Fulltext results:
- overview_of_resources_doomsday_1.x @modding
- lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | ... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... l be scaled to match the original patch. ===== Sprite frames ===== Sprite frames are patches. They ca
- 1.9.0-beta1...4 @version
- ont format that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxes (sized to match the box used for collision detection) for debug. * cvar [[rend-dev-cull-subsectors]]: disable non-visible subsec
- 1.9.0-beta5 @version
- day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on sprites. * [[rend-dev-sky]]: [[cvar]] render the sky as a solid surface (for debug). * [[rend-dev-tex-showfix]]: [[cva
- 1.9.0-beta6 @version
- ermining the position of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggest... er a texture replacement was in use. * Dynamic lights for palette-translated sprites were coloured according to the original (un-tran... enuation distance (default is 1024). * Added [[rend-dev-nosprite]]:[[cvar]] Disable drawing of sprites and masked walls (default is off), not archived. * Added [[rend-dev-surface-show-normals]]:[[cvar]] Enable drawin
- 1.9.0-beta6.1 @version
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... * Fixed: Only the last viewport is drawn if the render lists are frozen or if the view player is in th... ther side. This also fixes the problem of dynamic lights spreading under similar circumstances. * Optim
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- tioner resulting in small gaps in some maps. * Renderer: applying color translation for sprites. * Renderer: take middle wall section materia... 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. * L
- material_syntax @ded
- material namespace]] identifiers: * flats * sprites * system * textures The [[:material]] doc... ly animated) lighting effects. The order in which lights are defined does not matter. For each world surf... the material, Doomsday will automatically project lights into the world relative to the [[http://en.wikipe... lt), the default linear falloff texture for round lights is used. Use ''-'' to disable the map entirely. (
- light @ded
- e>The engine calculates the properties of dynamic lights based on the sprite frame of the light source. Any zero values in the... ollowing settings are only available with dynamic lights State = "" # The State with which th... gc etc... # nohalo: No lens flare (halo) is rendered. # dontturnhalo: The lens flare (halo) ... # Radius of the halo. Zero means no halo is rendered. Note # that halo radius 1.0 produces q