Fulltext results:
- overview_of_resources_doomsday_1.x
- class directory can have a subdirectory for each game mode. For example, textures meant only for Final Doom:... an external resource, it first checks the current game mode's subdirectory. If no suitable resource is found ... WAD, PK3, ZIP and LMP files placed in the //data/<game>/auto/// directory will be automatically loaded a... directory. All DED files placed in the //defs/<game>/auto/// directory will be automatically read at
- using_blender_to_create_a_model_for_doomsday
- ====== Using Blender to create a model for Doomsday ====== ===== Model Restrictions ===== Max bones you can have is 64 vertices can have ... th scale of 1,1,1 and no animation on it. Static models do not needs bones, but doomsday will log about... This means that the Demon walk cycle lasts 8*2=16 game tics, and it moves 10*8=80 world units per walk c
- resource_packaging_guidelines
- ng an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [[... in both is unnecessary. Also, refrain from adding game names (for example "hexen") in the package title,... age. For example, if the user is interested in 3D models for Hexen, they might enter "hexen model" as the search terms. All packages that have the tags "hexen
- automatic_file_mapping_in_pk3
- ng extensions are automatically mapped to //data\<gamecomponent>\auto\// * [[:pk3]]/[[:zip]] * [[... ] definitions are automatically mapped to //defs\<gamecomponent>\auto\// **Note**: Automatically reloca... //. * flats/ * fonts/ * lightmaps/ * models/ (1.9.7+) * music/ * patches/ * sfx/ (... fix^ ^ Virtual Directory | | # (hash)| ⇒| data/[[:game_component|<gamecomponent>]]/auto/ | | @ (at)| ⇒|
- tips_for_model_authors
- lace of the original sprites. * When creating models to replace an object in the original game, try to achieve as good resemblance as possible. ... [[http://www.sbsoftware.com|DeePSea]]. Comparing models vs. sprites is easy if you use [[bindings]] suc... nt key-o "usemodels 0" ====== Version 1.x: MD2 models ====== * The recommended triangle count fo... ems. Remember that lighting usually smooths out a model quite nicely. * Use as small skins as possibl
- graphic_patch
- in a subfolder with the same name as the [[guide:game mode]] you are playing. For example for Doom 1 you may
- info
- produce the ''"'' character. help = "Run game's in windowed mode. " "This is a ''long'' string that continue... d default: this is the default? help = "Run game in windowed mode. " "This is a ''long'' string that continues.
- resource_uris
- * Fonts * Graphics * Lightmaps * Maps * Models * Music * Packages * Patches * Sfx * ... Flaremaps * Flats * Lightmaps * Masks * ModelReflectionSkins * ModelSkins * Patches * Reflections * Sprites * System * Textures | | ===== Font namespaces ===== * Game * System| ===== Material namespaces ===== * F
- jdrp_manifest
- d # name: jDoom Resource Pack component: game-jdoom language english ( version: 1.01 summary: 3D models and special effects for jDoom contact: http... rth of work. Several people have contributed 3D models, skins and particle effects. <p>Note that <tt