Fulltext results:
- addon_format
- ts ====== Several addon formats are supported by Doomsday (and [[:Snowberry]]) and are intended for a varie
- 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
- 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
- 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.
- dd_defns
- _DEFNS// is a special [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] and [[
- dehacked_patch
- xecutable by the //DeHackEd// mod authoring tool. Doomsday supports DeHackEd patch files by [[deh_read|trans
- 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
- 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
- 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... actions (it's under the dope sheet summary) If doomsday complains about too many vertices for a bone (Max
- blender3d
- #REDIRECT modding:using_blender_to_create_a_model_for_doomsday
- 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
- 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
- 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.
- info
- guration files]] * [[http://github.com/skyjake/Doomsday-Engine/blob/master/snowberry/cfparser.py|Info syn
- 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