Fulltext results:
- model @ded
- ffset XYZ { 0.0 0.0 0.0 }; Sprite = ""; Sprite frame = 0; Shadow radius = 0; Sub # A sub-... Affects all submodels. ==== Sprite ==== ==== Sprite frame ==== For auto-scaling: specifies the sprite and frame to scale things by. If not given, auto-scaling is done based on the sprite and frame associated with the State of this model. ==== S
- state @ded
- e of Doom's Imp is "TROO". ==== Frame ==== The frame of the sprite to display during this state. Note that while the actual sprite frames are letter coded, here you enter a number. If you want to use the A frame of the TROO sprite, you would enter 0 in this field. If you want to ... eft, 5 is back and 7 right. You can also set the sprite to be full bright here by offsetting the frame number by 32768. In this case A=32768, B=32769, C... parsed as a script and executed when a thing or psprite enters the state. Variables available in the scri
- create_a_new_monster @howto
- going to be using existing resources (the barrel sprites and sounds) this process is made very easy. In f... o then go on to create a proper monster, with new sprites, sounds and even modified behaviour. Also you w... have a look at that list. We can use the existing sprites and sounds of the Barrel, plus it behaves pretty... ND , BAR_RUN , BAR_EXP Now because there is a two sprite animation for the barrel we need two states for b
- overview_of_resources_doomsday_1.x @modding
- lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | M... l be scaled to match the original patch. ===== Sprite frames ===== Sprite frames are patches. They can be replaced with external resources just like all other patches. T... nal resource do not affect the actual size of the sprite frame. This means the external resources must really be
- 1.9.0-beta6 @version
- n of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggest... origin was always in the top left quarter of the sprite. * Filters and special filter drawing, affecti... n use. * Dynamic lights for palette-translated sprites were coloured according to the original (un-translated) sprites. * High resolution textures/flats/patches/mod
- generator_syntax @ded
- stance = 0.0; Spin Resistance { 0.0 0.0 } Frame = ""; End Frame = ""; Spin { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volum... are rendered using reverse subtractive blending (framebuffer - particle). | | blendsub| Particles of the... e rendered using subtractive blending (particle - framebuffer). | | blendmul| Particles of the generator
- infine_script_reference @ded
- of [[games:doom]]. It's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent pixels... pic-id) (patch-lump) (time-sec) : Append a new frame to the picture's animation sequence. (time-sec) is the number of seconds that the new frame will last. ; ''ImageAnim'' (pic-id) (image-lump) (time-sec) : Append a new frame to the picture's animation sequence. The frame is
- create_a_light_thing @howto
- warning light * There will be no need for any sprite graphics. * It will live forever (once spawned... ITIONS State { ID = "REDWARNLIGHT" Sprite = "CAND" Frame = 32768 Tics = 6 Next state = "REDWARNLIGHT2" } State { ID = "REDWARNLIGHT2" Sprite = "CAND" Frame = 32768 Tics = 6 Next
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- it applies an inverted monochrome palette on the frame. Internally, libdoom uses {{:cmd|postfx}} to do t... g the mouse for accessing both the left and right frames. * A Key Grabber utility was added into the I... * Wrapped old GL1 rendering code into a new GL2 framebuffer system and OpenGL state management (partial... se of shaders and drawing of GL2 objects over the frame. * GL shaders are able to access the color and
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- * Hexen: no music beyond title * replacement sprites scaled to dimensions of iwad original * serve... Menu|Hexen: character selection menu draws player sprite in wrong pos * Game Menu: main page objects no... the same as the original games' * rend-dev-wireframe 1 will only affect player view; added mode 2 for ... with a simple nearest neighbor. * When loading sprites add an additonal 1 texel border around the graph
- sky @ded
- use for this layer. ; Sprite : Name of the [[sprite_frame]] to use for this layer. ; System : Name of a... ssociated layer is hidden (i.e. not enabled). ; Frame interval : The number of seconds between frame changes. Sky model animation is interpolated. The model is animated by going through all its frames one by one. ; Color : RGBA color for the mod
- 1.9.0-beta5 @version
- &atid=542099&aid=1496666&group_id=74815) <code>Cl_Frame2Received: Unknown delta type 5.</code> * Incorrect sprites drawn on clientside (e.g. bullet puffs appear as... --Yagisan ==== Renderer ==== * HUD weapons sprites are now lit similarly to world sprites. * It is no longer necessary to manually [[texreset|reset text
- create_custom_sprites @howto
- tio (this should mean Doomsday won't distort your sprite frame when it's placed in engine). Now make a note of the dimensions of the frame (width and height) and filename and make a new fi... to take further positioning notes so that custom sprites will line up with the originals. Another method ... themselves) is to make or find a 3D model of the sprite and take pictures of it from different angles (an
- light @ded
- o this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the [[modding:state|State]] definition ... tes the properties of dynamic lights based on the sprite frame of the light source. Any zero values in the Light