Fulltext results:
- overview_of_resources_doomsday_1.x
- umps in the Hexen format. Source ports have extended MAPINFO with custom definitions. A handful of these are s... sed if the following comment line is found in the MAPINFO lump (since [[version:2.2]]): // Doomsday: I... will be automatically applied when the WAD is loaded. Normally only the last //DEHACKED// lump is used
- addon_bundle
- ecialist tools (only a text editor, for writing [[Info]] metadata). ===== Anatomy ===== The high-leve... on / | contents / | data / | defs / | info | readme.html The folder name is suffixed wi... nside the bundle have a special meaning: <code>[[info]]</code> (required, plain text file) Describes w... n as metadata). This is analogous to the use of //Info// in a [[addon_box|Box (Addon)]]. Note the lack o
- hexen_mapinfo
- ==== Support for the [[http://doomwiki.org/wiki/MAPINFO|Hexen dialect of MAPINFO]] was extended to all supported games as of Doomsday [[version:1... = * [[:ded|Doomsday Engine Definitions]] * [[ded:map_info|Map Info (DED)]] * [[http://doomwiki.org/wiki/MAPINFO|MAPINFO]] - DoomWiki article describing format specifics.
- md2tool
- num>] [-skinsize <width> <height>] [-gl] [-info] [-create <framelistfile>] [-md2] [-dmd] [... savelod <num>] [-lod] [-ef <num>] [-op <num>] [-tcmap] [-mg] [-fn <filename>] [-weld] [-weldtc] ... f the model file. -gl Build GL commands. -info Display model information. -lod Generate detail levels (automatically saved as DMD). -md2
- tex_c
- atches, GRITTY1 and BLDSHOT, and they have been added to the PWAD that contains your map. Now you want to create a texture called MESSY_1 ... oom2.tx you can easily use it with other projects/maps as well. Using a text editor (e.g. Notepad) cre... e generated PNAMES.LMP and TEXTURE1.LMP into your map's PWAD. ====== Source code ====== TexC source