Fulltext results:
- create_a_light_thing @howto
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new... uses for that). So what are the qualities of the light thing we are going to create? * It will be spawned at the ceiling and won'... , etc, etc... Also because we have created a NEW Thing it becomes entirely possible to create interactive lights. For instance a lamp could be shot out or an inv... ave everything we need for Doomsday to be able to create and understand our new Red Warning Light. However there is still one thing that we need to do, we need to place a few of the
- 1.9.0-beta1...4 @version
- line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignificant, but there are several things that can be (and will be) done to improve the cu... atforms. ===== What has been fixed? ===== Bias lighting grid initialization was fixed. It's now consid... MacOSX. ===== What is still broken? ===== Bias lighting still hasn't been tuned or optimized. It's sti... in situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched yet.
- map_object_reference @xg
- [[xg]] system, in fact, just about every time you create a new [[line_type|line]] or [[sector_type]] you w... bject types which are to interact. ==== Line → lightlevel ==== //Light level references// or //lightrefs// are used when [[xg_line]]s need to refer to the [[light_level]]s of
- 1.9.0-beta6 @version
- at allows using the same key/control for multiple things depending on the game and UI state (see [[listbc... node builder. ==== Renderer ==== * Numerous lighting inconsistencies between different world surfac... ermining the position of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggested the light origin was always in the top left quarter of the
- overview_of_resources_doomsday_1.x @modding
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... /data/jdoom/auto/superb.wad//. PK3 files can be created with just about any ZIP utility. Make sure all t... t always be loaded from real files. skyjake has created a simple utility for automatically creating a WA
- readme_windows @guide:2.1
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine
- doomsday @guide:2.1:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff
- readme_macos @guide:2.1
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine
- doomsday @guide:2.3:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode
- doomsday @guide:2.2:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode
- doomsday @guide:2.0:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... ame-specific rather than profile-specific; if you create custom game profiles, their saves will be written... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyb
- readme_windows @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- readme_macos @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- readme_windows @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- readme_macos @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press