Fulltext results:
- create_a_light_thing @howto
- do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using notepad). I always like to includ... ace a few of them in our level. * *Save* your LightThing.ded * *Close* your text editor. ===== STEP 4: Pl... All you need to do now is load Doomsday with our LightThing.wad and LightThing.ded. As you'll be able to tell, this basic light can
- ded
- ure animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[versio
- light @ded
- ====== 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
- 1.9.0-beta1...4 @version
- most important new feature in the engine is a new lighting model called bias lighting. It is a combination of manually-placed light sources and smoothed sector lights. Once finished, it is intended to be the new default lighting model f
- 1.9.0-beta6 @version
- 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 ... er a texture replacement was in use. * Dynamic lights for palette-translated sprites were coloured acc
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo
- use_deds_in_doom_builder @howto
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with you... You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb... wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your
- decoration @ded
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for the same texture/flat,... at [[Material]] definitions can be used to define light decorations, as well. ===== Syntax ===== ... ion can be used with external resources. Light { # Each decoration can specify up
- syntax @ded
- ====== 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
- ====== 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... using decoration with external resources. ===== Lights ===== ==== nohalo ==== (Value = 0x100) Halos
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... '. | | ''fullbrightFromWeapon'' | Model's ambient light level is affected by the player weapon (psprite)
- 1.9.0-beta5 @version
- hich prevented <code>Cl_MovePlayer()</code>. * Dedicated server issues http://sourceforge.net/tracke... nc=detail&aid=1538861&group_id=74815&atid=542099: dedicated server tried to enable fog. * Fixed serv... ) * Segmentation violation: in Doomsday (Decor lights on surfaces with HOM fixes), while playing jDoom... e glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====
- customize_lens_flares @howto
- fig 0 tex -1. Add these lines in Defs\jDoom\User.ded if you want to make the health bonuses a bit brighter: (if User.ded doesn't exist, just create a new file) <code>Light { State = "BON1"; Size = 0.7; } Copy Light { State = "BON1A"; } Copy Light { State = "BON1B"; } Copy Lig
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ir * material subsystem causes fatal errors in dedicated mode * clientside InFine [with client sk... /flats not found from .pk3 * [402] regression: dedicated server resource access failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] * ... object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] * Doom: don't let floati
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependa... derer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wr... * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials