Fulltext results:
- model @assets
- re the metadata is defined (e.g., **Info** of the package). See [[modding:supported 3D model formats]] for ... ssion'' (from the //net.dengine.client.renderer// package) is used by default to render all 3D models. It s... ad from the **shaders.dei** files found in loaded packages. The shaders end up in a ''de::GLShaderBank'' wh... .g., low and high resolution) and choosing one at package load time. ^ Material metadata ^^ ^ Variable^
- sidebar
- ng:start|Introduction]] * [[modding:overview_of_resources_doomsday_1.x|Resources (v1)]] * [[fs|File system]] * [[fs:packages|Packages]] * [[Assets]] * [[ded|DED reference]] * [[xg:reference_guide|XG reference]] * [[scrip
- pk3 @fs
- reating addons for Doomsday that contain a lot of resources (hires textures, MP3's, models, etc.). ===== O... ere is a file named [[info]] in the root of a PK3 package, [[snowberry]] will treat it as a [[metadata_conf
- overview_of_resources_doomsday_1.x @modding
- well to Doomsday 2, but the introduction of [[:fs|packages]] in version 2 means the high-level management of resources is different. ===== Resource files and containers ===== Doomsday uses multiple kinds of resource files: * Plain data (e.g., //.png// image, /... Doom engine data container format. By default all resources such as wall textures, menu graphics and fonts,
- readme_macos @guide:2.2
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- doomsday @guide:2.2:man
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- readme_windows @guide:2.2
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- doomsday @guide:2.3:man
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- readme_macos @guide:2.3
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- readme_windows @guide:2.3
- </html>). * The configuration variable ''Config.resource.packageFolder''. This is typically set automatically via ... day Script command prompt. (The variable ''Config.resource.recursedFolders'' determines if subdirectories sh... rsions. In Home you can manage your game library, resource packs and other add-ons, and join multiplayer gam... to load additional mods (WADs, PK3s, data files, resource packs). You can also add new customized games bas
- assets
- ====== Assets ====== Doomsday 2 manages resources as [[assets]]. In practice, an asset is comprised of [[Do... ipt]] and a set of associated files inside a [[fs:package]]. Before you start working with assets, you should have a good understanding of how [[fs:packages]] work in Doomsday 2. ===== Assets by type ====... iltering]] ===== Guidelines ===== * [[modding:Resource packaging guidelines]] ===== Other resources ===
- modding @modding
- ===== Table of contents ===== * [[overview_of_resources_doomsday_1.x|Doomsday 1 resources]] * [[:fs|Doomsday 2 file system]] * [[fs:Packages]] * [[:Assets]] * [[:ded|DED reference (Do
- savedsession @script:module
- cess to the savegame manipulation features of the resource subsystem. ===== Functions ===== #@Identifier... single legacy savegame into the native **.save** package format. When this function is called the //savega
- packages @fs
- ====== Packages ====== In Doomsday 2, resources are collected into [[packages]]. This article describes the Doomsday 2 package format and how you should go about creating your own packag... ver, since the lens flare renderer accesses these resources using the identifer //feature.lensflares//, any other loaded package with this alias could be used instead, allowing t... more manageable components. For instance, common resources needed by several assets could be contained in a subpackage. * **Meaningful title.** The title is the prim... d separately. * **Tags.** It is important that packages are tagged using all the [[package_tags|relevant
- fs
- = * [[assets:Low-level image filtering]] * **Packages:** In Doomsday 2, resources are collected into packages. A package has a //.pack// file extension and is either a folder or a ZIP archive. Packages are required to contain metadata that describes