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1.9.0-beta6 @version
52 Hits, Last modified: 8 years ago
|Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... n subsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, ... here possible else output a warning and abort the map load attempt gracefully. * Infinite loop when ... ts. * Player's in-void status was not reset on map load. This led to HOM in the sky until the player
material_syntax @ded
45 Hits, Last modified: 8 years ago
mbiguous. ; Bottom/Side/Top map : Name of the light map to use when casting light in that direction. The //bottom// map is used for floor planes, the //top// map for cei... or round lights is used. Use ''-'' to disable the map entirely. (No light will then be cast in that direction). ; Halo ra... 0| Smart algorithm which selects a built-in flare map dynamically, according to the attributes of the light and relative position of the viewer. | | 1| [[htt... cross formation of [[http://en.wikipedia.org/wiki/Light_pillar|light pillars]]. | For example:<code>Flar
light @ded
42 Hits, Last modified: 8 years ago
om map = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom ma... ght texture # is used. Use "-" to disable a map entirely. No light will then be # cast in the direction. ... is a bias light source and not a dynamic # light. This tells doomsday which map the bias source is for Origin { 0.0 0.0 0.... } # The location of the bias source in the map (X Y Z) Intensity = 200 # How bright
1.9.0-beta1...4 @version
40 Hits, Last modified: 8 years ago
s) ===== Definitions ===== * [[decoration]]:Light:Flare texture is deprecated. Use "Flare map" instead ===== Input/Controllers ===== * cc... nitions ===== * [[light]]:Halo radius * [[light]]:Flare map: the flare map to use for this light's halo. Either a path and [... lt-in_flare_resource_number]] * [[decoration]]:Light:Flare map: same as above for light [[decoration]]s. * [[... tisample factor used when determining sector to [[light_grid]] mapping. Larger values increase accuracy at the expense of map load times. * [[light_range_compression]]: inc
map_info_syntax @ded
34 Hits, Last modified: 5 years ago
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
decoration @ded
33 Hits, Last modified: 8 years ago
= "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom ... t # texture is used. Use "-" to disable a map entirely. No light # will then be cast in the direction. ... # Two integers (0-255) that mark the sector light levels where # the light is at zero and maximum brightness, respectively. # For example,
detailed_list_of_changes_in_doomsday_version_1.11 @version
21 Hits, Last modified: 8 years ago
concerned with id Tech 1 map hacks. * Bias [[:light_grid]] is now prepared JIT if enabled while a map is loaded. It is no longer necessary to restart the map/wait until the next map for changes to take effect. ===== Resources ===== * Removed the fixed u... fines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes, a [[:half-edge
map_object_reference @xg
21 Hits, Last modified: 5 years ago
[.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. | | [[.refs:lightref_lowest|lowest]]| The lowest light level among the adjoining sectors. | | [[.refs:li
doomsday @guide:2.0:man
15 Hits, Last modified: 8 years ago
''-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_macos @guide:2.0
15 Hits, Last modified: 8 years ago
ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
1.9.0-beta6.9 @version
15 Hits, Last modified: 8 years ago
of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... p_id=74815&atid=542099 * "Barracks.wad dynamic light anomaly". http://sourceforge.net/tracker/?func=de... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start u
readme_windows @guide:2.0
15 Hits, Last modified: 8 years ago
ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
use_deds_in_doom_builder @howto
15 Hits, Last modified: 10 years ago
's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]]... and [[xg]] definitions can be included with your map. You can either supply them seperately in a mywad... mBuilder to include your DED with your [[j_doom]] map. This is achieved by including your DED into a sp... already created a one level [[wad]], saved in the MAP01 slot. It's a simple square room with a couple o
readme_windows @guide:2.1
14 Hits, Last modified: 7 years ago
ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
readme_macos @guide:2.1
14 Hits, Last modified: 7 years ago
ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
doomsday @guide:2.1:man
14 Hits, Last modified: 7 years ago
doomsday @guide:2.3:man
13 Hits, Last modified: 6 years ago
overview_of_resources_doomsday_1.x @modding
13 Hits, Last modified: 6 years ago
readme_macos @guide:2.2
13 Hits, Last modified: 6 years ago
readme_windows @guide:2.2
13 Hits, Last modified: 6 years ago
sector_type_syntax @ded
13 Hits, Last modified: 8 years ago
readme_macos @guide:2.3
13 Hits, Last modified: 6 years ago
readme_windows @guide:2.3
13 Hits, Last modified: 6 years ago
doomsday @guide:2.2:man
13 Hits, Last modified: 6 years ago
gl2_model_renderer @modding
12 Hits, Last modified: 8 years ago
model @assets
12 Hits, Last modified: 5 years ago
detailed_list_of_changes_in_doomsday_version_1.9.9 @version
12 Hits, Last modified: 8 years ago
detailed_list_of_changes_in_doomsday_version_1.12 @version
12 Hits, Last modified: 8 years ago
detailed_list_of_changes_in_doomsday_version_1.10 @version
11 Hits, Last modified: 8 years ago
detailed_list_of_changes_in_doomsday_version_1.9.7 @version
10 Hits, Last modified: 8 years ago
reflection @ded
9 Hits, Last modified: 8 years ago
flags_reference @ded
8 Hits, Last modified: 8 years ago
generator_syntax @ded
8 Hits, Last modified: 8 years ago
ded
7 Hits, Last modified: 7 years ago
shader @assets
6 Hits, Last modified: 8 years ago
detailed_list_of_changes_in_doomsday_version_1.13 @version
6 Hits, Last modified: 8 years ago
altering_and_copying_definitions @ded
5 Hits, Last modified: 8 years ago
1.9.0-beta5 @version
5 Hits, Last modified: 8 years ago
examples @xg
5 Hits, Last modified: 7 years ago
reference_guide @xg
4 Hits, Last modified: 7 years ago
lightref_original @xg:refs
3 Hits, Last modified: 13 years ago
detailed_list_of_changes_in_doomsday_version_1.14 @version
3 Hits, Last modified: 8 years ago
sky @ded
3 Hits, Last modified: 8 years ago
2.2 @version
3 Hits, Last modified: 6 years ago
bindings_1.8.6_and_1.9_betas @guide
3 Hits, Last modified: 13 years ago
troubleshooting @guide
2 Hits, Last modified: 4 years ago
1.8.5 @version
2 Hits, Last modified: 8 years ago
line_type_class @xg
2 Hits, Last modified: 8 years ago

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