Fulltext results:
- 1.9.0-beta6 @version
- engine. Existing BSP and gl node data present in maps is now ignored, we opt to always build our own. ... |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... ef limit and at the same time, reduce the size of maps. Both DOOM2:Plutonia and DOOM2:TNT are once agai... ing to build sector line and subsector tables for maps with damaged/invalid data structures (e.g. STARG
- 1.9.0-beta1...4 @version
- e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely slow. Its performance will be imp... 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. * [[
- material_syntax @ded
- 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... lt), the default linear falloff texture for round lights is used. Use ''-'' to disable the map entirely. (No light will then be cast in that dir... 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
- 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
- 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
- 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
- decoration @ded
- = "" 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,
- 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. | |
- 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
- 1.9.0-beta6.9 @version
- 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://sourceforge.net/tracker/index.php?func=detail&aid=2851
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- ]] is no longer concerned with rendering and uses lightweight variants of all core map data elements. * Incremented network protocol ... 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
- use_deds_in_doom_builder @howto
- glory of your name appearing at the start of the map and our cool red lighting. ====== See also ====== * [[http://www.d
- doomsday @guide:2.0: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:2.0
- , [[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_macos @guide:2.0
- , [[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 *