Fulltext results:
- model
- wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). You should scale weapon models so tha... components: 0=-1.0, 128=0.0, 255=1.0. If not provided, Doomsday falls back to a normal map where the normals point straight up (RGB 128,128,... Z 0,0,1). Alpha component is ignored. | | ''heightMap''| Path of a height field image to be used for generating a normal map. The height field is a monochrome image where dar
- scripting_with_stateanimator
- hat the 3D model asset is in memory when it is needed. It also reads the asset definitions and passes on the information to the mobj when it is being initialized. ... scripting via the following: * In the package Info file, one can append a ''script'' block. The scri... igger defined in the model asset can have an embedded [[model#timelines|script timeline]]. ===== StateA... or an object. | | ''<nowiki>__thing__</nowiki>''| Map object being animated (when the asset is a ''mode
- shader
- rograms. Shaders are defined in [[modding:ScriptedInfo]] files named **shaders.dei**. ===== Variables ... . This lets Doomsday know which uniforms are intended to be externally modifiable. Also, Doomsday can i... ample: shader my_custom_shader { variable uMapTime {} ... The GLSL source code also needs t... le below. ^ Variable ^ Type ^ Description | | ''uMapTime''| float | Time in the current map, in second