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  • For static/stationary models and content, please see [[Models]] and the [[Model Databa ==== "Func" subfolder ====
    227 KB (38,525 words) - 14:59, 13 April 2024
  • ===Func Portals=== While animating textures or normal maps are more expensive than static ones, you can reduce their performance impact by creating a "Film strip" te
    37 KB (6,169 words) - 05:15, 19 April 2024
  • ...ight through a model pillar but refuse to walk over a solid bridge made of static entity brush. This can be put to good use (see ''Preventing and Reducing Pa ...vert it to a func_aas_obstacle entity (right-click -> Convert to Entity -> Func/func_aas_obstacle)
    13 KB (2,304 words) - 19:38, 12 July 2022
  • See [[Func Forcefields]] ...problem is that the surface textures do not align. We are used to aligning static textures but it is not so obvious with the dynamic translucent surface of w
    8 KB (1,315 words) - 18:14, 4 November 2022
  • "editor_displayFolder" "Loot/Static" ...overs entities (e.g., func_bobber). They are defined in <tt>tdm_defs01/def/func.def</tt>, which is organized by spawnclass, e.g., "idBobber". Within the en
    5 KB (801 words) - 16:53, 28 March 2020
  • ...e/#_converting_primitives_into_func_static Converting Primitives into Func Static]
    8 KB (1,216 words) - 19:58, 2 April 2022
  • * Models that don't move (i.e. func static models)
    10 KB (1,719 words) - 08:47, 7 August 2021