Fulltext results:
- map_info_syntax
- 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
- flags_reference
- ==== 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
- 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
- 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
- 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
- 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
- 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