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        <title>Doomsday Manual</title>
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       <dc:date>2026-06-18T19:42:15+00:00</dc:date>
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        <title>assets:model</title>
        <link>https://manual.dengine.net/assets/model?rev=1582446796&amp;do=diff</link>
        <description>3D model assets

This page is about 3D model assets that can be rendered in the game world using the GL2 model renderer. The article applies to version 2.2. 

Doomsday 1.x supports only MD2/DMD models.

Models representing things (model.thing.*)

Example:
asset model.thing.possessed {
  path = &quot;possessed.md5mesh&quot;
}</description>
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        <dc:date>2019-11-17T19:52:04+00:00</dc:date>
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        <description>Scripting with StateAnimator

This page describes how 3D model assets can be manipulated via Doomsday Script.

Introduction

The objects involved in 3D model rendering are:

	*  A map object. Any mobj in the map can be represented by a 3D model.
	*  3D model asset.</description>
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        <dc:date>2019-11-17T07:32:04+00:00</dc:date>
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        <title>fs:packages</title>
        <link>https://manual.dengine.net/fs/packages?rev=1573975924&amp;do=diff</link>
        <description>Packages

In Doomsday 2, resources are collected into packages. This article describes the Doomsday 2 package format and how you should go about creating your own packages.

Package format

A Doomsday 2 package can either be a folder or a ZIP archive. Regardless of the type, the file name must have a</description>
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        <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>
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        <title>assets</title>
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        <description>Assets

Doomsday 2 manages resources as assets. In practice, an asset is comprised of Doomsday Script and a set of associated files inside a package.

Before you start working with assets, you should have a good understanding of how packages work in Doomsday 2.

Assets by type
 Identifier</description>
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        <dc:date>2017-03-21T06:59:04+00:00</dc:date>
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        <title>version:detailed_list_of_changes_in_doomsday_version_1.15</title>
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        <description>This article lists the important changes in doomsday_version_1.15.

Fixed bugs

[


===== {{tag|UI]



	*   Map briefings should be disabled when autostarting a game session from command line.
	*   Alert displayed unnecessarily on first launch because game.cfg was not found. This file is only created when quitting the game for the first time.</description>
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        <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>
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        <title>modding:supported_3d_model_formats</title>
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        <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>
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        <dc:date>2020-11-12T15:29:58+00:00</dc:date>
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        <title>script:reference</title>
        <link>https://manual.dengine.net/script/reference?rev=1605194998&amp;do=diff</link>
        <description>Doomsday Script reference guide

This article describes the Doomsday Script language and its role in Doomsday 2.

Overview

Doomsday Script is a scripting language with features such as a class-based object system, and exceptions. It is designed to harmoniously work together with Doomsday's native code and objects.</description>
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