Fulltext results:
- addon_format
- ere others are entirely new, designed to make the modding process easier for end users. The following ... extension) * [[:pk3|ZIP/PK3]] * [[:wad]] ([[modding:lmp]]) ==== Definitions ==== * [[:ded]]
- overview_of_resources_doomsday_1.x
- ss has its own subdirectory under the //data/<gamemode>/// directory. The table below lists the resourc... s directory can have a subdirectory for each game mode. For example, textures meant only for Final Doom... ternal resource, it first checks the current game mode's subdirectory. If no suitable resource is found... rol the rendering of detail textures. ===== 3D models as particles ===== 3D models can be used as
- modding
- ====== Modding ====== This is the Doomsday Modding Guide. ===== Table of contents ===== * [[overview_of_resou
- resource_packaging_guidelines
- ng an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [... age. For example, if the user is interested in 3D models for Hexen, they might enter "hexen model" as the search terms. All packages that have the tags "hexen" and "model" will then be listed. In the user interface, p
- dehacked_patch
- changes to a Doom executable by the //DeHackEd// mod authoring tool. Doomsday supports DeHackEd patch
- graphic_patch
- subfolder with the same name as the [[guide:game mode]] you are playing. For example for Doom 1 you ma
- automatic_file_mapping_in_pk3
- utomatic relocation according to the associated [[modding:resource class]]. Files with the following e... component>\auto\// * [[:pk3]]/[[:zip]] * [[modding:lmp]] (Lump) * [[:wad]] * [[:deh]] {{:v... to greatly simplify the folder structure of your mod/addon. For example instead of the virtual folder ... //. * flats/ * fonts/ * lightmaps/ * models/ (1.9.7+) * music/ * patches/ * sfx/
- addon_bundle
- Add-on bundle ====== An //addon// bundle is a [[modding:addon_format|format]] first introduced by [[:... or data files, including [[pk3]]s, [[wad]]s and [[modding:lmp]]s. These will be **loaded automatically*... tadata file for //"Amaze-DOOM"// (Episode One) by Mod-O-tron-2000! (-not a real mod): name: Amaze-DOOM Episode One provides: doom-mod-levelset c
- using_blender_to_create_a_model_for_doomsday
- ====== Using Blender to create a model for Doomsday ====== ===== Model Restrictions ===== Max bones you can have is 64 vertices can hav... th scale of 1,1,1 and no animation on it. Static models do not needs bones, but doomsday will log abou... )*80=175 world units per second. ===== Make the model world units size ===== Blender scale seems to
- blender3d
- #REDIRECT modding:using_blender_to_create_a_model_for_doomsday
- dd_direc
- that Doomsday supports inside a WAD. For instance models and hires textures can be placed inside a WAD.
- jdrp_manifest
- guage english ( version: 1.01 summary: 3D models and special effects for jDoom contact: htt... rth of work. Several people have contributed 3D models, skins and particle effects. <p>Note that <t
- particle_generator_examples
- on. It is a good example of a generator that uses model particles (note the models are defined elsewhere) and the Alt Start to create two different pieces o... XP3" Flags = static | srcdir | srcvel | extra | modelonly Max age= 1550 Particles = 9 Speed = 3... 92 Alt start = 7 Alt Rnd = .8 Stage {Type= model03 Flags= rndyaw | rndpitch | stagetouch Ti
- gl2_model_renderer
- ====== Model renderer (Doomsday 2) ====== The GL2 model renderer is the primary user of [[assets:model|3D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], th
- info
- haracter. help = "Run game's in windowed mode. " "This is a ''long'' string that continu... s is the default? help = "Run game in windowed mode. " "This is a ''long'' string that continues