Fulltext results:
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... te) fullbright state. Default to ''False''. | | ''material.*''| Material definitions. Each material specifie
- ded
- |:::| [[ded:detail|Detail texture]] | | | |:::| [[ded:group|Group]] | | Used for texture animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[versio
- 1.9.0-beta6 @version
- ignored, we opt to always build our own. * New Materials system. ===== Upgrading ===== If you are upg... * When drawing the console, if a background [[material]] is set, it would also be used on both the borde... t scaled correctly according to font size. ==== Dedicated console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console mode. ==== Misc ==== * Segmen
- syntax @ded
- 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]]
- material @ded
- ====== 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
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- * Savegame: Interpretation error deserializing material archive version #0. * Savegame: Interpretation error deserializing invalid material references. * XG: Broken material change line types which specify the material in their definition. * XG: Broken line types (using [[:lref
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- p when -iwad equals the Doomsday install dir * material subsystem causes fatal errors in dedicated mode * clientside InFine [with client sk... in regular Hexen Map01 * server needs to send material Id dictionary to clients * [376] Chex Ques... /flats not found from .pk3 * [402] regression: dedicated server resource access failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] *
- texture_environment @ded
- ====== 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
- 1.9.0-beta6.1 @version
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unknown gltextures in [[material]] definitions even when found. * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not ... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=... 646632&group_id=74815&atid=542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- sprites. * Renderer: take middle wall section material opacity into account with sky-fix geometry. * ... mit light. {{:sfbug|945}} * Logging of missing materials during map conversion. * Crash during engine reset when in a map with one or more glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal"
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ] </code>... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co
- 1.10 @version
- framework and enhancing the management of surface materials in preparation for future work on the map render... ltiplayer:shell_password]]. * Consolidated the materials system to include animations as part of a material. * Fixed several [[detailed_list_of_changes_in_dooms... ented for the [[shell]] and client * [[gui_for_dedicated_server]]: the [[shell]] is now part of the
- 1.15 @version
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", e... expanded to cover all relevant native classes. **DEDs visible in Doomsday Script.** The built-in [[scr... efs]] module exposes many of the currently loaded DED definitions: <code>$ dir(Defs) ⇒ [ decorations, e
- 2.2 @version
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rend
- line_type_class @xg
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = ... _texture"; Value = 0x11; } Flag { ID = "ltc_plane_material"; Value = 0x11; } # Alias for plane_texture Flag ... l_texture"; Value = 0x12; } Flag { ID = "ltc_wall_material"; Value = 0x12; } # Alias for wall_texture Flag {