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  • :* The format of the GIVEARMOUR RTS primitive has changed, it is now: GIVEARMOUR [type] ...th -dither option (or line in config file). Can give slight improvement in image quality (depending on driver).
    125 KB (19,025 words) - 16:55, 12 February 2017
  • '''Stored in image.ddf or in the DDFIMAGE data lump''' ...TGA, and JPG images inside EDGE. Once defined here, you can then use this image in all other DDF definitions.
    4 KB (616 words) - 14:00, 3 June 2016
  • ...of a lindef or sector depending on the game options currently being used. Format is identical to RTS usage e.g WHEN_APPEAR=1:2:3:4:5:sp:coop:dm means that t ...you indent the switch in a niche (the engine has no concept of the switch image on the texture).
    22 KB (3,749 words) - 15:50, 26 July 2017
  • Both PNG and JPEG image formats must be supported, but a port is free Flat format (block of raw pixels) is only allowed in F_START.
    9 KB (1,256 words) - 15:40, 8 June 2015
  • All on-disk data structures use little endian format (i.e. the least significant byte comes first, the most significant byte com ...which distinguishes the format of the file or lump. Often used when a new format is introduced for an existing lump. The magic identifiers for GL-Nodes are
    18 KB (3,056 words) - 14:26, 28 July 2015
  • ...hour The 11th Hour] by Graeme Devine. The format was later used as the FMV format for [http://www.mobygames.com/game/windows/quake-iii-arena Quake III: Arena ...pping.html http://www.wired.com/wired/archive/3.08/shipping.html], the RoQ format was named after Devine's newborn daughter, Roqee.
    2 KB (384 words) - 23:38, 25 August 2015
  • ...ssed archives! -->[[3DGE|EDGE]] allows using several compressed [[archive format]]s instead of the traditional [[WAD]]s. Most notably: ...do not accidentally load EPK files. Though this is preferred, any archive format EDGE loads will still assume that data is stored in the proper namespaces.
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...space or another depending on where they are in the archive. The [[archive format]] matters: in sequential archives (such as WAD files), they are delimited b | [[Sprite]]s || S_ or SS_ || /Sprites/ || Lumps are added to the Sprite image type.
    2 KB (339 words) - 21:00, 19 January 2017
  • === Image names === Sprite image names have the format:
    5 KB (738 words) - 21:25, 19 January 2017
  • ...r drawing text and for '''hud.draw_image()'''. Larger values make the text/image bigger. The default scale is 1.0 and is reset after each frame.</code>''</b ...n image at the given coordinates, which specify the top/left corner of the image. The current alpha and scaling factors are applied as well.</code>''</block
    26 KB (4,274 words) - 10:31, 2 October 2018
  • ...erred extension for EDGE-specific mods wishing to use the [[PK3]]//[[ZIP]] format. The format for ''EPK'' was initially drafted by the original EDGE team in October 2004
    9 KB (1,079 words) - 11:20, 27 December 2017
  • ...Graeme Devine, the creator of the format joined id Software, the RoQ file format has been in use in every game the company has released such as Quake III, R EDGE uses ROQ as the format of choice for cinematic playback.
    4 KB (714 words) - 11:09, 9 July 2018
  • This tutorial will explain how you can store image data on the Dreamcast's PVR graphics chip for efficient drawing and compact |BUMP || bumpmap format (stores angles for vertex displacement effects in lighting calculations), s
    4 KB (566 words) - 11:10, 3 September 2018