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... g we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite tex
- 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... face colors and fades can be used to accurately recreate [[doom64]] style lighting. * alpha'd/blended midtextures on [[two-sid... and variable-width fonts (with normal, bold, and light variants) ===== User Interface ===== * cons... back_floor * lpref_back_ceiling * lpref_thing_exist_floors * lpref_thing_exist_ceilings
- map_object_reference @xg
- [[data component]]. ^ Name^ Summary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. | | [[.refs:lightref_my|my]]| The referring line's front sector's light level. | | [[.refs:lightref_back|back]]| The referring line's back sector's light level. | | [[.refs:lig
- 1.9.0-beta6 @version
- ed to address network game issues only. Some highlights: * Redesigned, more powerful control binding... 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 i
- use_hires_textures_in_your_map @howto
- tor height) is more than 128 units. The important thing to realize is that if you create a PNG file that is 256x256 and name it TUT_01, th... ode, simply click once on the texture1 lump), highlight the TUT_01 entry and then from the File Menu, cho... rocess for each and every new texture you want to create for your project. Flats ===== Importing graphic... Builder version 1.5 or higher, you can use XWE to create zero-length entries between FF_START and FF_END i
- syntax @wiki
- pressing "Edit this page". If you want to try something, just use the [[playground:playground|playground]... nd <sup>superscript</sup>, too. You can mark something as <del>deleted</del> as well. You can mark something as <del>deleted</del> as well. **Paragraphs** are created from blank lines. If you want to **force a newli
- doomsday @guide:2.1:man
- ''-''''wh'' (w h) ''-''''file'' (file ...) Everything following ''--'' is ignored. ''@'' can be used to... ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... lete the contents of this folder; Doomsday will recreate them automatically as needed. ; //runtime/confi... * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov
- readme_macos @guide:2.1
- * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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_windows @guide:2.1
- * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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
- 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
- doomsday @guide:2.3:man
- ''-''''wh'' (w h) ''-''''file'' (file ...) Everything following ''--'' is ignored. ''@'' can be used to... ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... lete the contents of this folder; Doomsday will recreate them automatically as needed. ; //runtime/confi... * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov
- readme_macos @guide:2.2
- * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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
- readme_macos @guide:2.0
- * OpenGL 2.1 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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_windows @guide:2.2
- * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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
- readme_macos @guide:2.3
- * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, monsters, missiles, surfaces) to remov... , [[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