From ef1ea9264c55be722debadbf73e77035aafa8fec Mon Sep 17 00:00:00 2001 From: skyjake Date: Sat, 16 Aug 2003 21:26:06 +0000 Subject: [PATCH] Added info about lightmaps, new generator flags --- doomsday/Doc/DEDDoc.txt | 38 +++++++++++++++++++++++++++++++++++--- 1 file changed, 35 insertions(+), 3 deletions(-) diff --git a/doomsday/Doc/DEDDoc.txt b/doomsday/Doc/DEDDoc.txt index 8a66b76cc3..451b86d4a1 100644 --- a/doomsday/Doc/DEDDoc.txt +++ b/doomsday/Doc/DEDDoc.txt @@ -2,7 +2,7 @@ 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 if you have any questions. @@ -304,6 +304,15 @@ all keys). 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. } ........................................................................... @@ -370,6 +379,15 @@ from an IWAD. # 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. @@ -553,8 +571,20 @@ generators will be destroyed to make room for any new generators. # 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. @@ -1332,3 +1362,5 @@ Shortcuts: --------------------------------------------------------------------------- Doomsday Engine Definitions Reference + +$Id$