Fulltext results:
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Coordinates and values ===... '), in the order in which they were created. - Text objects, in the order in which they were created.... ilter. Restrictions imposed by this order: * Text can't be hidden behind pictures. * Background ... icture finishes its animation sequence. ; ''WaitText'' (text-id) : Pauses the script until the speci
- detail
- ture.pcx" # As of Doomsday 1.8.5 the detail texture can be loaded from # an external resource. The file path ... 1.9.0-beta6 # noiwad: Don't use this detail texture if the resource is loaded from an IWAD. # pwad: This detail texture can be used with PWAD resources (for example custom textures). # ext: This detail texture can be use
- group
- ====== Texture animation group (DED) ====== //Group// definitions can be used to define texture animations such as the animated... extures of a group at the same time (e.g., switch textures) if they are likely to be needed quickly. ===== Limitations ===== One Group definition can only include Flat blocks or Texture blocks only. ===== Syntax ===== <Copy>... | flagc etc... # smooth: Interpolate/blend texture transitions. # # first_only: Only
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for the same texture/flat, but only the latest one that passes the ... ags), a Decoration is only used with resources loaded from an IWAD. Note that [[Material]] definitions... tion in a # file "Copy" has no effect. Texture = "" # Name of the texture with which this
- material_syntax
- lags = flag1 | flag2 Layer { Stage { Texture = "" Offset { 0 0 } Tics = 0... alo radius = 0.0 Flare map = "" Flare texture = 0 # deprecated } } } </cod... tifiers: * flats * sprites * system * textures The [[:material]] documentation details thei... e material dimensions need not equal those of the texture(s) used by it's [[#layer|layer]]s. Allowing th
- material
- aterials. <note> **Note for modders**: The term 'texture' in Doomsday refers to **any** graphic resource which has been loaded for use as an in-game texture. Graphics composited from several [[patch]]s according to TEXTURE1/2 definitions are a type of texture. </note> ===== Syntax ===== {{page>material_syntax}} =====
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... so increase the effect of shininess on areas of a texture. Reflection definitions support the use of any... ract. ===== Syntax ===== Reflection { Texture = ""; # The wall texture this reflection will be associated with. A # reflection
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... size etc etc. If you want to attach a light to a texture or flat please check the section on texture [[decoration]]s as the method used for that is slightly ... e to use lightmaps in place of the standard light texture, this makes it possible to limit the direction
- sector_type_syntax
- e used instead.</note> ==== Comment ==== Intended for a textual description of what the sector type does and u... vity]] is used inside the sector. | | tagtexmove| Texture movement angle for both the ceiling and floor ... d has the line tag number specified with Act tag. Textures will scroll in the direction of the line. | |... == Ceiling fn offset ==== This number will be added to the value of the function. This is a fixed off
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for further details. ===== Texture groups ===== ==== smooth ==== (Value = 0x1
- map_info_syntax
- = 0; Sky Layer { # or "Sky Layer 1" Texture = ""; Offset = 0; Flags = flag1 | ... the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use the associated string value. For example: ... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... Flags = flaga | flagb | flagc; Texture = ""; Offset = 0.0; Color ... his color. ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a gi... isabled and will not be rendered. | | mask| Layer texture's color zero should be masked. | ; Texture
- text
- ====== Text (DED) ====== Defines a text string. Do not change the order of existing Text definitions; always add new definitions to the end of... he indices are assigned based on the order of the Text definitions. Text { ID = "DD_STRNG";
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... set derived from the ID number of the object is added to the current frame index of the object. [[#Fram... | Lighting should be applied to the model's shiny texture (if defined). | | movpitch| Enables model's pi