Fulltext results:
- 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
- tex_c
- //TexC// (//Doomsday Texture Compiler//) is a tool written by in 2002. ====== What is TexC? ====== TexC, or the Doomsday Texture Compiler, is a program that can gener... ces (TX files) define a number of textures in the DOOM engine format, which means each texture is compos... exture data in your map. ====== Textures in the Doomsday Engine ====== Each texture has a name, the
- 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
- 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
- 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
- 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... ===== Blender scale seems to be different than doomsdays to get the model the right size you should g
- 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... ddon.pk3// when loaded with the [[:game_component|doom]] game component: ^ PK3 Directory^ ^ Virtual Dir
- hexen_mapinfo
- en many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a... ects". ==== Hexen ==== Support for the [[http://doomwiki.org/wiki/MAPINFO|Hexen dialect of MAPINFO]] was extended to all supported games as of Doomsday [[version:1.15]] (by translating these defini... , [[alert]]s). ===== See also ===== * [[:ded|Doomsday Engine Definitions]] * [[ded:map_info|Map I
- md2tool
- tallation ====== //md2tool// is included in the Doomsday distribution packages. {{veradd|1.9.10}} **Mac OS X:** The installation location is: Doomsday Engine.app/Contents/Doomsday.app/Contents/Resources ===== Source code ===== The source code is available in the [[http://github.com/skyjake/Doomsday-Engine/tree/master/tools/md2tool|Doomsday Git
- 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
- 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.
- dd_direc
- //DD_DIREC// is a special lump recognised only by Doomsday. It contains a table that translates file pat... IREC 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. **C:\Doomsday**) and paths that don't begin with a (back)sl
- 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'
- deh_read_plugin
- This Doomsday [[plugin]] performs the task of translating [[dehacked_patch]]es into Doomsday-native [[ded]] definitions. While most [[deh... ([[command_line_option]]) can be used to instruct Doomsday to apply them all, in the order in which they