Fulltext results:
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... s, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ] </code> =====... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intende... an be used for the following: * **Animating 3D models:** * [[assets:scripting_with_stateanimator|I... or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representing things (model.thin... This asset definition should be understood as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... e thing types defined in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { path = "w
- pk3 @fs
- ontain a lot of resources (hires textures, MP3's, models, etc.). ===== Overview ===== PK3 or PAK3 is ... To create a PK3 in WinZip you must gather your DEDs, maps and such and make the corresponding folder... em in your desktop or documents, so if you have a ded for jDoom, you would make folders called "Defs\jDoom\". If you want to make the deds always play you need to make 3 folders. This is
- 2.2 @version
- y introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run w... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... ing player weapons.** The FOV angle for weapon 3D models is now separate from the rest of the view. This
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- mods @guide
- een created specifically for Doomsday (such as 3D models). ===== Installing mods ===== Doomsday does no... * .wad * .deh (DeHackEd patch) * .pk3 * .ded (Doomsday-specific definitions) * .box (folder
- readme_macos @guide:2.2
- 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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- 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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- readme_windows @guide:2.2
- 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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- readme_macos @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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- 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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- 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... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]]
- packages @fs
- one of the Doomsday test apps, and it contains 3D model and image files. File structure: net.dengine.test.glsandbox.pack/ info.dei models/ boblampclean.md5anim boblam... ackage. For example, an asset could be a [[assets:model|3D model]] that the renderer would use to represent a thing of a particular type. Package assets are a
- readme_windows @guide:2.1
- 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... * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script synt