Fulltext results:
- map_info_syntax @ded
- e in Hexen). | | fog | Enable fog in the map. | | lightning | Enable thunder sound effects and random flashes of bright lighting in sky-lit sectors. | | nointermission | Do not show an intermission after leaving this map (no... Par time of the map, in seconds. ==== Ambient light ==== Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map
- model @assets
- psprite) opacity. Defaults to ''True''. | | ''fullbrightFromWeapon'' | Model's ambient light level is affected by the player weapon (psprite) ... ts normal maps, specular reflections, and emitted light. It is possible to render the model with a different shader, and also use multiple rendering passes with different shaders. By default, ... } </code> Use the ''material'' variable in the ''render'' block to specify which material is used for r
- overview_of_resources_doomsday_1.x @modding
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... resources in the //Patches// directory. ===== Light maps ===== Light maps are monochrome images tha
- 1.9.0-beta1...4 @version
- lighting model for Doomsday. In this release bias lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjuste... accuracy at the expense of map load times. * [[light_range_compression]]: increase light in dark sectors/decrease light in bright sectors * cvar [[rend-fog-default]]: default fog algorithm * [[flaremap]]s: loaded from "Data/Fla... n be used to accurately recreate [[doom64]] style lighting. * alpha'd/blended midtextures on [[two-sid
- 1.9.0-beta5 @version
- bug with plane glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... other [[mobj]]s. * [[state]] flag "statef_fullbright": if set, a [[mobj]] in this state is rendered full-bright. * [[state]] flag "statef_noautolight": if set, a [[mobj]] in this state (that also has the "statef_fullbright" flag set) will NOT receive an automatically calc... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]]
- 1.9.0-beta6 @version
- [rend-light-decor-far]]. * Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, renamed to [[rend-light-decor-bright]]. * Renamed [[cvar]] "rend-glow-fog-bright" to "rend-light-fog-bright". * Removed [[setgamma]]: [[ccmd]] Is now obsolete, instead use cvar ... * Added multiplicative blending mode for "torch light" (brightens surfaces as the viewplayer approaches them).
- 1.9.0-beta6.8 @version
- 8214&group_id=74815&atid=542099 * Changing fullbright property of states using DEH patches (e.g., the o... tions) are no longer case sensitive. * Revised lighting of [[psprite]]s when using the DOOM lighting model to more closely emulate the original games. * D... s ===== ==== Engine ==== * Added [[cvar]] [[rend-dev-sky-always]]: 1= Always render the sky, even
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- opacity into account with sky-fix geometry. * Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependantSurfacesForDecorationUpdate(). * Renderer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wro
- 1.14 @version
- cessing effect for "bloom", enhancing the overall lighting fidelity by applying an additional glow to bright areas of the frame. The bloom effect is enabled i... s card, it might help if you disable bloom ({{var|rend-bloom}}). ===== See also ===== * **[[detail
- flags_reference @ded
- ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currentl... n. ==== shadow1 ==== (Value = 0x2) The model is rendered with 33% (?) translucency. When using this fl... d. ==== shadow2 ==== (Value = 0x4) The model is rendered with 66% (?) translucency. When using this fl... value of the "Transparent" key is ignored. ==== brightshadow ==== (Value = 0x8) ==== movpitch ==== (V
- generator_syntax @ded
- hen it touches a wall or floor/ceiling plane. | | bright| Particle color is not affected by the light level of the sector it is in. | | flat| When touc
- material_syntax @ded
- els : Two integers (0-255) that mark the sector light levels where the light is at zero and maximum brightness, respectively. The first level can be higher ... an the second. The behavior is then reversed: the light is at full brightness only below the lower light level. For example... el 100 and fades to full brightness when nearing light level 200. Fully-bright over 200. <# </code>Note: When both the minimum and maxi
- model @ded
- equivalent to //[[#Blendmode]] = dark//). | | fullbright| The model is rendered with the maximum light level (corresponds sector light level 255) regard... riginal sprite. | | specular| Enable specular highlighting when rendering the model. | | spin| Enable model spinning. ... showcasing items etc. | | twosided| The model is rendered with both sides of each face drawn. Useful fo... ==== Offset to model Y coordinate, applied when rendering. Affects all submodels. Modifies the Y compo
- light @ded
- fancy effects like flickering fire. To attach a light to [[modding:state|State]] it must have been set up as fullbright. To do this the value 32768 must be added to [[mo... [[modding:state|State]] definition other wise no light will be rendered. The [[modding:state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:state|State]] that is not fullbright you will need to copy the [[modding:state|State]]... he map (X Y Z) Intensity = 200 # How bright the bias light source is. Sector levels { 0 0 } # T
- decoration @ded
- mark the sector light levels where # the light is at zero and maximum brightness, respectively. # For example, the lev... ight level 100, fades gradually to full # brightness when nearing light level 200, and stays full # bright over 2... is then reversed: the light is at full # brightness only below the lower light level. Pattern skip { 0 0 } # Normally the light is repeated on a surface as many times as