Fulltext results:
- create_a_light_thing
- light. Note the line that says **DoomEd number = 8001**, this is the ID of our Red Warning Light we'll ... HT" Name = "RedWarnLight" DoomEd number = 8001; Spawn state = "REDWARNLIGHT" Spawn healt... at the DoomEd number for the Red Warning Light is 8001. * Enter *8001* in the Thing Type entry box * Click *OK* After that the Edit Thing dialog will
- create_a_new_monster
- r is a new DED. Let's get started. ====== STEP 1: The Header and the Thing definition ====== Firs... hat next. Type the following: <code> Header { Version = 6 } </code> <code> # ------------------------... ng ones. Note the line that says DoomEd number = 8000, this is the ID of our Barrel Monster we'll us... Name = "Barrelmonster" DoomEd number = 8000 Spawn state = "BAR_STND" See state =
- use_hires_textures_in_your_map
- aters such as the canvas size of the texture e.g; 128x64, 128x128, 256x128... etc. Note that the canvas size must be multipl... mple reference patch that has a grid reference at 16, 24, 32, 64, 128, 256, etc. You can use this over-sized patch to creat... ld be. For example, we could use a PNG texture of 128x256 and it will scale appropriately. For my example, I'm going to use a PNG texture that is 128x256. Here it is: {{ file:tuttexture2.jpg }} You ca