Fulltext results:
- particle_generator_examples @modding
- Vector Rnd = 4 Stage { Type= point Flags= bright Tics= 1 Radius= 12 Bounce= 0 Resistance= .1 Color { 1 .9 .7 .7 } } Stage { Type= tex07 Flags= bright Force { 0 0 .04 } Tics= 20 Radius= 12 Bounce= 0 C... r { 1 .9 .4 .7 } } Stage { Type= tex07 Flags= bright Force { 0 0 .04 } Tics= 10 Radius= 15 Color { .6 .2 0 .5 } } Stage { Type= tex07 Flags= bright Force { 0 0 .04 } Radius= 20 Tics= 40 Color { .4
- adjusting_color_settings @guide
- ou increase contrast it's a good idea to increase vid-bright as well. vid-bright Display brightness. 0.0 is the normal brightness. Positive values increase brightness... d values are pretty small: if you for example set vid-contrast to 1.2 it might be good to set vid-bright to 0.1. When using these variables make sure the... e one. Now tune the image with gamma correction, brightness, contrast, etc. When you're finished, save t
- 1.9.0-beta6 @version
- . * Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, renamed to [[rend-light-decor-bright]]. * Renamed [[cvar]] "rend-glow-fog-bright" to "rend-light-fog-bright". * Removed [[setgamma]]: [[
- model @assets
- psprite) opacity. Defaults to ''True''. | | ''fullbrightFromWeapon'' | Model's ambient light level is affected by the player weapon (psprite) fullbright state. Default to ''False''. | | ''material.*''| ... B components: 0=-1.0, 128=0.0, 255=1.0. If not provided, Doomsday falls back to a normal map where the ... e in terms of animation sequences rather than individual keyframes or states. This means that the anima
- material_syntax @ded
- ght levels where the light is at zero and maximum brightness, respectively. The first level can be higher ... e behavior is then reversed: the light is at full brightness only below the lower light level. For example... el 100 and fades to full brightness when nearing light level 200. Fully-bright over 200. <# </code>Note: When both the minimum a
- thing @ded
- t| Yes| Yes| Yes| | | local| Yes| Yes| Yes| | | brightexplode| Yes| Yes| Yes| | | brightshadow| Yes| Yes| Yes| | | viewalign| Yes| Yes| Yes| The thing will al... is invulnerable. Note that this can be set on individual bad guys in a map editor, so there isn't any n... eath state is that the On death script is also provided a reference to the killer. All the normal proce
- overview_of_resources_doomsday_1.x @modding
- load and use it automatically. Resources are divided into a number of classes. Each class has its ow... be utilised to load directories that contain individual data lumps. This kind of a directory is called... d, which lets the detail texture either darken or brighten the underlying texture: black => darker, gray => no change, white => brighter. Detail textures can be assigned to specific
- 1.9.0-beta1...4 @version
- oduced in the repackaged 1.8.6.) The installer provides all the functionality one expects from a typica... increase light in dark sectors/decrease light in bright sectors * cvar [[rend-fog-default]]: default f... stom_halo]]s on objects * surface colours: individual walls and planes can be given a unqiue color. ... the game view when adjusting gamma, contrast, and brightness * control panel offers 16:10 resolutions
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ===== * Fatal error during startup with [[:novideo]]. * Parsing of spaces in command line argum... ndow. * When reporting a fatal error with [[:novideo]], the error message "QWidget: Cannot create a ... * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patches in PK3 c
- infine_script_reference @ded
- ''ELSE'' : Use with ''IF'' and ''IFNOT'' to provide an alternative execution path. ; ''MARKER'' (m... , this'll change the predefined color number 4 to bright green. <code>PreColor 4 0 1 0</code> By default a
- tips_for_model_authors @modding
- oftware gamma correction ("[[setgamma]] 0") and set a good display gamma ([[vid-gamma]]) so your model won't appear too bright or dark for others.
- 1.9.0-beta6.8 @version
- 33488&group_id=74815&atid=542099 * "Flickering video" during initial startup when playing in fullscr... 8214&group_id=74815&atid=542099 * Changing fullbright property of states using DEH patches (e.g., the o