Fulltext results:
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]'s [[st... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:state|State]] that is not fullbrig... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- material_syntax
- Glow = 0.0 Glow Rnd = 0.0 } } Light { Pattern offset { 0 0 } Pattern skip { 0... in a material. (Support for more layers will be added later). ; Stage : Stages are used for anima... be applied to tics. ; Glow : Strength of the light emitted by this material (self-illumination). ;... endent glow strength randomization factor. ==== Light (1.10 →) ==== {{ file:doom_light_decorations.jpg
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for the same texture/flat,... ags), a Decoration is only used with resources loaded from an IWAD. Note that [[Material]] definitions can be used to define light decorations, as well. ===== Syntax =====
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... ==== (Value = 0x100) Halos are disabled for this light. ==== dontturnhalo ==== (Value = 0x200) (NEW I
- sector_type_syntax
- **8** is specified, which, is the same as Doom's "Light Glows" sector type, then **this** sector type wil... e used instead.</note> ==== Comment ==== Intended for a textual description of what the sector type... e to work until the chain end time passes. ==== Light fn ==== The function expression string. See [[:sector_type#Ambient_light_functions]] ==== Light fn min tics ==== Minim
- map_info_syntax
- Par time = 0.0; # Seconds Ambient light = 0.0; # 0...1 Fog color R = 0.0; # 0.... Horizon offset = 0; Sky height = 0; Sky light color = 0; Sky Layer { # or "Sky Layer 1" ... the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified inste... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... ullbright| The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in. | | idangle| The
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... : Don't use this reflection if the resource is loaded from an IWAD. # pwad: This reflection ca... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive ... # By default the shiny effect uses sector light as the basic color # of the effect. The
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... description of function expressions. === Ambient light functions === Set the intensity of the ambient light or color to the value of the function expression. Ambient light functions support random evaluation intervals. Fo
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... rawn fully bright whilst in this state. | | noautolight | Disable use of any automatically calculated [[light]] and [[halo]]. | ==== Sprite ==== Name of the ... that while the actual sprite frames are letter coded, here you enter a number. If you want to use the
- generator_syntax
- ction. Random components of the given value are added to [[#Vector]]. For example, if Vector Rnd is 2, ... vector with components ranging from -2 to 2 is added to Vector. ==== Init Vector Rnd ==== One-time r... the particle as a point-sprite using a texture loaded from the "data/<game-module>/textures/" directory... | | bright| Particle color is not affected by the light level of the sector it is in. | | flat| When touc
- altering_and_copying_definitions
- Apply a weak green glow to Doom's nukage barrel. Light { State = "BAR1"; Flags = nohalo; Color { .... definition and add a subtle flicker effect. Copy Light { State = "BAR2"; Size = 0.22; } </code> ==... onditional expression can be used to instruct the DED parser to only apply the modification if the expr
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... ght = 0.666667; Horizon offset = 0.0; Light color { 1.0 1.0 1.0 }; Layer 1/2 ... egative angles move the horizon downwards. ==== Light color ==== RGB color. Outdoor areas will be tint