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        <title>Doomsday Manual modding</title>
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       <dc:date>2026-04-11T10:54:47+00:00</dc:date>
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    <image rdf:about="https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico">
        <title>Doomsday Manual</title>
        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
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    <item rdf:about="https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:17:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_bundle</title>
        <link>https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff</link>
        <description>Add-on bundle

An addon bundle is a format first introduced by Snowberry. As a regular folder, such bundles are designed to be easy to produce, requiring no specialist tools (only a text editor, for writing Info metadata).

Anatomy

The high-level structure of an .addon</description>
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    <item rdf:about="https://manual.dengine.net/modding/addon_format?rev=1578653437&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-10T10:50:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_format</title>
        <link>https://manual.dengine.net/modding/addon_format?rev=1578653437&amp;do=diff</link>
        <description>Add-on formats

Several addon formats are supported by Doomsday (and Snowberry) and are intended for a variety of different purposes. Some are inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to make the modding process easier for end users.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/auto_folder?rev=1489954897&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:21:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:auto_folder</title>
        <link>https://manual.dengine.net/modding/auto_folder?rev=1489954897&amp;do=diff</link>
        <description>Auto load folders (Doomsday 1.x)

There are two special auto load folders that can be used to automatically load data files and DED definitions.

Mod makers can use this feature to auto-load any definitions or resources their mod requires from within a container. This is the recommended way to package your mod but it is also possible to install files directly into these</description>
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    <item rdf:about="https://manual.dengine.net/modding/auto_folders?rev=1539949351&amp;do=diff">
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        <dc:date>2018-10-19T11:42:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:auto_folders</title>
        <link>https://manual.dengine.net/modding/auto_folders?rev=1539949351&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/automatic_file_mapping_in_pk3?rev=1490041291&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:21:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:automatic_file_mapping_in_pk3</title>
        <link>https://manual.dengine.net/modding/automatic_file_mapping_in_pk3?rev=1490041291&amp;do=diff</link>
        <description>Automatic file mapping in PK3

Doomsday's pk3 reader supports several “shortcuts” that can be used to simplify the virtual directory stucture within a PK3. These automatic mappings allow for easy use of Doomsday's folder structure when making addons.

Automatic relocation by resource class</description>
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    <item rdf:about="https://manual.dengine.net/modding/blender3d?rev=1490038573&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:36:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:blender3d</title>
        <link>https://manual.dengine.net/modding/blender3d?rev=1490038573&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/creating_a_model_pack?rev=1356033766&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-20T20:02:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:creating_a_model_pack</title>
        <link>https://manual.dengine.net/modding/creating_a_model_pack?rev=1356033766&amp;do=diff</link>
        <description>This article describes conventions for creating a model resource pack. It uses the Volcano mobj j_heretic for examples.

The Big Picture

Let's look at how jHRP.pk3 is organized. There are the “Defs/jHeretic/Models” and the “Data/jHeretic/Models” directories. In the Data directory, each object has its own subdirectory that holds the data files (e.g.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:03:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:damage_mechanics</title>
        <link>https://manual.dengine.net/modding/damage_mechanics?rev=1250175804&amp;do=diff</link>
        <description>ricorl


An explanation of how weapons damage enemies (and, eventually, how enemies damage you!) These documents are based on the Doomsday source code; hopefully most of it should also apply to the original versions of the games and other source ports but I haven't actually checked that.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/data_lump?rev=1489956241&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:44:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:data_lump</title>
        <link>https://manual.dengine.net/modding/data_lump?rev=1489956241&amp;do=diff</link>
        <description>Data lump

WAD files consist of data lumps and a WAD directory. Each data lump is identified by a case-insensitive name whose length is at most 8 characters.

Marker lumps are special data lumps that have no data (their length is zero), but their location in the WAD directory is used as information. For instance, the location of the lumps that contain data for a map is marked by a marker lump.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dd_defns?rev=1540021621&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:47:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_defns</title>
        <link>https://manual.dengine.net/modding/dd_defns?rev=1540021621&amp;do=diff</link>
        <description>DD_DEFNS lump

DD_DEFNS is a special lump recognised only by Doomsday. This lump can be used to include DED and reference_guide data within your wad to make distribution easier.

After all DED files (physical and virtual) have been processed, the engine will check through all the loaded WAD files for lumps named DD_DEFNS. All the lumps with that name are processed just as if they were DED files, i.e. they should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the order…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:33:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_direc</title>
        <link>https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff</link>
        <description>DD_DIREC lump

DD_DIREC is a special lump recognised only by Doomsday. It contains a table that translates file paths to lump names. An example is shown below:

FILE001  /Md2/jDoom/Some.md2
FILE002  Another.ded


Using DD_DIREC it is possible to include</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T21:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:deh_read_plugin</title>
        <link>https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff</link>
        <description>This Doomsday plugin performs the task of translating dehacked_patches into Doomsday-native ded definitions.

While most dehacked_patch features are available, any unsupported features are detected and will result in warnings being logged (and if enabled, alerts).

Usage

Say you have the dehacked_patch infiniteammo.deh</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dehacked_patch?rev=1539949203&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-19T11:40:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dehacked_patch</title>
        <link>https://manual.dengine.net/modding/dehacked_patch?rev=1539949203&amp;do=diff</link>
        <description>DeHackEd patch

This definition language was originally used to describe changes to a Doom executable by the DeHackEd mod authoring tool. Doomsday supports DeHackEd patch files by translating these definitions into DED format at runtime.

See also

	*   use_dehacked_patches
	*   DeHackEd - DoomWiki article about DeHackEd and its patch format.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/detail_texture?rev=1250175884&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:04:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:detail_texture</title>
        <link>https://manual.dengine.net/modding/detail_texture?rev=1250175884&amp;do=diff</link>
        <description>Detail textures are grayscale images that are rendered on top of normal textures when walls and planes are viewed from close by. A signed-add blending is used, which lets the detail texture either darken or brighten the underlying texture: black → dark, gray → no change, white → bright.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dhtp?rev=1331409745&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-03-10T20:02:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dhtp</title>
        <link>https://manual.dengine.net/modding/dhtp?rev=1331409745&amp;do=diff</link>
        <description>DHTP - Doom High-resolution Texture Pack is a texture pack that replaces the original doom textures with higher resolutions copies. They are not perfect copies but aim to be as close to the originals as possible.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dmd?rev=1242262890&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-05-14T01:01:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dmd</title>
        <link>https://manual.dengine.net/modding/dmd?rev=1242262890&amp;do=diff</link>
        <description>The DMD model format is a custom data format implemented by the doomsday_engine. A DMD model is similar to a normal Quake md2 model, but there are two key differences:

	*   Up to four Levels-of-Detail can be specified. LODs are additional triangle mesh sets. Each LOD uses the same set of vertices (which is a bit of a caveat).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/doom_builder?rev=1364573799&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-03-29T16:16:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:doom_builder</title>
        <link>https://manual.dengine.net/modding/doom_builder?rev=1364573799&amp;do=diff</link>
        <description>See: &lt;http://www.doombuilder.com/&gt;</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/doomsday_script?rev=1489437737&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:42:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:doomsday_script</title>
        <link>https://manual.dengine.net/modding/doomsday_script?rev=1489437737&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/external_resource_file?rev=1250175904&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:05:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:external_resource_file</title>
        <link>https://manual.dengine.net/modding/external_resource_file?rev=1250175904&amp;do=diff</link>
        <description>Normally all resources such as wall_textures, menu graphics and fonts, background music and sound effects are loaded from wad files. doomsday has a mechanism that allows replacing these resources with external resource files placed in specific directories. The files are called</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/gl2_model_renderer?rev=1489955614&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:33:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:gl2_model_renderer</title>
        <link>https://manual.dengine.net/modding/gl2_model_renderer?rev=1489955614&amp;do=diff</link>
        <description>Model renderer (Doomsday 2)

The GL2 model renderer is the primary user of 3D model assets. Whenever a model asset is present in a loaded package, the model renderer loads the 3D model data into memory and, when the model is needed for drawing, prepares the needed OpenGL resources for drawing the model.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/graphic_patch?rev=1490079746&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-21T07:02:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:graphic_patch</title>
        <link>https://manual.dengine.net/modding/graphic_patch?rev=1490079746&amp;do=diff</link>
        <description>Graphic patch

Patches are images that are commonly used in game menus and intermission screens. Like textures, patches can be replaced with TGA, PNG or PCX images. The Patches resource class directory is searched using the lump names of the original patches. For example, to replace the Doom menu title, you would place the file m_doom.png to the Patches directory.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:15:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:hexen_mapinfo</title>
        <link>https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff</link>
        <description>Hexen MAPINFO data lump

MAPINFO is a WAD data lump that contains text-format metadata for one or more maps.

Dialects

Since its introduction in Hexen, the MAPINFO definition language has seen many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a set of somewhat conflicting</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/high-resolution_texture?rev=1250176054&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:07:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:high-resolution_texture</title>
        <link>https://manual.dengine.net/modding/high-resolution_texture?rev=1250176054&amp;do=diff</link>
        <description>Normal graphic_patches, wall_textures and flats can be replaced with tga (Truevision Targa),
png (Portable Network Graphics) or pcx (Zsoft Paintbrush) images. The resolution of these external images can be higher than the resolution of the original graphics. 

Supported image file formats</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/info_syntax?rev=1489914398&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T09:06:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:info_syntax</title>
        <link>https://manual.dengine.net/modding/info_syntax?rev=1489914398&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/info?rev=1489914286&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T09:04:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:info</title>
        <link>https://manual.dengine.net/modding/info?rev=1489914286&amp;do=diff</link>
        <description>Info

An Info file contains key-value pairs that can be collected into nested groups.

Syntax

Comments
# A single line comment stops here.
Longer comments:
#&gt; Multi-line comment begins.
Continues...
And ends here. &lt;#
Key-value definitions

Identifiers are case insensitive.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/jdrp_manifest?rev=1489991879&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:37:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:jdrp_manifest</title>
        <link>https://manual.dengine.net/modding/jdrp_manifest?rev=1489991879&amp;do=diff</link>
        <description>Add-on manifest for jDRP 1.01

# 
# This manifest contains metadata for jDRP 1.01.
# 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: Daniel Swanson et al.

  readme = &quot;The jDoom Resource Pack represents many years' worth of
work. Several people have contributed 3D models, skins and particle…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/jdrp?rev=1248078602&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-20T08:30:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:jdrp</title>
        <link>https://manual.dengine.net/modding/jdrp?rev=1248078602&amp;do=diff</link>
        <description>The jDRP (jDoom Resource Pack) is a collection of numerous j_doom addons created by the community. In it you will find some 3D models to replace the original DOOM sprites, a set of particle definitions adding countless new effects, and much more.


Details

There are currently three seperate download choices available for the jDRP -</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/jhrp?rev=1331409130&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-03-10T19:52:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:jhrp</title>
        <link>https://manual.dengine.net/modding/jhrp?rev=1331409130&amp;do=diff</link>
        <description>The jHRP (jHeretic Resource Pack) is a collection of all the addons to improve the visual and audial aspects of Heretic.

You can get it from the Doomsday addons website</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/jxrp?rev=1182293387&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-06-19T22:49:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:jxrp</title>
        <link>https://manual.dengine.net/modding/jxrp?rev=1182293387&amp;do=diff</link>
        <description>Headline text

link title
== Headline text ==&lt;yamdwe_nowiki&gt;0&lt;/yamdwe_nowiki&gt;--Saber 23:49, 19 June 2007 (BST)</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/light_map?rev=1250176214&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:10:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:light_map</title>
        <link>https://manual.dengine.net/modding/light_map?rev=1250176214&amp;do=diff</link>
        <description>Light maps are monochrome images that can be used with dynamic lights. The dimensions of a light map must be powers of two, for example 256 x 256. If the map contains an alpha channel, the actual color values are ignored; only the alpha values are significant. If the map doesn't have an alpha channel, one is generated by averaging the color values of the image.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/line?rev=1540021271&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:41:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:line</title>
        <link>https://manual.dengine.net/modding/line?rev=1540021271&amp;do=diff</link>
        <description>Map line

A line is a map geometry construct composed of two vertexs (in the map coordinate space) and either one or two sides.

Lines describe the physical geometry of the world used by the play simulation for determining world and inter-object collisions and for interactive elements such as switches.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:42:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:lmp</title>
        <link>https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff</link>
        <description>LMP is traditionally used as the file name extension for storing individual data_lumps. 

See also

	*   WAD</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/material?rev=1357709322&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-01-09T05:28:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:material</title>
        <link>https://manual.dengine.net/modding/material?rev=1357709322&amp;do=diff</link>
        <description>Material is an abstract concept which has been developed to replace the id Tech 1 mechanism of directly associating flat, texture, etc..., texture resources to the map geometry surfaces on which they are to be drawn.

Overview

Material abstracts the relationship between texture resource and the surfaces on which they are drawn, by adding two additional levels of indirection. These additional levels serve to isolate texture resources behind the name(s) by which they are referenced, both internal…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/md2tool?rev=1355858855&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T19:27:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:md2tool</title>
        <link>https://manual.dengine.net/modding/md2tool?rev=1355858855&amp;do=diff</link>
        <description>md2tool is a command line utility for processing md2 and dmd model files.


### md2tool v1.2.0 by Jaakko Keränen &lt;jaakko.keranen@iki.fi&gt; ###

Usage: md2tool [-flip] [-renorm] [-dsk] [-s &lt;skinfile&gt;]
       [-skin &lt;num&gt; &lt;skinfile&gt;] [-del &lt;num&gt;]
       [-delframes to|from|&lt;num&gt; &lt;num&gt;] [-delskin &lt;num&gt;]
       [-skinsize &lt;width&gt; &lt;height&gt;] [-gl] [-info] [-create &lt;framelistfile&gt;]
       [-md2] [-dmd] [-savelod &lt;num&gt;] [-lod] [-ef &lt;num&gt;] [-op &lt;num&gt;] [-tcmap]
       [-mg] [-fn &lt;filename&gt;] [-weld] [-weldtc…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/metadata?rev=1250176304&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:11:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:metadata</title>
        <link>https://manual.dengine.net/modding/metadata?rev=1250176304&amp;do=diff</link>
        <description>See also

	*   addon_bundle
	*   info
	*   snowberry_configuration_file
	*   customizing_snowberry</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/mobj?rev=1156190454&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-08-21T20:00:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:mobj</title>
        <link>https://manual.dengine.net/modding/mobj?rev=1156190454&amp;do=diff</link>
        <description>Mobj is an abbreviation for map object: players, items, monsters, missiles, etc. 

The engine defines a basic mobj_t struct, which the game modules can extend. The extended version of the struct must begin with the engine's mobj_t, 
because the engine accesses mobj data directly.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:overview_of_resources_doomsday_1.x</title>
        <link>https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff</link>
        <description>Resources (version 1)

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 packages in version 2 means the high-level management of resources is different.

Resource files and containers</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/particle_generator_examples?rev=1489991762&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:36:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:particle_generator_examples</title>
        <link>https://manual.dengine.net/modding/particle_generator_examples?rev=1489991762&amp;do=diff</link>
        <description>Particle generator examples

This articles contains a number of particle generator definition examples.

(The syntax of these DED examples is not the most exemplary. The Stages in particular should be made more readable.)

Lost Soul flames

This generator is used to create the effect of flames for the Lost Soul in jDRP 1.1
I have used the Mobj type so that all Lost Souls share the same number of particles.
This is important, otherwise Doomsday might slow to a crawl if there are 100 Lost Souls in…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/patch?rev=1153657092&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-23T12:18:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:patch</title>
        <link>https://manual.dengine.net/modding/patch?rev=1153657092&amp;do=diff</link>
        <description>*   graphic_patch
	*   dehacked_patch</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/plane?rev=1334158507&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-04-11T15:35:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:plane</title>
        <link>https://manual.dengine.net/modding/plane?rev=1334158507&amp;do=diff</link>
        <description>A plane is a directional interface composed of a surface and various properties.

sectors are composed of planes.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/raw_screen?rev=1250176374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:12:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:raw_screen</title>
        <link>https://manual.dengine.net/modding/raw_screen?rev=1250176374&amp;do=diff</link>
        <description>What are Raw Screens?

Some background pictures are in the raw screen format, which is used to store 320 x 200 pixel paletted images. A lump containing a raw screen image (for example Heretic's TITLEPIC) is exactly 320 x 200 = 64000 bytes long. Raw screens can be replaced with external resources in the Patches directory.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/resource_packaging_guidelines?rev=1544899126&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-15T18:38:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:resource_packaging_guidelines</title>
        <link>https://manual.dengine.net/modding/resource_packaging_guidelines?rev=1544899126&amp;do=diff</link>
        <description>Resource packaging guidelines

This page details the recommended conventions for packaging resources for Doomsday 2.

Packaging an asset

Every asset, for example a 3D model for a barrel, should be packaged into its own Doomsday 2 package. This will give users the freedom to load this asset separately from any other assets that you provide.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/resource_uris?rev=1417600629&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-12-03T09:57:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:resource_uris</title>
        <link>https://manual.dengine.net/modding/resource_uris?rev=1417600629&amp;do=diff</link>
        <description>URI stands for “Uniform Resource Identifier”. URIs are used to define paths into the engine's internal file system, to reference any and all resources available both internally and via the public API.

Syntax

[{{Identifier|scheme]:}} path

Depending on the usage context, it is not always necessary to declare a scheme. Often the scheme is implicitly defined by the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/runtime_directory_structure?rev=1365730728&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-04-12T01:38:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:runtime_directory_structure</title>
        <link>https://manual.dengine.net/modding/runtime_directory_structure?rev=1365730728&amp;do=diff</link>
        <description>This article describes the directory hierarchy as it appears to the engine at runtime. 


bin/
data/
  &lt;game-name&gt;/
    auto/  # Special auto-load folder
    detailtextures/
    flats/
    lightmaps/
    models/
    music/
    sfx/
    textures/
    patches/
defs/
  &lt;game-name&gt;/
    auto/ # Special auto-load folder
run/  # set with -userdir</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/scriptedinfo?rev=1489437713&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:41:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:scriptedinfo</title>
        <link>https://manual.dengine.net/modding/scriptedinfo?rev=1489437713&amp;do=diff</link>
        <description>Scripted Info

ScriptedInfo is a variant of Info where Doomsday Script can be embedded either in the values of keys or as script blocks. The file extension used for ScriptedInfo is .dei.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/sector?rev=1540021312&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:41:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:sector</title>
        <link>https://manual.dengine.net/modding/sector?rev=1540021312&amp;do=diff</link>
        <description>Map sector

A sector is a group of one or more lines and two or more planes (plus various other property values such as lightlevel). The floor and ceiling planes are mandatory.

Maps are composed of sectors.

See also

	*   XG sector type
	*   mimic_sector</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/sky_model?rev=1250176494&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:14:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:sky_model</title>
        <link>https://manual.dengine.net/modding/sky_model?rev=1250176494&amp;do=diff</link>
        <description>It is possible to define 3D models that will be rendered instead of the default sky sphere. This allows creating some interesting map-specific effects in addition to regular sky_boxes. Some ideas:

	*   Large 3D structures around the map area, that move as if they were a part of the real map when the player's viewpoint moves.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/sprite_frame?rev=1250176544&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:15:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:sprite_frame</title>
        <link>https://manual.dengine.net/modding/sprite_frame?rev=1250176544&amp;do=diff</link>
        <description>What are Sprite Frames?

Sprite frames are patches. They can be replaced with external resources just like all other patches (with the same rules for different game modes). The same restrictions apply, though: the dimensions of the external resource do not affect the actual size of the sprite frame. This means the external resources must really be</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T16:37:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:start</title>
        <link>https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff</link>
        <description>Modding

This is the Doomsday Modding Guide.

Table of contents

	*  Doomsday 1 resources
	*  Doomsday 2 file system
		*  Packages
		*  Assets

	*  DED reference (Doomsday Engine Definitions)
	*  XG reference (generalized line/sector types)
	*  Scripting</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/supported_3d_model_formats?rev=1489407391&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T12:16:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:supported_3d_model_formats</title>
        <link>https://manual.dengine.net/modding/supported_3d_model_formats?rev=1489407391&amp;do=diff</link>
        <description>Supported 3D model formats

This article describes the 3D model formats supported by Doomsday 2.

Recommended formats:

	*   FBX
	*   MD5

Other supported formats:

	*   3DS
	*   COLLADA
	*   MD3
	*   MDL
	*   OBJ
	*   BLEND
	*   IRR

For a full list of available formats (including those not enabled by default), see the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T16:25:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tex_c</title>
        <link>https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff</link>
        <description>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
the pnames, texture1 and texture2 data from a texture definition
source file. Texture sources (TX files) define a number of textures in
the DOOM engine format, which means each texture is composed of one or
more patches. TexC is also capable of reading existing texture data
from a WAD file and producing a TX file out of it.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/texc?rev=1489406017&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T11:53:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:texc</title>
        <link>https://manual.dengine.net/modding/texc?rev=1489406017&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/tips_for_model_authors?rev=1447592138&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T12:55:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tips_for_model_authors</title>
        <link>https://manual.dengine.net/modding/tips_for_model_authors?rev=1447592138&amp;do=diff</link>
        <description>This article contains a few tips for model authors who create 3D models to be used in place of the original sprites.

	*   When creating models to replace an object in the original game, try to achieve as good resemblance as possible. The original sprites are a good reference, you can view them for example with</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/total_conversion?rev=1250176584&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:16:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:total_conversion</title>
        <link>https://manual.dengine.net/modding/total_conversion?rev=1250176584&amp;do=diff</link>
        <description>A total conversion (abbrev. TC) is a mod that not only enhances or subtly alters the original game but changes the entire emphasis and setting (often affecting every element) of the game. 

Some good examples are the aliens_tc and the Doom 64: Absolution TC.

See also

	*   addons</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/using_blender_to_create_a_model_for_doomsday?rev=1490038647&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:37:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:using_blender_to_create_a_model_for_doomsday</title>
        <link>https://manual.dengine.net/modding/using_blender_to_create_a_model_for_doomsday?rev=1490038647&amp;do=diff</link>
        <description>Using Blender to create a model for Doomsday

Model Restrictions

Max bones you can have is 64

vertices can have at max four different bone weights, any more and doomsday will output errors

You must have a root bone located 0,0,0 with scale of 1,1,1 and no animation on it.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/wadtool?rev=1490038448&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:34:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:wadtool</title>
        <link>https://manual.dengine.net/modding/wadtool?rev=1490038448&amp;do=diff</link>
        <description></description>
    </item>
</rdf:RDF>
