Fulltext results:
- overview_of_resources_doomsday_1.x
- e will check through all the loaded WAD files for lumps named //DD_DEFNS//. All the lumps with that name are processed just as if they were DED files, i.e... It contains a table that translates file paths to lump names. An example is shown below: <code> FILE001 /M... ry and all its subdirectories plus a //DD_DIREC// lump that has (with a high probability) a unique lump name for each file. You can invoke the utility like th... t to enforce a specific order: * You can use name prefixes that are used to sort the lumps but are ignored when the lump names are determined. The length of the prefix ca
- dd_defns
- e will check through all the loaded WAD files for lumps named DD_DEFNS. All the lumps with that name are processed just as if they were DED files, i.e... ain a DED file in plain text format. The DD_DEFNS lumps are applied in the order in which they have been loaded. The lump itself is a pure text format that can be edited in any text editor such as Notepad. However a lump editor is then required to extract or insert this
- graphic_patch
- es resource class directory is searched using the lump names of the original patches. For example, to replace... .png to the Patches directory. The original data lumps are required even if an external resource is fou... k (jDUI). ===== Can I use patches with the same name for different games? ===== Some games (such as Doom 1 and Doom 2) use the same names for specific patches even though they are differ
- automatic_file_mapping_in_pk3
- \// * [[:pk3]]/[[:zip]] * [[modding:lmp]] (Lump) * [[:wad]] * [[:deh]] {{:veradd|1.9.0-beta... r //data/jdoom/textures/// you only need a folder named //textures///. * flats/ * fonts/ * lig... ually by adding a special prefix character to the name of a directory in the root of a PK3. ^ Prefix^
- dd_direc
- It contains a table that translates file paths to lump names. An example is shown below: <code>FILE001 /Md2... ectory and all its subdirectories plus a DD_DIREC lump that has (with a high probability) a unique lump name for each file. You could invoke the utility like ... writing the DD_DIREC table, the prefix "/Data/jDoom/Textures/" would be added to each file name.
- lmp
- //LMP// is traditionally used as the file name extension for storing individual [[:data_lump]]s. ====== See also ====== * [[WAD]]
- deh_read_plugin
- infiniteammo.deh ===== Automatic loading ===== Lumps named //DEHACKED// in [[wad|.wad files]] will be autom... f is loaded. Normally only the last //DEHACKED// lump loaded will be applied when two or more lumps with that name are found (perhaps in multiple //.wad// files). H
- resource_uris
- resource (for example, two textures with the same name in different namespaces). ====== Schemes ====== Doomsday presently defines the following resource s... s * Patches * Sfx * Textures| ===== Texture namespaces ===== * Details * Flaremaps * Flats ... * Sprites * System * Textures | | ===== Font namespaces ===== * Game * System| ===== Material n
- tex_c
- nitions. The actual graphics are in separate data lumps, the names of which are listed in PNAMES. ====== Invoking... some of the sources define textures with the same name, the latest definition will override the earlier ... of a WAD file that contains PNAMES and TEXTURE1/2 lumps: <code>texc -i some.wad output.tx </code> The g... nd if it is found, a TX source with the specified name will be created. This time you can't omit the .TX