Decoration (DED)

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Decoration
Attributes: Copy
Type ReferenceDED Syntax

Explanation of Decoration, syntax example etc... /writeme

Notes

You can define multiple Decorations for the same texture/flat, but only the latest one that passes the conditions will be used. By default (if you specify no usage flags), a Decoration is only used with resources loaded from an IWAD.

Syntax

<Copy> Decoration
{
  # If "Copy" is found all the data of the previous definition is
  # copied to this one as defaults. For the first definition in a
  # file "Copy" has no effect.

  Texture = ""
  # Name of the texture with which this decoration is used.

  Flat = ""
  # Name of the flat with which this decoration is used. You can
  # only specify either a Texture or a Flat, not both.

  Flags = flaga | flagb | flagc etc...
  # noiwad: Don't use this decoration if the resource is loaded from an IWAD.
  # pwad: This decoration can be used with PWAD resources (for example custom textures).
  # ext: This decoration can be used with external resources.

    Light
    {
      # Each decoration can specify up to 16 lights.

      Offset { 0.0 0.0 }
      # Origin of the light in texture coordinates.

      Distance = 1.0
      # Distance between the origin of the light and the surface.

      Color { 0.0 0.0 0.0 }
      # RGB color (values 0-1) of the light. Color (0,0,0) marks
      # the end of the light definitions. Any lights that follow are
      # not rendered.

      Radius = 1.0
      # Radius of the dynamic light.

      Halo radius = 0.0
      # Radius of the halo. Zero means no halo is rendered. Note
      # that halo radius 1.0 produces quite a large flare.

      Flare map = ""
      # Name of the flare map to use OR a built-in flare texture id to use for the primary flare (i.e. the halo itself).
      # Eg:
      # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default). 
      # Flare map = "1"

      # Built-in flare texture ids:
      # 0 = Texture chosen automatically.
      # 1 = Default dynamic light texture.
      # 2 = FLARE.
      # 3 = BRFLARE.
      # 4 = BIGFLARE.

      Flare texture = 0
      # DEPRECATED:
      # This parameter has been replaced with "Flare map" as of 1.9.0-beta4.

      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.
      # For example, the levels { 100 200 } mean that the light is
      # not visible under light level 100, fades gradually to full
      # brightness when nearing light level 200, and stays full
      # bright over 200. The first level can be higher than the
      # second. The behaviour is then reversed: the light is at full
      # brightness only below the lower light level.

      Pattern skip { 0 0 }
      # Normally the light is repeated on a surface as many times as
      # the texture or flat repeats. The pattern skip values allow
      # sparser repeats for horizontal and vertical patterns,
      # respectively. For example, the skips { 1 2 } will make the
      # light only appear on every second horizontal repeat and
      # every third vertical repeat.

      Pattern offset { 0 0 }
      # Used with pattern skip to offset the origin of the pattern.
      # For example, the offset { 1 0 } will shift the origin of the
      # pattern one full horizontal repeat.
    }
}