Fulltext results:
- map_info_syntax
- nly change how the map is visualized - the actual sector light levels are unaffected. ==== Fog color R =
- thing
- andom height between the floor and ceiling of the sector it start's in. It should be noted that if the thi... ected by wind sectors (both Heretic/HeXen default sector types and XG). | | floorbounce| Yes| Yes| Yes| Th
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a generalized sector type, for use with the [[:XG]] system. XG is a co... and will appear to emanate from the middle of all sector(s) with this type. ==== Angles ==== All angle
- flags_reference
- endered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in. ==== shadow1 ==== (Value = 0x2) The model ... erator will be created on the floor of the source sector. ==== ceiling ==== (Value = 0x40) (Flat trigger... ator will be created in the ceiling of the source sector. ==== space ==== (Value = 0x80) (Flat triggered
- generator_syntax
- erator will be created on the floor of the source sector. | | ceiling| Flat triggered: Particles of the ge... ator will be created in the ceiling of the source sector. | | space| Flat triggered: Particles of the generator will be spawned at a random height in the sector. | | density| Flat_triggered: [[#Particles]] spec... e color is not affected by the light level of the sector it is in. | | flat| When touching a wall or floor
- generator_triggers
- all planes that match the associated flat. The [[sector]] to which the plane belongs will become the sour... plane can have only one generator (therefore each sector can have up to two generators). ===== Map trigg
- material_syntax
- ; Levels : Two integers (0-255) that mark the sector light levels where the light is at zero and maxim
- model
- endered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in. | | idangle| The model gets a unique yaw ang
- sector_type_syntax
- <code> Sector Type { ID = 0 Comment = "" Flags = flag1 | flag2 Friction = 0.0 Gravity = 0.0 Ac... = A unique identifying number (integer) for the sector type. Map editors use the id to refer to this sector type. Valid IDs are in the range 1...65535 <note>User-defined sector types have precedence over those of the original
- light
- # How bright the bias light source is. Sector levels { 0 0 } # The light levels at which ... if { 80 200 } 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" ... inversed so that the light is fully on when # the sector light is eg 40 and fully off at 255 }
- reflection
- 0.0 } # By default the shiny effect uses sector light as the basic color # of the effect
- decoration
- 0 } # Two integers (0-255) that mark the sector light levels where # the light is at zero