Fulltext results:
- overview_of_resources_doomsday_1.x
- nstead of Doom's regular "e1m2". - The first thing to decide is whether you want to play the song fr... like in the //Defs/jDoom/Auto/// directory. Everything in the //Auto// directory will be read automatica... w you have the new Music definition, and the only thing left is to let the engine know which file it shou
- resource_packaging_guidelines
- der them together: when the user searches for something, both words in the title and the tags are checked... tems requires <veirdo.hexen.common> asset model.thing.healthflask { # ... } </code> ===== Organizi
- using_blender_to_create_a_model_for_doomsday
- log about missing animation ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said
- gl2_model_renderer
- can be represented using 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the... Model animation sequences can be triggered when a thing enters a particular state. ==== Version 2.0 ===... re control over animation: explicit timelines per thing state; movement-based sequences (walking, running
- info
- he block. The following blocks all mean the same thing: component jdoom { library: jDoom.dll
- tex_c
- ment with a #> symbol and end it with a <#. Everything in a TX file is case insensitive. A formal descr... the two patches. ===== Step 1 ===== The first thing you need is the texture definitions of Doom II. E
- jdrp
- ====== Credits ====== * DaniJ: Nearly everything, unless stated otherwise below * **Harry**: Pa