Fulltext results:
- overview_of_resources_doomsday_1.x
- om engine data container format. By default all resources such as wall textures, menu graphics and fonts, background music and sound effects are loaded from WAD files. Doom... support 3D sound effects. Like other external resources, placing a music file into the //Music// resource class directory is enough. The file na... rom a WAD. Another way to specify an external resource file is to use the ''[[ext]]'' key of a Music definition (in Audio.ded). An example of editing ... since they wouldn't have to worry about where the music file is. If you decide to move the song, create a
- resource_uris
- URI stands for "Uniform Resource Identifier". URIs are used to define paths into the engine's internal file system, to reference any and all resources available both internally and via the public API... scheme is implicitly defined by the **type** of resource being referenced and can be omitted. Sometimes ho... necessary in order to unambiguously reference a resource (for example, two textures with the same name in
- automatic_file_mapping_in_pk3
- making addons. ===== Automatic relocation by resource class ===== Files in the root direction of a PK... elocation according to the associated [[modding:resource class]]. Files with the following extensions are... irtual) directory appropriate for that class of resource. For example, given two archives "a.pk3" and "b.p... fonts/ * lightmaps/ * models/ (1.9.7+) * music/ * patches/ * sfx/ (1.9.7+) * textures/