Fulltext results:
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... ffects player mobjs. Wind will blow and the floor material will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrolling and wind speed are synchronized. This g
- syntax
- wing snippet (taken from //libdoom.pk3:defs/doom1/materials.ded//) serves as good example of what a //.DED// file typically looks like: Header { Versio... Add an animated light glow effect to the NUKAGE1 material. Material Mods "flats:NUKAGE1" { Layer { Stage { Glow = .5; Tics = 24; Rnd = .5; } S... .5; } } } ===== See also ===== * [[:ded|DED language overview]] * [[Flags reference]]
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... to "trigger" the generators to be spawned when needed. A generator must have a source to be able to cre... ed|Flat]]| Spawn a generator when a map surface's material changes. | | [[generator_triggers#Map_triggered|M
- material_syntax
- === Currently only **1** layer is supported in a material. (Support for more layers will be added later). ; Stage : Stages are used for anima... e> ; Offset : Offset to the texture origin in material space. ; Tics : Length of the stage in tics. ... ; Glow : Strength of the light emitted by this material (self-illumination). ; Glow Rnd : Independent... Up to 16 light decorations can be attached to the material. Using light decorations one can embellish a mate
- detail
- ====== Detail (DED) ====== [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[fla... o effect. Texture = "" # Name of the material within the 'Textures' scheme which this ... ciated with. Flat = "" # Name of the material within the 'Flats' scheme which this detail ... As of Doomsday 1.8.5 the detail texture can be loaded from # an external resource. The file path
- material
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more textures, for use on the s... ics of the syntax. ===== Core concepts ===== A material is an abstract concept which replaces the id Tech... ure]] resources to map surfaces. Please see the [[material]] documentation for details on their use(s) and t
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations fo... ags), a Decoration is only used with resources loaded from an IWAD. Note that [[Material]] definitions can be used to define light decorations, as well. =====... : Don't use this decoration if the resource is loaded from an IWAD. # pwad: This decoration can be
- environment
- ^ Cloth | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]
- texture_environment
- ====== Texture Environment (DED) ====== A **Texture Environment** definition is used to link a set of [[Material]]s with an [[Environment]]. ===== Syntax ===== Texture Environment { Id = ""; <material namespace> { Id = ""; } } ==== Id ... r of the environment. See [[Environment]] ==== <material namespace> ==== There can be any number of names