// // EDGE IMAGES.DDF -redefine or add new images. // For documentation, see http://edge.sourceforge.net/ // DDF Version 5.0 // #VERSION 1.29 [gfx:EDGETTL] IMAGE_DATA=LUMP:PNG:"EDGTTL_P"; [gfx:CREDIT2] IMAGE_DATA=LUMP:PNG:"EDCRED_P"; [flat:CONSOLE] IMAGE_DATA=LUMP:PNG:"CONSOL_P"; SCALE=0.5; [gfx:SOLID_BLACK] IMAGE_DATA=COLOUR:#000000; [gfx:SOLID_WHITE] IMAGE_DATA=COLOUR:#FFFFFF; [gfx:DLIGHT_LINEAR] IMAGE_DATA=BUILTIN:LINEAR; SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH; // Don't Copy This Line [gfx:DLIGHT_QUAD] IMAGE_DATA=BUILTIN:QUADRATIC; SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH; // Don't Copy This Line [gfx:SHADOW_STD] IMAGE_DATA=BUILTIN:SHADOW; SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH; // Don't Copy This Line //------------------------------------------------------------------------ // Miscellaneous Ideas.... //------------------------------------------------------------------------ // possible IMAGE_DATA_types: // // WAD_FLAT, WAD_TEX, WAD_GFX, // WAD_SPRITE, WAD_PLSKIN, WAD_TEXPATCH, // (GFX is anything not a sprite, player-skin or tex-patch) // // EPK:tex/foo.png // // COMPOSED:256x256; // // pixel definitions for WAD images: // // WAD.PALETTE = YYY; // WAD.COLOURMAP = XXX; // compositing feature ??? (names must also come from images.ddf) // // COMPOSE.BASE = #0000FF; // COMPOSE.IMAGES = FOO:12:64, BAR:30:32:200%, ..., BAZ:144:100:50%; // colour conversions: // // processing pipeline: // do HSV mapping, clamp, do RGB mapping, clamp, apply overall gamma. // // GAMMA = 1.2; // // CONVERT.R = 0.2+R*0.5+G*0.2+B*0.1+I*0.3,GAMMA(0.2),MIN(0.2),MAX(0.9); // also G, B, and A. // also HSV: Do HSV before RGB mapping, GAMMA last. Clamp each stage. // CONVERT.H = 200 +/- H; // nothing else allowed // new specials: // NO_ALPHA (blend with black) // GL material definitions (shiny surfaces, etc) ??? // ---- following probably doesn't belong here ---- // ROTATION = 45; // counter-clockwise, limited to the "tileables" (e.g. not sprites) // Decals: // // DECAL.BULLET = XXX; // DECAL.EXPLOSION = XXX; // Sounds: // // FOOTSTEP_SOUND = FTSTEP3; // lighting effects (not necessarily dynamic lighting) // // LIGHT.XXXX = YYYY; // scrolling effects: // // SCROLL.XSPEED=0.5; // SCROLL.YSPEED=3.1; // sound effects // // AMBIENT_SOUND = BLAH;