Fulltext results:
- model @assets
- ====== 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2 mod... 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
- model @ded
- terpolation. Doomsday 2 supports more powerful [[assets:model|model assets]]. ===== Flag usage ===== Stated at definition "root" level flags affect all sub-models: <code> Model { Flags = flag; }</code> Stated at //Sub{}// level scopes them to only that sub-model:
- scripting_with_stateanimator @assets
- h StateAnimator ====== This page describes how [[model|3D model assets]] can be manipulated via Doomsday Script. =====... 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 t
- 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
- gl2_model_renderer @modding
- ===== 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]], the model renderer loads the 3D model data into memory and, when the model is needed for dr... * Things (mobjs) can be represented using 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.weapon.*'' assets. * //TODO//: other kinds of model assets, e.g., surf
- assets
- = Assets by type ===== ^ Identifier ^ Name | | ''model.thing.*''| [[assets:model|3D model for a thing (skeletal animation)]] | | ''model.weapon.*''| [[assets:model|3D model for a player weapon (skeletal ani... 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.
- 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... ages ===== When you have a larger collection of assets it will become cumbersome for the user to load e... he **info.dei** of a package named **veirdo.hexen.models.pack**. Note that the collection package can and
- 1.15 @version
- t, a new internal concept has been introduced. [[:Assets]] are sets of resources for a specific purpose, for example a 3D model for a particular lamp in Doom 2. All assets are d... shared in multiplayer sessions. In 1.15, only [[:assets:model|3D model assets]] are supported, but future versions of Doomsday will expand on this. **Doomsday Script subclass... s, episodes, finales, flags, mapInfos, materials, models, musics, skies ] </code> **Internal thinker dat
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- from [[:libgui]]. Works independently of the old model renderer and relies on Doomsday 2 [[:packages]] and [[:assets]]. 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... e [[:doomsday_2_package_format]] for packaging [[:assets]]. * Added ''TitleImage'' property to [[:map_
- reference @script
- e managing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compi... damage or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani... [fs:packages#metadata|Modify package metadata and assets (__init.ds__)]] * [[fs:packages#scripting|Ad
- 3d_model_particles @howto
- ====== 3D model particles ====== [[assets:model|3D models]] can be used as particles in a particle generator. There are ... set the particle stage's type to one of the //pt_model// flags. The following would make the stage use particle model number 13: <code>Type = "pt_model13"; </code> In the particle stage definition, remember to set a color
- doomsday @guide:2.3:man
- ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED
- doomsday @guide:2.2:man
- ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED
- doomsday @guide:2.1:man
- ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets|Doomsday 2 packages and assets]] * [[ded|Defin
- readme_windows @guide:2.3
- ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and ... ticles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG... sources_doomsday_1.x|Doomsday 1 resources]] * [[assets/overview|Packages and assets]] * [[ded/ded|DED