Fulltext results:
- model
- 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
- 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
- generator_syntax
- 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
- 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
- sky
- 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
- light
- 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
- sprite
- ID = ""; # Name of the sprite. Must be four characters long. Sprite # frame lump names always begin with a sprite ID. }