday_1.x
  • using_blender_to_create_a_model_for_doomsday

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overview_of_resources_doomsday_1.x
24 Hits, Last modified: 6 years ago
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
9 Hits, Last modified: 8 years ago
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
7 Hits, Last modified: 8 years ago
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
7 Hits, Last modified: 8 years ago
.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
6 Hits, Last modified: 13 years ago
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
5 Hits, Last modified: 8 years ago
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
5 Hits, Last modified: 8 years ago
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
4 Hits, Last modified: 8 years ago
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
3 Hits, Last modified: 8 years ago
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
3 Hits, Last modified: 16 years ago
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
2 Hits, Last modified: 8 years ago
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
1 Hits, Last modified: 6 years ago
e inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to m
dehacked_patch
1 Hits, Last modified: 7 years ago
uage was originally used to describe changes to a Doom executable by the //DeHackEd// mod authoring tool
particle_generator_examples
1 Hits, Last modified: 8 years ago
eretic Teleporter Particles #---inspired by BAM's Doom Teleporter Particles #---and by jaquboss/deus-ex'

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