Fulltext results:
- troubleshooting @guide
- e slowdown go away if you don't use add-ons? Some maps have tons of objects or light decorations so rendering these might get expensiv
- map_object_reference @xg
- ing line's back sector's light level. | | [[.refs:lightref_original|original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The current light level. | | [[.refs:lightref_highest|highest]]| The highest light level among the adjoining sectors. | |
- map_info_syntax @ded
- p, in seconds. ==== Ambient light ==== Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map is visualized - the actual sector light levels are unaffected. ==== Fog color R ==== Red color component (0-1) of the fog used in the map. ==== Fog color G ==== Green color component (0-1) of the fog used in the map. ==== Fog color B ==== Blue color component (0
- model @assets
- fault to render all 3D models. It supports normal maps, specular reflections, and emitted light. It is possible to render the model with a differ... reflection parameters. The color of the reflected light is multiplied by the specular map RGB. The sharpness of the reflection is determine... | Path of the RGBA image that contains additional light on the surface. This is simply added to the pixel colors after ambient, diffuse, and specular light is calculated. | Example: <code> asset model.t
- 2.2 @version
- ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better support [[http... ad gone missing in Heretic. * No music in Hexen Map 26. * Incorrect alignment for a wall’s lower te
- overview_of_resources_doomsday_1.x @modding
- resources in the //Patches// directory. ===== Light maps ===== Light maps are monochrome images that can be used with dynamic lights. The dimensions of a light map must be powers of two, for example 256 x 256. If ... values of the image. Example: If you assign the light map "Round" to a light source, images with that file
- readme_macos @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure
- doomsday @guide:2.2:man
- ''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
- readme_windows @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure
- readme_macos @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure
- doomsday @guide:2.3:man
- ''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
- readme_windows @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure
- 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 effects for 3D models and world surfaces *
- 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 effects for 3D models and world surfaces *