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296 total results found

idGuiEntity_Text

Eternal - Level Modding Entities

An entity that displays text in the world. Example entity { entityDef sample_text { // name of the entity inherit = "gui/text"; class = "idGuiEntity_Text"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...

entity
Eternal

idTarget_Remove

Eternal - Level Modding Entities

An entity that will remove the listed entities when activated. Usage entity { entityDef example_target_remove_eternal { class = "idTarget_Remove"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disable...

entity
2016
Eternal

Available Operations

Eternal - Reverse Engineering / File Fo... Logic Graphs (Kiscule)

This list was dumped by listing all virtual classes with "idLogicNode" in their name, copying it and then using regex: [\s]+ 12 ([\s]+)[\r]+ AbsFloat AbsInt ActivateOnPlayerStat AddAngle AddFloat AddInt AddTime AddVec3 AISetSledMode AIStartGladiatorS...

What is Kiscule?

Eternal - Reverse Engineering / File Fo... Logic Graphs (Kiscule)

Kiscule is the replacement for SuperScript from id Tech 6, it was designed originally for The Void Engine (Dishonored 2). It underwent some evolution between the merge of id Tech 6 and Void and was renamed to just "logic entities" or "logic graphs" but we'll c...

Entities List (Doom Eternal)

Eternal - Level Modding Entities

An incomplete list of known entity classes in Doom Eternal: idAASObstacle idAASReachability idAbnormalPlayerMetrics idActionNode idActor idActorAmbientFilter idActorWorkNode idAFEntity_Corpse idAFEntity_Dummy idAFEntity_Generic idAFEntity_GetUpTest ...

Command Prompt Tips

Eternal - How to Create Mods

There are thousands of extracted files available and sometimes it can be difficult to locate what you need. On the Windows Operating System, you will be using the Console Command Prompt (CMD).To access it, simply type "command prompt" or "cmd" in the search b...

idTarget_Show

Eternal - Level Modding Entities

An entity that will show the listed entities when activated. Usage entity { entityDef example_target_show_eternal { class = "idTarget_Show"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPool...

entity
2016
Eternal

idTarget_Hide

Eternal - Level Modding Entities

An entity that will hide the listed entities when activated. Note that not all entities can be hidden. Usage entity { entityDef example_target_hide_eternal { class = "idTarget_Hide"; expandInheritance = false; poolCount = 0; poolGranularity = 2; ...

entity
2016
Eternal

.streamdb File Extension

Eternal - Reverse Engineering / File Fo... File Formats

.streamdb stands for stream database. The .streamdb files contain the majority of game data in DOOM Eternal.  As a general rule, any struct with _t appended to the end is an actual struct used by the game engine. Any other struct names have been created by th...

idTrigger

Eternal - Level Modding Entities

An entity that will trigger its listed targets when used. Usage entity { entityDef mod_trigger_1 { inherit = "trigger/trigger"; class = "idTrigger"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; dis...

entity
trigger
2016
Eternal

Creating String Mods

Eternal - Visual Modding String Modding

See Extracting Strings before proceeding. Make sure to backup the unmodified BLANG file. Strings can be added to BLANG files, but you must reference them with decls files. String Editing ( BlangJsonGeneratorUI ) Extract the contents of BlangJsonGenerator...

idVolume_PlayerEnvOverride

Eternal - Level Modding Entities

An entity to overwrite the envSettings decl set by idWorldspawn when within the defined volume. Usage entity { entityDef volume_env_override_1 { inherit = "volume/env_override"; class = "idVolume_PlayerEnvOverride"; expandInheritance = false; poolC...

entity
2016
Eternal

idTarget_Teleport

Eternal - Level Modding Entities

An entity to teleport the player to the specified location when used. Usage entity { entityDef example_target_teleport_eternal { class = "idTarget_Teleport"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...

entity
teleport
2016
Eternal

idTarget_Command

Eternal - Level Modding Entities

An entity to trigger the specified console commands. Usage entity { entityDef example_target_command_eternal { class = "idTarget_Command"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoolin...

entity
2016
Eternal

idArchvileTemplate

Eternal - Level Modding Entities

An entity to control what ai types an Archvile can summon. Usage entity { entityDef example_archvile_template { class = "idArchvileTemplate"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoo...

entity
archvile
Eternal

textureMaterialKind_t

Eternal - Reverse Engineering / File Fo... Enumerated Types

The textureMaterialKind_t enum is part of the idImage class. Definition enum textureMaterialKind_t { TMK_NONE = 0x0, TMK_ALBEDO = 0x1, TMK_SPECULAR = 0x2, TMK_NORMAL = 0x3, TMK_SMOOTHNESS = 0x4, TMK_COVER = 0x5, TMK_SSSMASK = 0x6, TM...

textureFormat_t

Eternal - Reverse Engineering / File Fo... Enumerated Types

The textureFormat_t enum is part of the idImage class. It describes the image format / block compression type. There are 56 formats defined, but only 13 of these formats are known to be used in Doom Eternal. Definition enum textureFormat_t { FMT_NONE ...

textureType_t

Eternal - Reverse Engineering / File Fo... Enumerated Types

The textureType_t enum is part of the idImage class. It designates a texture as 2-dimensional, 3-dimensional, or cubic. It  can be found in .tga file headers extracted from Doom Eternal .resources files.  Definition enum textureType_t { TT_2D = 0x0, ...

.tga File Extension (BIMAGE)

Eternal - Reverse Engineering / File Fo... File Formats

The ".tga" files used in DOOM Eternal are not targa images. They are actually "BIM" (or .bimage) files. These files are stored in two parts. The first part consists of the HEADER, MIPMAP, and NON_STREAMED_IMAGE sections. This is embedded in DOOM Eternal's .re...

id Tech 4.5 as a reference

Eternal - Reverse Engineering / File Fo... Reverse Engineering Notes

Doom 3 BFG is now fully open-source, and can be helpful as a reference. The source code for Doom 3 BFG is available on the id Software github here: https://github.com/id-Software/DOOM-3-BFG Doom 3 BFG Edition is a mix of id Tech 4 and 5 code. A great deal of ...