Fulltext results:
- syntax @wiki
- hat you quoted a file. </file> ==== Syntax Highlighting ==== [[wiki:DokuWiki]] can highlight sourcecode, which makes it easier to read. It uses the [[http://qbnz.com/highlighter/|GeSHi]] Generic Syntax Highlighter -- so any language supported by GeSHi is supported. The syntax use
- 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. | |
- 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
- 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... 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
- 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
- pk3 @fs
- e file Superb.wad and due to the [[automatic_file_mapping_in_pk3]] it is relocated to =Data\[game]\Auto... create a PK3 in WinZip you must gather your DEDs, maps and such and make the corresponding folders for ... e exceptions to these rules. See [[automatic_file_mapping_in_pk3]]. Now what you need to do is put it all in a PK3: * Highlight your folder "Defs" that you have made (which can
- 2.2 @version
- to check out the VSCode extension for syntax highlighting. **Scripted mobj actions.** Newly introduced ... 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
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Backgrou... 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
- 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'' | '