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 ... inishes its animation sequence. ; ''WaitText'' (text-id) : Pauses the script until the specified tex
- detail
- ====== Detail (DED) ====== [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[flat]]s using //Detail// definitions. ===== Notes ===== General detail texture strength, scaling and maximum distance can be
- group
- ====== Texture animation group (DED) ====== //Group// definitions can be used to define texture animations such as the animated water in [[gam... also be used to tell the engine to cache all the textures of a group at the same time (e.g., switch textures) if they are likely to be needed quickly. ====
- material
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more textures, for use on the surfaces of world maps (floor... the id Tech 1 mechanism of directly attributing [[texture]] resources to map surfaces. Please see the [[... patibility. Using materials one is able to layer textures in a //dynamic//, "logical material" which ca
- 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 ... tion in a # file "Copy" has no effect. Texture = "" # Name of the texture with which this decoration is used. Flat = "" # Name of th
- 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
- 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";
- 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
- texture_environment
- ====== Texture Environment (DED) ====== A **Texture Environment** definition is used to link a set of [[Material]]s with an [[Environment]]. ===== Syntax ===== Texture Environment { Id = ""; <material names... can be any number of namespace groups inside each texture environment definition of multiple types. See
- values
- ====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... an internal patch to be replaced with a string of text. You can also define new values but the engine i... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
- finale
- sequences. You can play demos, animations, print text to the screen and a lot more. The finales of the... typically have a tiled flat as the background and text that is slowly typed onto the screen. Each InFine... ng rules are used when reading the script and the DED # file itself, so for instance strings can be split onto # multiple lines (see Text definitions). See the InFine Script # refer
- environment
- oth | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]