Search results

From The DarkMod Wiki
Jump to navigationJump to search
  • ...rial definition and loads the according image files (as specified by the [[Map Expressions]]). Note that you '''don't''' need to specify the file extensio ...textures/darkmod/stone/brick/redbrick_with_mortar // diffuse map
    9 KB (1,193 words) - 14:23, 15 January 2024
  • When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear. Likewise, if ...f you're not careful. You can see your environment around the edges of the map/readable, but make sure you find a safe place to read. With multi-page read
    32 KB (5,615 words) - 11:34, 16 January 2024
  • ...odes) are the things that you use to make your AI move (patrol) around the map. Placing path nodes can take a little getting used to; hopefully this artic ...your AI property list, then your AI will walk to "path_corner_1" when the map starts. Without a "target" property, your AI will not go anywhere. Once y
    30 KB (5,385 words) - 15:07, 11 May 2024
  • ...ome artifacts and otherwise damage that data. To be on the safe side, keep normal maps as TGAs. ...suited for fast iteration''': You have to restart the game and reload the map to see the any changes. With TGA files, you just need to use a refresh comm
    4 KB (701 words) - 15:51, 1 September 2020
  • ...rmal LOD thinking. So use this only for static models manually placed in a map.}} * 1.0 - Normal
    2 KB (351 words) - 15:40, 10 March 2015
  • Now lets get down to it! Gird your loins, folks. It’s time to UV map! We’ll start with a cube. A plan, normal, straight from the mesh menu, not at all fancy cube.
    31 KB (5,660 words) - 05:35, 22 May 2012
  • Save and map and check it out. You might want to adjust the position of the fire or logs ...a key with the right properties. Here we use predefined key entities with normal key models...
    24 KB (4,352 words) - 15:17, 26 April 2022
  • ...model file no matter how many instances of this moveable you make in your map so check if it has already been created (a .cm file of the same name as the ===Remake the map cm file if console error===
    12 KB (2,029 words) - 15:17, 4 September 2021
  • ...o connect TDM to Darkradiant and see real-time in-engine previews of their map ...on is now used by default for normal maps. The plan is to convert existing normal maps to DDS files with RGTC compression in future (to reduce load times).
    8 KB (1,179 words) - 03:55, 11 February 2022
  • ...ap that could be worked (baked) into the Diffusemap. A properly created AO-map might be more suitable for the structures of the created Normalmap though. # Change the blend mode for the new layer from "Normal" to "Luminosity".
    9 KB (1,478 words) - 04:21, 31 December 2011
  • ...aste Shader (Natural)}} or the shortcut. Do NOT use the normal paste - nor normal paste followed by ''Natural'' in the '''Surface Inspector'''. ...courtyard in his video [https://www.youtube.com/watch?v=f-oFxWs8cWQ| Let's Map TDM! Part 6; Backyard Details].
    21 KB (3,877 words) - 21:28, 23 November 2021
  • ...ties and their models/textures, even tho they are never used in the actual map. All the normal SEED spawnargs like '''seed_combine''', '''seed_floor''' are supported in t
    3 KB (456 words) - 00:54, 24 February 2014
  • ...the level has to offer, I suggest you start by playing the map through on Normal and then move on to higher difficulties.''
    4 KB (645 words) - 18:18, 30 March 2024
  • =Lunaran's Quick Normal Map Trick= Voila, perfect normal map, identical to what Orb or Doom3 will give you, in much less time.
    940 bytes (150 words) - 02:49, 7 December 2011
  • ...route inside but can escape through this route. An alternative is to use a normal locked version of the firt example above and let the player find it inside. ...ed to make doorways on any side and of course, retextured. Drop it in your map and it works immediately. Details for customising are at [[Elevators, multi
    13 KB (2,300 words) - 20:22, 7 May 2014
  • ...meplay contest the gameplay is unusual (not surprisingly). Do not expect a normal Dark Mod mission.''
    4 KB (539 words) - 14:15, 30 March 2024
  • ...shader for a material sets an arbitrary threshold, and values in the alpha map below that value render opaque, and above that value transparent. ...g-out'', except by varying the alpha threshold. Together with a good alpha map with ramps, this can make things appear to burn-away (an effect used by D3
    4 KB (409 words) - 16:02, 14 May 2017
  • The manifest is usually stored in <tt>manifest.iniz</tt> file, which also a normal zip archive with an ini file inside. ...because provided manifest is always a subset of the target manifest under normal usage, so there is no point in describing same files twice.
    26 KB (4,415 words) - 13:46, 27 May 2021
  • From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to sta Unlike normal lights, ambient light does not by default fade to the edge of its radius bu
    5 KB (779 words) - 07:39, 11 December 2020
  • ...ion''': Materials look differently. I.e. brighter/darker than they look on normal objects. That mean unrotated scale normal. (a quick way to get the above from UNrotated is rotate 45 degrees then bac
    5 KB (813 words) - 07:13, 2 April 2020
View ( | ) (20 | 50 | 100 | 250 | 500)