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  • :* new method to emulate DOOM's lighting model. ...(instead of a letter). The number is the absolute frame number in the MD2 model, which begins at 1.
    125 KB (19,025 words) - 16:55, 12 February 2017
  • * For OpenGL3 mode, you need a card that supports '''Shader Model 3.0''' (recommended).
    2 KB (342 words) - 10:32, 12 February 2020
  • * [[MD3]] and [[MD5]] model support ...edia:Open_Asset_Import_Library|AssImp]] 3D model back-end support for more model formats
    24 KB (3,684 words) - 16:17, 12 November 2018
  • | Use BOOM's texture model (where the real sector's flats are used for the upper part, and the control
    22 KB (3,749 words) - 15:50, 26 July 2017
  • The MD2 model file format was introduced by id Software when releasing [[Quake 2]] in Nov * Model's geometric data (triangles);
    5 KB (749 words) - 11:54, 31 August 2017
  • =MODEL FORMATS= [[MD2]] - Quake 2 Model format<br />
    930 bytes (147 words) - 17:30, 5 May 2018
  • The MD3 model file format was introduced by id Software when releasing [[Quake 3: Arena]] * Able to define up to 9 skins-per-model and switch them out on-the-fly through DDF
    1 KB (236 words) - 11:52, 31 August 2017
  • The MD5 model format comes from id Software's Doom 3 first person shooter, released in Au * Model's geometric data are stored in *.md5mesh files;
    1 KB (198 words) - 14:06, 25 May 2016
  • ...poses. From a built-in native editor (No 3DGE Configurations), to MD2, Md3 model support, Voxel support, generating PLAYPALs with ease, converting PNGs into
    15 KB (2,210 words) - 16:34, 4 November 2016
  • 58 003a 30 56 400 150 10 SARG (Inviso model) T Trigger model, see note 11 below.
    172 KB (25,687 words) - 15:37, 8 June 2015
  • sector type of the affected floor are changed to those of a model model, or not changed at all. These change types are referred to
    99 KB (14,319 words) - 15:39, 8 June 2015
  • ...c Lighting, mirrors, portals, and [[GLSL]] shader support; Bump-Mapping on model surfaces is only supported in the 3.1 and above rendering path. * {{3dgewiki|MD3|MD3|linkonly=1}} and {{3dgewiki|MD5|MD5|linkonly=1}} model support
    22 KB (3,349 words) - 17:39, 22 September 2018
  • ...alent. The [[Eternity Engine]], '''which uses the PKE format''', adopted a model mostly similar to ZDoom's, but different enough for incompatibility to be p
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...A || Different from [[ZDoom]]'s convention; these are to contain ONLY 3D [[model]] skins (image format must be PNG, JPG, or TGA), and also supports a subdir
    2 KB (339 words) - 21:00, 19 January 2017
  • ====== model/troo/xxx.md2  : model meshes.  (MD2 only shown as an example) ====== ====== model/troo/xxx.png  : model skin images. ======
    9 KB (1,079 words) - 11:20, 27 December 2017
  • * [[Doomsday]] and [[Risen3D]] use a model detailed {{dengwiki|PK3|here|linkonly=1}}. * [[Eternity Engine|Eternity]] uses a model mostly compatible with ZDoom's, detailed [http://eternity.youfailit.net/wik
    2 KB (350 words) - 11:16, 27 December 2017