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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-06-15T07:15:31+00:00</dc:date>
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        <title>Doomsday Manual</title>
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        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
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        <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>
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        <dc:date>2014-12-03T09:57:09+00:00</dc:date>
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        <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>
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        <dc:date>2012-12-18T19:27:35+00:00</dc:date>
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        <title>modding:md2tool</title>
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        <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>
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        <dc:date>2018-12-15T18:38:46+00:00</dc:date>
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        <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>
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        <dc:date>2015-11-15T12:55:38+00:00</dc:date>
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        <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>
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