Fulltext results:
- 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-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
- 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
- light @ded
- [[modding:state|State]] definition other wise no light will be rendered. The [[modding:state|State]] definitions can ... he map (X Y Z) Intensity = 200 # How bright the bias light source is. Sector levels { 0 0 } # T... would mean the light is off if the sector # light is lower than 80 and gradualy increases to full brightness # untill the sector light is 200 at which point it is fully "on" # Values can also be in
- 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
- 1.9.0-beta5 @version
- bug with plane glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... _fullbright": if set, a [[mobj]] in this state is rendered full-bright. * [[state]] flag "statef_noautolight": if set... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] ... ) using the "missing" texture (for debug). * [[rend-tex]]: [[cvar]] added render mode 2 to aid lighting debug. ==== Linux/Unix ==== * Added [[-g
- 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
- model @ded
- match the dimensions of the original sprite. | | brightshadow| The model is rendered with additive blending and 80% translucency. | | brightshadow2| The model is rendered with additive blending (equivalent to //[[#Bl... endmode]] = dark//). | | fullbright| The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currentl... ed on the ID of the model's object. | | litshiny| Lighting should be applied to the model's shiny texture
- 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
- 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
- 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