Fulltext results:
- map_info_syntax
- Par time = 0.0; # Seconds Ambient light = 0.0; # 0...1 Fog color R = 0.0; # 0.... Horizon offset = 0; Sky height = 0; Sky light color = 0; Sky Layer { # or "Sky Layer 1" ... ame ^ Description | | dim_torch | (Heretic) Torch light level attenuates by distance from viewer (just li... e in Hexen). | | fog | Enable fog in the map. | | lightning | Enable thunder sound effects and random fla
- 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... 00) ==== noz ==== (Value = 0x8000) The model is rendered with Z-buffer writes disabled. ==== nomaxz =
- generator_syntax
- blendadd or blend| Particles of the generator are rendered using additive blending. | | blendrsub| Particles of the generator are rendered using reverse subtractive blending (framebuff... le). | | blendsub| Particles of the generator are rendered using subtractive blending (particle - frameb... er). | | blendmul| Particles of the generator are rendered using multiplicative blending (particle * fra
- material_syntax
- Glow = 0.0 Glow Rnd = 0.0 } } Light { Pattern offset { 0 0 } Pattern skip { 0... be applied to tics. ; Glow : Strength of the light emitted by this material (self-illumination). ;... endent glow strength randomization factor. ==== Light (1.10 →) ==== {{ file:doom_light_decorations.jpg?235x0}} Up to 16 light decorations can be attached to
- model
- 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... iated with this definition. | | noz| The model is rendered with Z-buffer writes disabled. | | ptoffsub1|... and [[#Selskins]] keys. | | shadow1| The model is rendered with 33% translucency. When using this flag t
- sky
- ght = 0.666667; Horizon offset = 0.0; Light color { 1.0 1.0 1.0 }; Layer 1/2 ... egative angles move the horizon downwards. ==== Light color ==== RGB color. Outdoor areas will be tint... By default the layer is disabled and will not be rendered. | | mask| Layer texture's color zero should
- light
- [[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 fullbrig... e>The engine calculates the properties of dynamic lights based on the sprite frame of the light source. Any zero values in the Light definition will be replaced
- reflection
- (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] properties. This allow... # By default the shiny effect uses sector light as the basic color # of the effect. The ... es (0..1) can be used to # set a minimum light level for the effect so it'll show up even ... efault the resource is searched in the # LightMaps resource directory. The shiny map is mapped o
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for ... at [[Material]] definitions can be used to define light decorations, as well. ===== Syntax ===== ... ion can be used with external resources. Light { # Each decoration can specify up to 16 lights. Offset { 0.0 0.0 } # Origin