Fulltext results:
- addon_format
- 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
- 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
- dehacked_patch
- uage was originally used to describe changes to a Doom executable by the //DeHackEd// mod authoring tool
- 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 ... for different games? ===== Some games (such as Doom 1 and Doom 2) use the same names for specific patches even though they are different in each game (a go
- automatic_file_mapping_in_pk3
- 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 ===== Addon example for a mod for Doom that makes use of the available virtual directory
- 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 DOOM maps that blow the bloody doors off! contact:
- using_blender_to_create_a_model_for_doomsday
- ngs have a world object facing the correct way in doom(according to the maps object placement)// front
- particle_generator_examples
- eretic Teleporter Particles #---inspired by BAM's Doom Teleporter Particles #---and by jaquboss/deus-ex'
- hexen_mapinfo
- en many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a
- 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
- jdrp
- om Resource Pack) is a collection of numerous [[j_doom]] [[addons]] created by the community. In it you ... l find some 3D [[model]]s to replace the original DOOM [[sprite]]s, a set of [[generator|particle]] [[de