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]] in ve... nt. ===== Resource files and containers ===== Doomsday uses multiple kinds of resource files: * Pla... usic and sound effects are loaded from WAD files. Doomsday has a mechanism that allows replacing these resou
- resource_packaging_guidelines
- commended conventions for packaging resources for Doomsday 2. ===== Packaging an asset ===== Every asset... el, should be packaged into its own [[fs:packages|Doomsday 2 package]]. This will give users the freedom to ... ld use the ''requires'' metadata variable to tell Doomsday to load the common package first. The "hidden" ta... or example "hexen") in the package title, because Doomsday expects these to be included in the package tags.
- using_blender_to_create_a_model_for_doomsday
- ====== Using Blender to create a model for Doomsday ====== ===== Model Restrictions ===== Max bones you c... at max four different bone weights, any more and doomsday will output errors You must have a root bone loc... ion on it. Static models do not needs bones, but doomsday will log about missing animation ===== Calculat... ===== Blender scale seems to be different than doomsdays to get the model the right size you should get t
- 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 rep
- 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|DED ref
- 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 generate ... exture data in your map. ====== Textures in the Doomsday Engine ====== Each texture has a name, the leng... to assign the texture to a given sidedef. In the Doomsday engine, no restrictions are placed on the width a
- dd_direc
- //DD_DIREC// is a special lump recognised only by Doomsday. It contains a table that translates file paths t... IREC it is possible to include **any** files that Doomsday supports inside a WAD. For instance models and hi... 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)slash
- automatic_file_mapping_in_pk3
- ====== Automatic file mapping in PK3 ====== Doomsday's [[:pk3]] reader supports several "shortcuts" that ca... 3. These automatic mappings allow for easy use of Doomsday's folder structure when making addons. ===== Au... rrect (virtual) location in the file hierarchy by Doomsday. These shortcuts allow you to greatly simplify th
- deh_read_plugin
- This Doomsday [[plugin]] performs the task of translating [[dehacked_patch]]es into Doomsday-native [[ded]] definitions. While most [[dehacke... ([[command_line_option]]) can be used to instruct Doomsday to apply them all, in the order in which they are
- particle_generator_examples
- number of particles. This is important, otherwise Doomsday might slow to a crawl if there are 100 Lost Souls... 6 active generators) I have used the mobj type as Doomsday treats all Lost Souls as THE SAME generator. So 1
- addon_bundle
- aded automatically** when the bundle is loaded by Doomsday. ==== Data ==== <code>data/</code> (optional, ... aded automatically** when the bundle is loaded by Doomsday. ===== Example ===== [[info]] metadata file f
- hexen_mapinfo
- PINFO]] was extended to all supported games as of Doomsday [[version:1.15]] (by translating these definition... , [[alert]]s). ===== See also ===== * [[:ded|Doomsday Engine Definitions]] * [[ded:map_info|Map Info
- gl2_model_renderer
- ====== Model renderer (Doomsday 2) ====== The GL2 model renderer is the primary user of [[assets:model|3D m... manually, per-mesh with GL state parameters. * Doomsday Script timelines. * Animated shader variables.
- dd_defns
- _DEFNS// is a special [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] and [[... DD_DEFNS in the script editor. * [[http://www.doomsdayhq.com/files.php?type=8|Wadtool]] -- Win32 command
- addon_format
- ts ====== Several addon formats are supported by Doomsday (and [[:Snowberry]]) and are intended for a varie