Fulltext results:
- model @assets
- ====== 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2 model renderer]]. The article applies to version [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representing thin
- map_info_syntax @ded
- # or "Sky Layer 2" # see above } Sky Model { ID = ""; Layer = 0; Frame int... out the default randomness. | | sphere | Draw the sky sphere even when sky models have been set up. Only valid when NOT using a li... Name of the texture to use for this layer. ==== Sky Model (deprecated) ==== There can be up to 32 Sky Model blocks in a Map Info definition. Each block defines one a sky model. ; ID : Identifier of the Model definition that des
- sky @ded
- s ==== ^ Name^ Description | | sphere| Draw the sky sphere even when sky models have been set up. | ==== Height ==== Height ... black. ==== Model ==== There can be up to 32 Model blocks in a Sky definition. Each block defines one a sky model. ; ID : Identifier of the Model definition that describes the 3D model. If left empty, this sky model will be disabled. ; Layer : The sky layer this model is associated with. Valid values are 1 and 2. If zero, model does not depend on the sky layers. If set to nonzero, th
- 1.9.0-beta6 @version
- was not reset on map load. This led to HOM in the sky until the player moved, if said player was in the... 74815). * Until a mobj moved, the angle of all models used by it was incorrect (http://sourceforge.net... et calculated incorrectly in LO_AddLuminous. * Sky top colour was always determined from the original sky texture regardless whether a texture replacement
- flags_reference @ded
- map. ==== sphere ==== (Values = 0x2) Draw the sky sphere even when models are in use. ===== Sky Layers ===== ==== enable ==== (Value = 0x1) Enable layer. By default the l... this mode to obtain "crisp pixel edges". ===== Models ===== ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresp
- particle_generator_examples @modding
- on. It is a good example of a generator that uses model particles (note the models are defined elsewhere) and the Alt Start to create two different pieces of ba... XP3" Flags = static | srcdir | srcvel | extra | modelonly Max age= 1550 Particles = 9 Speed = 30 ... 92 Alt start = 7 Alt Rnd = .8 Stage {Type= model03 Flags= rndyaw | rndpitch | stagetouch Tics
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- ontrol menu. ===== {{tag|Renderer}} ===== * Sky model Z-buffering was not enabled. This would cause sky models to be incorrectly rendered with regard to depth occlusion. * Value defined for a model's "Shadow radius" ignored in the GL1 model renderer. * Vsync controlled with a single Config variable... between games. * Incorrect skin chosen for 3D models under some circumstances. * Post-processing e
- packages @fs
- one of the Doomsday test apps, and it contains 3D model and image files. File structure: net.dengine.test.glsandbox.pack/ info.dei models/ boblampclean.md5anim boblam... d to have at least two components. For example: //skyjake.example// is a valid identifier, but //exampl... is not. (The corresponding files might be named **skyjake.example.pack** and **example.pack**.) **Alte
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intende... Very much like Python.) * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/cli... troller presets script]] * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/tests/te
- md2tool @modding
- d line utility for processing [[md2]] and [[dmd]] model files. <code> ### md2tool v1.2.0 by Jaakko Kerän... ] [-mg] [-fn <filename>] [-weld] [-weldtc] model[.md2|.dmd] ... -create Create an empty model based on a frame list (each line specifies ... es. -delskin Delete one skin. -dmd Save model as DMD. -dsk Set skin zero to the default
- overview_of_resources_doomsday_1.x @modding
- library) must always be loaded from real files. skyjake has created a simple utility for automaticall... rol the rendering of detail textures. ===== 3D models as particles ===== 3D models can be used as particles in a particle generator. In the particle genera... et the particle stage's type to one of the ''[[pt_model]]'' flags. The following would make the stage use
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- automap: missing "All marks cleared" message * sky models not rendered * [395] regression: HacX fails t... o play Deathkings of the Dark Citadel (Rend_RenderSkyHemisphere: Sky layer without a material!). * The current item display on the fullscreen HUD cannot
- 1.9.0-beta1...4 @version
- rtant new feature in the engine is a new lighting model called bias lighting. It is a combination of manu... ed, it is intended to be the new default lighting model for Doomsday. In this release bias lighting must ... n't been touched yet. ==== MacOSX ==== * 3D model renderer is broken. Most models in =jdoom-resource-pack-1.01.zip= will show up as strangely squished sha
- doomsday @guide:2.1:man
- ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG
- doomsday @guide:2.0:man
- ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * Automatic world surface (... g a modified hq2x algorithm Resources: * [[3D models]]: FBX and MD5 with skeletal animation and OpenG