Fulltext results:
- troubleshooting @guide
- he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... 't use add-ons? Some maps have tons of objects or light decorations so rendering these might get expensiv
- map_object_reference @xg
- [.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
- app @script:module
- llowing values are defined: * App.Player.PT_ALLMAP * App.Player.PT_FLIGHT * App.Player.PT_HEALTH2 * App.Player.PT_INFRARED * App.Player.PT_INVISIBI
- 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
- reflection parameters. The color of the reflected light is multiplied by the specular map RGB. The sharpness of the reflection is determine... 55 produces a very sharp/small one. | | ''emissiveMap''| 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... ossessed.md5mesh" material.@0 { heightMap = "bodyheights.png" emissiveMap = "bodyem
- addon_box @fs
- nt (e.g., determining the author of your favorite map) * Keeps everything nice and clean ===== Ana... **Contents/** subfolder. This is intended to highlight the fact that the box itself contains no data: it
- 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
- be used with dynamic lights. The dimensions of a light map must be powers of two, for example 256 x 256. If the map contains an alpha channel, the actual color value... values of the image. Example: If you assign the light map "Round" to a light source, images with that file name are searched from the //LightMaps// directory. The... place the music for Doom's first episode's second map, the file //d_e1m2.mp3// would be placed in the /
- readme_macos @guide:2.2
- 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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
- 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
- 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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
- readme_macos @guide:2.3
- 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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
- 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
- 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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
- readme_macos @guide:2.1
- 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