Fulltext results:
- overview_of_resources_doomsday_1.x
- ====== Resources (version 1) ====== This page summarizes the usage of resources in Doomsday version 1. Most of this still applies... ] in version 2 means the high-level management of resources is different. ===== Resource files and containe... Doom engine data container format. By default all resources such as wall textures, menu graphics and fonts, b
- resource_packaging_guidelines
- details the recommended conventions for packaging resources for Doomsday 2. ===== Packaging an asset ===== ... y from any other assets that you provide. Common resources needed by many assets, for example texture images... ] "hidden", and the packages that need the common resources should use the ''requires'' metadata variable to
- modding
- ===== Table of contents ===== * [[overview_of_resources_doomsday_1.x|Doomsday 1 resources]] * [[:fs|Doomsday 2 file system]] * [[fs:Packages]] * [[:Assets
- gl2_model_renderer
- is needed for drawing, prepares the needed OpenGL resources for drawing the model. The renderer can use 3D m
- graphic_patch
- tch the original patch. Currently external patch resources are not precached, which may cause slight delays
- md2tool
- oomsday Engine.app/Contents/Doomsday.app/Contents/Resources ===== Source code ===== The source code is av
- raw_screen
- 0 x 200 = 64000 bytes long. Raw screens can be replaced with external resources in the Patches directory.
- resource_uris
- 's internal file system, to reference any and all resources available both internally and via the public API.