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- sound
- d for multiple things. In the early days, to give modders more flexibility, these uses were given separ
- values_for_heretic
- "<amount>"; }; # Powered mode: 2 { Static = "0"; ... g of the weapon when switching (e.g., if a weapon model has raise/lower animations). However the weapon
- map_info_syntax
- "Sky Layer 2" # see above } Sky Model { ID = ""; Layer = 0; Frame i... s. | | sphere | Draw the sky sphere even when sky models have been set up. Only valid when NOT using a ... ==== Fog density ==== Used in exponential(2) fog mode. ==== Sky ==== Identifier of the [[Sky]] defi... of "this" Map Info (for compatibility with older mods). ==== Execute ==== Console command string to
- state
- player mobj in case of a psprite action ([[script:module:world#worldthing|World.Thing]]) * //player// refers to the current player ([[script:module:app#appplayer|App.Player]], psprite actions on
- sector_type
- complex topic, with many core concepts which the mod author must be familiar with in order to use the ... is to detail how these properties are exposed to mod authors and the specifics of the syntax. =====
- infine_script_reference
- rue. The condition can be one of the following: | MODE:''(game-mode)'' | True if the current [[:game_mode]] is ''(game-mode)''. For example:<code>MODE:doom2-plut</code> | | secret| True if the current map wa
- syntax
- e if the conditional statement is **true**. | | [[model_path|ModelPath]]| Append a new path to the list of model search paths. | ===== Comments ===== There are two... as a base. | | [[altering_and_copying_definitions|Mods]]| Modify an existing definition. | Clever use
- flags_reference
- === (Values = 0x2) Draw the sky sphere even when models are in use. ===== Sky Layers ===== ==== en... e's color zero should be masked. ===== Blending modes ===== ==== normal ==== (Value = 0) ==== ad... " but variable translucency is disabled. Use this mode to obtain "crisp pixel edges". ===== Models ===== ==== fullbright ==== (Value = 0x1) The model i
- blendmode
- #REDIRECT ded:flags_reference#Blending_modes
- generator
- _syntax}} ===== See also ===== * [[howto:3D model particles]] * [[modding:Particle generator examples]]
- generator_syntax
- tive blending ((1 - particle) * framebuffer). | | modelonly| The particle generator will only be active if the source is represented by a 3D model. | | floor| Flat triggered: Particles of the ge... e triggered: If the source is represented by a 3D model, this submodel's center will be used as the ori... the source's actual coordinates are used and the model has no effect on the origin's position. ====
- generator_triggers
- he space in between. The default behaviour can be modified using the [[generator#Flags|floor, ceiling a
- material_syntax
- d the mechanics of the abstraction with regard to mod compatibility. ==== Height/Width ==== The dimen
- model
- ====== MD2/DMD model definition (Doomsday 1.x) ====== A single 3D model is represented by a collection of one to eight "sub-models". Each //Sub{}//-model may be assigned it's own 3d model file. Sub-model indices are specified acco
- sky
- 0; Color limit = 0.0; }; Model { ID = ""; Layer = 0;... ion | | sphere| Draw the sky sphere even when sky models have been set up. | ==== Height ==== Heigh... re the fadeout color is reduced to black. ==== Model ==== There can be up to 32 Model blocks in a Sky definition. Each block defines one a sky model.