Fulltext results:
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled la... or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani
- model @assets
- senting things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset definition should be understood as "3D model asset to be used for representing [[ded:thing]]s ... layer weapons (model.weapon.*) ===== Example: asset model.weapon.wand { path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D psprite. The w
- assets
- 1.15]]. It was only used for the GL2 model renderer. In [[version:2.0]], new asset types were added for particle texture images and 3D model reflection cube maps.
- scripting_with_stateanimator @assets
- he map can be represented by a 3D model. * **3D model asset.** An asset definition in the Info file of a package. Specifi... ce. This allows many objects to share the same 3D model asset but each still have their unique animation state.... ed, its initial state is set up as defined in the model asset. * **ModelLoader.** The model loader ensures that the 3D model asset is in memory when it is needed. It also reads the asset definitions and
- packages @fs
- d in the metadata of the package. For example, an asset could be a [[assets:model|3D model]] that the renderer would use to represent a thin... fined in the package metadata. For instance, a 3D model asset definition could look like this: asset model.thing.possessed { path = "boblampclean.md5mesh" } The Info block type ''asset'' must be used when defining an asset. The asset identifier (''model.thing.possessed'') is used to declare what kind o
- resource_packaging_guidelines @modding
- msday 2. ===== Packaging an asset ===== Every asset, for example a 3D model for a barrel, should be packaged into its own [[f... category: items requires <veirdo.hexen.common> asset model.thing.healthflask { # ... } </code> ===== Or
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- sets]]. Supports skeletal animation. * The new model renderer uses [[:open_asset_import_library]] to load various 3D model file formats. * Updated Oculus Rift support for the DK2 (ex
- gl2_model_renderer @modding
- L2 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]], the mode... objs) can be represented using 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.w... ==== Features ===== ==== Version 1.15 ==== * Model files are loaded using the [[http://assimp.sourceforge.net|Open Asset Import Library]]. This means a variety of differe... ng. * There can be 4 types of texture maps per model mesh: * Diffuse map: surface color and overa
- supported_3d_model_formats @modding
- ====== Supported 3D model formats ====== This article describes the 3D model formats supported by [[gl2_model_renderer|Doomsday 2]]. Recommended formats: * FBX * MD5 Other s... he [[http://assimp.sourceforge.net/main_features_formats.html|Open Asset Import Library]] documentation.