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@ Some documentation on the Game Configurations in the reference manual
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6 changed files with 445 additions and 2 deletions
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@ -184,6 +184,18 @@
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<param name="Name" value="About Game Configurations">
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<param name="Local" value="gameconfigs.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Basic Settings">
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<param name="Local" value="gc_basicsettings.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Map Format Settings">
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<param name="Local" value="gc_formatsettings.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Resource Settings">
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<param name="Local" value="gc_resourcesettings.html">
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</OBJECT>
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</UL>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Scripting Configurations">
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@ -43,7 +43,7 @@ pre
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background: #f4f4f4;
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color: #515151;
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width: 400px;
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margin: 0px 0px 10px 20px;
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margin: 10px 0px 10px 20px;
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font: 100% Courier New,Courier,sans-serif;
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text-align: left;
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padding: 5px 5px 5px 10px;
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@ -140,3 +140,10 @@ a img
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color: #8C8C8C;
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text-align: center;
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}
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.fat
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{
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color: #515151;
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font-size: 1.1em;
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}
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@ -18,7 +18,10 @@
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<div id="contents">
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<p>
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B
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These configurations are the largest and most complex ones. A Game Configuration contains all the settings that determine Doom Builder's behavior when editing your map and optional features that are specific to certain map formats can be enabled or disabled here. A Game Configuration also keeps all information about hardcoded actions and things in the game, which Doom Builder cannot find in the WAD files. You can find the Game Configurations in "Configurations" directory, which is a subdirectory of your Doom Builder's program directory. Subdirectories are not searched by Doom Builder for configurations, but you can use them for include files.
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</p>
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<p>
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Many settings in Doom Builder's user interface as bound to the available Game Configurations. This is because the user often wants to use different resources and compilers for a different project. When Doom Builder starts up and detects a new Game Configuration file, it will automatically create default settings for that configuration. The following default settings are read from the Game Configuration (only when first detected by Doom Builder): <a href="gc_basicsettings.html#testparameters">testparameters</a>, <a href="gc_basicsettings.html#testshortpaths">testshortpaths</a>, <a href="gc_basicsettings.html#defaultsavecompiler">defaultsavecompiler</a>, <a href="gc_basicsettings.html#defaulttestcompiler">defaulttestcompiler</a>, <a href="gc_thingsfilters.html">thingsfilters</a> and <a href="gc_texturesets.html">texturesets</a>.
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</p>
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</div>
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</body>
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132
Help/gc_basicsettings.html
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132
Help/gc_basicsettings.html
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@ -0,0 +1,132 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>Game Configuration - Basic Settings</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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||||
</head>
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||||
<body>
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||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Game Configurations">
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</object>
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<div id="title"><h1>Game Configuration - Basic Settings</h1></div>
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<div id="contents">
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<p>
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<b class="fat">type</b> (string)<br />
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This indicates the type of configuration to prevent accedential use of a different configuration. Must always be the string "Doom Builder 2 Game Configuration".<br />
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<br />
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<b class="fat">game</b> (string)<br />
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The name that is displayed in Doom Buider for your Game Configuration.<br />
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<br />
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<b class="fat">engine</b> (string)<br />
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Game engine/sourceport name. This is used as the UDMF namespace for UDMF map format interface. It currently has no other function.<br />
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<br />
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<b class="fat">defaultlumpname</b> (string)<br />
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Default lump name suggested when creating a new map and selecting this configuration.<br />
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<br />
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<b class="fat">testparameters</b> (string)<br />
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Default parameters used to launch the test game engine. See <a href="w_gameconfigurations.html">Game Configurations window</a> for the available parameter placeholders.<br />
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<br />
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<b class="fat">testshortpaths</b> (boolean)<br />
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Set to <b>true</b> to use MSDOS 8.3 format paths and filenames by default. Default is <b>false</b>. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">defaultsavecompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">defaulttestcompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when testing the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">skills</b> (structure)<br />
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This defines the skill options the user has available with this game engine/project. The settings in this structure are expected to be numbers with string values (the descriptive name for the skill level).<br />
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<br />
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Example:
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<pre>
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skills
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{
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1 = "I'm too young to die";
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2 = "Hey, not too rough";
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3 = "Hurt me plenty";
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4 = "Ultra-Violence";
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5 = "Nightmare!";
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}
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</pre>
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<br />
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<b class="fat">linetagindicatesectors</b> (boolean)<br />
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When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors). The default is <b>false</b>.<br />
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<br />
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<b class="fat">soundlinedefflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates where sound should be blocked. Doom Builder uses this to give the line a special color and plugins can use this information to perform operations related to blocking sound lines. For map formats that use numeric flags (Doom and Hexen) this must be an integer specifying the flag value of the Block Sound flag. For map formats that use named flags (UDMF), this must be a string indicating the name of the Block Sound flag.<br />
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<br />
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<b class="fat">singlesidedflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line with only one side. Doom Builder will set this flag value on a linedef when it changes a line to become single sided and removes the flag from a linedef when it becomes double sided. Plugins can also use this information to perform operations on linedefs. For map formats that use numeric flags (Doom and Hexen) this must be an integer flag value. For map formats that use named flags (UDMF), this must be a string indicating the name of the flag.<br />
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<br />
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<b class="fat">doublesidedflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line with two sides. Doom Builder will set this flag value on a linedef when it changes a line to become double sided and removes the flag from a linedef when it becomes single sided. Plugins can also use this information to perform operations on linedefs. For map formats that use numeric flags (Doom and Hexen) this must be an integer flag value. For map formats that use named flags (UDMF), this must be a string indicating the name of the flag.<br />
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<br />
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<b class="fat">impassableflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line which blocks players and monsters. Doom Builder uses this to give the line a special color and plugins can use this information to perform operations related to blocking sound lines. For map formats that use numeric flags (Doom and Hexen) this must be an integer specifying the flag value of the Impassable flag. For map formats that use named flags (UDMF), this must be a string indicating the name of the Impassable flag.<br />
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<br />
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<b class="fat">makedoortrack</b> (string)<br />
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Name of a texture to use on the walls when making a door.<br />
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<br />
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<b class="fat">makedooraction</b> (integer)<br />
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Linedef action number to put on the lines when making a door.<br />
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<br />
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<b class="fat">makedoorarg#</b> (0 .. 4) (integer)<br />
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Arguments for the linedef action number to put on the lines when making a door.<br />
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<br />
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<b class="fat">generalizedlinedefs</b>(boolean)<br />
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Set to <b>true</b> to support generalized linedef actions. This makes the gen_linedeftypes structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">generalizedsectors</b> (boolean)<br />
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Set to <b>true</b> to support generalized sector effects. This makes the gen_sectortypes structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">doomlightlevels</b> (boolean)<br />
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Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels. Default value is <b>true</b>.<br />
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<br />
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<b class="fat">start3dmode</b> (integer)<br />
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Thing type number that Doom Builder will use to keep your Visual Mode camera position stored in the map. Doom Builder will place a single thing of this type in your map and move it along as you move in Visual Mode.<br />
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<br />
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<b class="fat">skyflatname</b> (string)<br />
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Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.<br />
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<br />
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<b class="fat">maxtexturenamelength</b> (integer)<br />
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Maximum length of texture names in characters. This is used by Doom Builder to limit the input fields in the user interface and to check the validity of texture names in resources. This does NOT determine the actual limitation on the texture names in the map file format. Default value is 8.<br />
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<br />
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<b class="fat">defaultthingflags</b> (structure)<br />
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This defines what the default flags should be first the first new thing when inserted. In map formats that use numeric thing flags, the settings in this structure should be the numeric flags to set. In map formats that use named flags, the settings must be the names of the flags to set. The value of the settings is optional and is ignored by Doom Builder.<br />
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<br />
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Example for numeric flags:
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<pre>
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defaultthingflags
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{
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1;
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2;
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4;
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32;
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}
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</pre>
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<br />
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Example for named flags:
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<pre>
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defaultthingflags
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{
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skill1;
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skill2;
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skill3;
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single;
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coop;
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}
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</pre>
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<br />
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</p>
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</div>
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</body>
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163
Help/gc_formatsettings.html
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163
Help/gc_formatsettings.html
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@ -0,0 +1,163 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>Game Configuration - Map Format Settings</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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</head>
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<body>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Game Configurations">
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</object>
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<div id="title"><h1>Game Configuration - Map Format Settings</h1></div>
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<div id="contents">
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<p>
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<b class="fat">formatinterface</b> (string)<br />
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Interface class name in Doom Builder that is used to read and write the map data.
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<ul>
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<li>For Doom map format, use "DoomMapSetIO". This is a map format that uses numeric flags.
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<li>For Hexen map format, use "HexenMapSetIO". This is a map format that uses numeric flags.
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<li>For UDMF map format, use "UniversalMapSetIO". This is a map format that uses named flags.
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</ul>
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<br />
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<b class="fat">gamedetect</b> (structure)<br />
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This is used to determine if the Game Configuration is suitable for the opened WAD file. None of the settings in this structure have any impact on the actual editing, limitations or storage of the map, but only assist the user when opening WAD files that have not been opened with Doom Builder before (when no .dbs file is available). The setting names in this structure are the lump names that must be checked for. The value of these settings (integers) indicates which rule applies to the lump name for a positive check. Valid values are:
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<ul>
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<li><b>1</b> - At least one of these lumps must exist.
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<li><b>2</b> - None of these lumps must exist.
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<li><b>3</b> - All of these lumps must exist.
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</ul>
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Example:<br />
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<pre>
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gamedetect
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{
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TEXTMAP = 2;
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ENDMAP = 2;
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EXTENDED = 2;
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BEHAVIOR = 3;
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E1M1 = 2;
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E1M2 = 2;
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E1M3 = 2;
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MAP01 = 1;
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MAP02 = 1;
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MAP03 = 1;
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}
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</pre>
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<br />
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<b class="fat">maplumpnames</b> (structure)<br />
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This structure describes the lumps that make up the complete map, including scripts and nodes. It must also indicate what Doom Builder is supposed to do with these lumps and/or where the lumps come from. These lumps are normally written by the map format interface class, but some could be generated by the nodebuilder compiler or stored by Doom Builder directly. In this structure, there should be a structure for every map lump. The name of the structure should be the lump name, in uppercase. For the map header (which name differs) you can use the name <b>~MAP</b>. The following settings should be in the lump structure (unless the default value applies):<br />
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<ul>
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<li><b class="fat">required</b> (boolean).<br />
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<b>True</b> to indicate that this lump is a required lump for the map. Default is <b>false</b>.<br />
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<br />
|
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<li><b class="fat">blindcopy</b> (boolean).<br />
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Set this to <b>true</b> when Doom Builder should copy this lump along with the map without using it. Default is <b>false</b>.<br />
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<br />
|
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<li><b class="fat">nodebuild</b> (boolean).<br />
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When set to <b>true</b>, this indicates that the nodebuilder compiler generates or modifies this lump. Default is <b>false</b>.<br />
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<br />
|
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<li><b class="fat">allowempty</b> (boolean).<br />
|
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Set to <b>true</b> to allow the nodebuilder to leave this lump empty. Default is <b>false</b>.<br />
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<br />
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<li><b class="fat">script</b> (string).<br />
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When this is set, it indicates that this lump can be edited with the script editor. The contents of this lump will be loaded in the script editor automatically. Set the value to the .cfg filename (without path) of a Script Configuration to use.<br />
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</ul>
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Example:<br />
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<pre>
|
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maplumpnames
|
||||
{
|
||||
~MAP
|
||||
{
|
||||
required = true;
|
||||
blindcopy = true;
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||||
nodebuild = false;
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||||
}
|
||||
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||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
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</p>
|
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</div>
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</body>
|
126
Help/gc_resourcesettings.html
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126
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>Game Configuration - Resource Settings</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
</object>
|
||||
|
||||
<div id="title"><h1>Game Configuration - Resource Settings</h1></div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
<b class="fat">decorategames</b> (string)<br />
|
||||
Fill this to the game names to support DECORATE actors from. Only the DECORATE actors who's game name is in this string will be loaded. If this setting is not set, DECORATE lumps are not loaded.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
decorategames = "heretic raven";
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">mixtexturesflats</b> (boolean)<br />
|
||||
Doom Builder will allow the use of flats on walls and textures on floors when this is set to <b>true</b>. Textures and flats will be mixed with priority to the original purpose. For textures this means that textures override flats with the same name, for flats this means that flats override textures with the same name. Default is <b>false</b>.<br />
|
||||
<br />
|
||||
<b class="fat">defaulttexturescale</b> (decimal)<br />
|
||||
The scale of textures when no scale is known. This is a scalar value: 0.5 is half the original size and double the resolution. Default is 1.0.<br />
|
||||
<br />
|
||||
<b class="fat">defaultflatscale</b> (decimal)<br />
|
||||
The scale of flats when no scale is known. This is a scalar value: 0.5 is half the original size and double the resolution. Default is 1.0.<br />
|
||||
<br />
|
||||
<b class="fat">scaledtextureoffsets</b> (boolean)<br />
|
||||
Determines if texture offsets are in world coordinates (unscaled by texture scale) or texture coordinates. Set to <b>true</b> to use texture coordinates. Default is <b>false</b>.<br />
|
||||
<br />
|
||||
<b class="fat">textures</b> (structure)<br />
|
||||
This lists the marker lump names that indicate the begin and end of a list of textures that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Please note that PNAMES, TEXTURE1 and TEXTURE2 lumps do not need to be in the game configuration, they are always loaded when available.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
textures
|
||||
{
|
||||
zdoom1
|
||||
{
|
||||
start = "TX_START";
|
||||
end = "TX_END";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">patches</b> (structure)<br />
|
||||
This lists the marker lump names that indicate the begin and end of a list of patches that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all patches, only those that are used by the textures.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
patches
|
||||
{
|
||||
standard1
|
||||
{
|
||||
start = "P_START";
|
||||
end = "P_END";
|
||||
}
|
||||
|
||||
standard2
|
||||
{
|
||||
start = "PP_START";
|
||||
end = "PP_END";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">sprites</b> (structure)<br />
|
||||
This lists the marker lump names that indicate the begin and end of a list of sprites that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all sprites, only those that are used by the <a href="gc_thingsettings.cfg">things</a>.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
sprites
|
||||
{
|
||||
standard1
|
||||
{
|
||||
start = "S_START";
|
||||
end = "S_END";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">flats</b> (structure)<br />
|
||||
This lists the marker lump names that indicate the begin and end of a list of flats that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
flats
|
||||
{
|
||||
standard1
|
||||
{
|
||||
start = "F_START";
|
||||
end = "F_END";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">colormaps</b> (structure)<br />
|
||||
This lists the marker lump names that indicate the begin and end of a list of colormaps that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
colormaps
|
||||
{
|
||||
standard1
|
||||
{
|
||||
start = "C_START";
|
||||
end = "C_END";
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
|
||||
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
Loading…
Reference in a new issue