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... ed|Flat]]| Spawn a generator when a map surface's material changes. | | [[generator_triggers#Map_triggered|M
- 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
- 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... with resources loaded from an IWAD. Note that [[Material]] definitions can be used to define light decorat
- 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