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Added info about lightmaps, new generator flags
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skyjake committed Aug 16, 2003
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38 changes: 35 additions & 3 deletions doomsday/Doc/DEDDoc.txt
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Doomsday Engine Definitions Reference
(or "Knee-Deep In The DED")
=====================================
Revision 0.9.0 -- 06/10/2003
Revision 0.9.1 -- 08/17/2003

Contact <skyjake@doomsdayhq.com> if you have any questions.

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Color { 0.0 0.0 0.0 };
# Sets all three color components at the same time.

Top map = "";
Bottom map = "";
Side map = "";
# Name of the light map to use. The top map is used for ceiling
# planes, the bottom map for floors and the side map for walls.
# If left blank (the default), the standard round dynlight texture
# is used. Use "-" to disable a map entirely. No light will then be
# cast in the direction.
}

...........................................................................
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# 3 = BRFLARE.
# 4 = BIGFLARE.

Top map = "";
Bottom map = "";
Side map = "";
# Name of the light map to use. The top map is used for ceiling
# planes, the bottom map for floors and the side map for walls.
# If left blank (the default), the standard round dynlight texture
# is used. Use "-" to disable a map entirely. No light will then be
# cast in the direction.

Levels { 0 0 };
# Two integers (0-255) that mark the sector light levels where
# the light is at zero and maximum brightness, respectively.
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# gnf_spawn: Generator is only spawned if the source mobj is
# being spawned.
#
# gnf_blend: Particles of the generator are rendered using
# additive blending.
# gnf_blendadd: Particles of the generator are rendered using
# additive blending ('gnf_blend' is an alias for this).
#
# gnf_blendrsub: Particles of the generator are rendered using
# reverse subtractive blending (framebuffer - particle).
#
# gnf_blendsub: Particles of the generator are rendered using
# subtractive blending (particle - framebuffer).
#
# gnf_blendmul: Particles of the generator are rendered using
# multiplicative blending (particle * framebuffer).
#
# gnf_blendimul: Particles of the generator are rendered using
# inverse multiplicative blending ((1-ptc) * framebuffer).
#
# gnf_modelonly: The particle generator will only be active
# if the source is represented by a 3D model.
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Doomsday Engine Definitions Reference

$Id$

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