Fulltext results:
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... fonts, background music and sound effects are loaded from WAD files. Doomsday has a mechanism that all... oad and use it automatically. Resources are divided into a number of classes. Each class has its own ... lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights
- gl2_model_renderer
- a [[assets:model|model asset]] is present in a loaded [[fs:package]], the model renderer loads the 3D model data into memory and, when the model is needed for drawing, prepares the needed OpenGL resources for drawing the model. The renderer can use 3D mode... a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.weapon.*'' assets. * //TODO/
- tex_c
- n a map editor to assign the texture to a given sidedef. In the Doomsday engine, no restrictions are pl... m graphics format, the same one that is used with sprites, for instance. It is important to note that the... Keywords representing the obsolete data will be added to the output TX file. ====== Texture source sy... ption of the syntax follows (comments aren't included since they're just skipped): Tx-Source
- tips_for_model_authors
- ate 3D models to be used in place of the original sprites. * When creating models to replace an object... eve as good resemblance as possible. The original sprites are a good reference, you can view them for exam... ww.sbsoftware.com|DeePSea]]. Comparing models vs. sprites is easy if you use [[bindings]] such as these: ... Version 1.x: MD2 models ====== * The recommended triangle count for monsters is 500-800. Use more
- jdrp
- some 3D [[model]]s to replace the original DOOM [[sprite]]s, a set of [[generator|particle]] [[ded|definitions]] adding countless new effects, and m... n all-in-one choice of what the community has decided is the best combination of jDRP addon modules col