Fulltext results:
- overview_of_resources_doomsday_1.x
- iles: * Plain data (e.g., //.png// image, //.lmp// file). * Definition files (//.ded//). * C... oading of resources ===== All WAD, PK3, ZIP and LMP files placed in the //data/<game>/auto/// directo... relocation based on file name extension: PK3/ZIP/LMP/WAD are mapped to //data/<game>/auto/// and DED g... : //Data/Game/Auto/DirWithPrefix.3/01_LUMPNAME.lmp// The first three characters of the file name a
- tex_c
- . When compiling, TexC produces the files PNAMES.LMP, TEXTURE1.LMP and TEXTURE2.LMP into the current directory. Compiling a single source file: <code>texc myfile.tx </... doom2.tx and my.tx and generate the files PNAMES.LMP and TEXTURE1.LMP. The names of your patches were
- addon_bundle
- files, including [[pk3]]s, [[wad]]s and [[modding:lmp]]s. These will be **loaded automatically** when t
- addon_format
- n) * [[:pk3|ZIP/PK3]] * [[:wad]] ([[modding:lmp]]) ==== Definitions ==== * [[:ded]] * [[:
- automatic_file_mapping_in_pk3
- t>\auto\// * [[:pk3]]/[[:zip]] * [[modding:lmp]] (Lump) * [[:wad]] * [[:deh]] {{:veradd|1.
- lmp
- //LMP// is traditionally used as the file name extension for storing individual [[:data_lump]]s. ===