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  • =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

Page text matches

  • https://www.moddb.com/mods/the-dark-mod/addons/start-map-example * Default ambient light is set up for the entire map.
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...ttp://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia normal map plugin] == Create the diffuse map ==
    12 KB (2,035 words) - 05:02, 24 April 2024
  • ...ted with so-called '''SceneNodes'''. Each node represents an object in the map, be it a brush, a patch, an entity or a model (technically, a model is atta ...node of the global scenegraph. This can return an empty "NULL" node if no map is loaded at invocation time.
    91 KB (13,242 words) - 06:12, 2 January 2023
  • ''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fulls ''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fulls
    82 KB (12,882 words) - 19:46, 13 May 2024
  • <td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td> <td>Toggles show/hide list of all entities in the map. Can select.
    104 KB (17,349 words) - 15:12, 19 May 2020
  • |''Attack cone where monster stands in place and uses normal range attack (if it has one).'' |''This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_
    227 KB (38,525 words) - 14:59, 13 April 2024
  • ...ortant part of mapping. They are a kind of brush that helps separate your map into individual areas (called visleafs), which is important for both render Without visportals, the Doom engine would render the entire map even if the player can only see one small area. This would reduce performan
    41 KB (7,171 words) - 19:41, 20 October 2021
  • ...command com_showFps 1 allows you to see the framerate at any part of your map, so that you have an idea of how changes you make affect the FPS in a given ...othing to do with air of course but with the way the software renders your map. These are the rules:
    37 KB (6,198 words) - 18:11, 12 May 2024
  • ...by the menu setting "Object Detail". Make sure you test your map with the "Normal" setting. If you can, test as well as the "Lowest" and "Highest" to get a f === map ===
    33 KB (5,385 words) - 03:56, 26 March 2015
  • The renderbump command is used to generate a normal map for a non-flat surface like the surface of a character model in the game. � ...s increased, but if your high poly geometry isn’t showing up in the normal map, you may need to increase this to 0.1 or more. The best solution is to try
    5 KB (821 words) - 03:20, 20 October 2018
  • :Clear the active inventory map entity :Clear the active inventory map entity
    310 KB (38,861 words) - 14:11, 16 December 2023
  • Quick way to get an unlocked door in your map: This tutorial explains how to put doors into your map using Dark Radiant, as well as adjust them and their properties.
    61 KB (10,916 words) - 20:12, 30 January 2024
  • :Clear the active inventory map entity :Clear the active inventory map entity
    282 KB (35,345 words) - 23:37, 1 January 2015
  • :Clear the active inventory map entity :Clear the active inventory map entity
    286 KB (35,800 words) - 14:49, 7 May 2018
  • '''Q. My map has a leak in it, but a pointfile either isn't generated or doesn't make se ...oll up through the console output to see what a problem was during dmap or map or in-game?'''
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ...ight on a floor to advanced uses like simulating the look of a baked light-map. map lights/window_template_5
    24 KB (3,774 words) - 18:54, 14 April 2024
  • You need to use four types of entities in your map: ...ent sounds in your map are using speakers ([[Adding ambient Sounds to your Map]]), and using triggers ([[Ambient Sounds - Zone (using triggers)]]). Speak
    33 KB (5,743 words) - 00:08, 7 October 2023
  • ...layer over your original normalmap and name it something convenient like "normal from heightmap". Add a layermask and paint it completely black, so that not ...from heightmap"-layer to the bottom and change it's blending mode back to normal, while the other one is changed to overlay. Use the highpass on the toplaye
    6 KB (975 words) - 02:42, 28 October 2021
  • ...really good reason to caulk all unseen faces, especially those outside the map, not for performance but to make editting easier. The outside of a map with caulk.
    29 KB (5,373 words) - 21:29, 17 January 2023
  • ...creen. The xray version of the entity may either replace or blend with the normal version. ...': specific to lights, setting this to "1" makes the light visible only in normal vision while "2" makes it visible only in xray vision. Note that this affec
    6 KB (988 words) - 09:17, 12 April 2024
  • map models/darkmod/props/textures/lamp_glass_lit ...ough it. The effect was pretty neat, so I tried it on a simple brush in a map. Here's the result.
    7 KB (842 words) - 05:02, 22 December 2022
  • == Tuning the photo for Height Map conversion == The dominant tool for generating normal maps from photo sources in the darkmod community is "njob" but other tools
    5 KB (829 words) - 06:22, 8 December 2021
  • ...ent for the new zone. It uses a script, a custom soundshader, and some in-map entities. :Say there are 3 ambients you want to use in your map with the zone approach (it's easy to change the number once you get the pri
    27 KB (4,523 words) - 20:45, 12 January 2012
  • == How to use LOD in your TDM map == ...he LOD system, use either one of the pre-made LOD-enabled entities in your map (most of these are defined in '''def/tdm_lod.def''') or set '''dist_check_p
    10 KB (1,719 words) - 08:47, 7 August 2021
  • ...t the effect they need, allowing you to create a great atmosphere for your map. ...and where the light entities bounding box intersects with elements in your map.
    23 KB (3,719 words) - 18:25, 8 February 2024
  • ...nodes and normal nodes. The decision making ones are always path_waits and normal nodes can be any kind of path entities. The common situation in a map is a guarded location. The mapper could build a common RIT network for all
    11 KB (2,108 words) - 20:53, 4 July 2018
  • == Adding Readables to your Map - From Prefabs == == Adding Readables to your Map - From Model-Based Entities ==
    13 KB (2,253 words) - 18:11, 4 November 2022
  • ...l tool located inside Darkradiant (Version 0.9.7 or later) that allows the map author to set objectives or goals that the player must do in order to win t ...ss the objectives editor once inside Darkradiant, click the pull-down menu Map>Objectives...
    26 KB (4,493 words) - 17:22, 15 December 2023
  • Even if you're starting your map from scratch, at map start the game will always load a set of default relationships from the ent * Builders are friends to 'normal' humans but neutral to beggars, criminals, pagans, mages.
    8 KB (1,227 words) - 14:17, 20 February 2013
  • ...ecific script files are located in the same directory as the corresponding map. ...atient and just want to implement a specific functionality, see [[My first map script]] for a start into scripting.
    12 KB (2,063 words) - 18:00, 23 May 2023
  • levelname.pk4/maps/levelname.map : Contains the name of your map (as described in Startpack Mapper's Guide).
    22 KB (3,158 words) - 17:02, 30 March 2024
  • == Adding a tree with particle leaves to your map == ...s, which means you can have no leaf movement for leaves in one part of the map, while in another part you may want them to be swaying like mad, for exampl
    15 KB (2,637 words) - 14:49, 21 November 2018
  • ...mation without ever been in the specific place. An automap, thus meaning a map that gets drawn while the player proceeds in his mission may seem more real ...what is expecting him in the beginning, but benefits from the advantages a map brings to him while he proceeds. In addition an automap provides informatio
    6 KB (980 words) - 10:23, 4 March 2024
  • This is a collection of game and map limits, maximums and minimums, etc. for the mapper to reference. Theoretically a map might be made with about 50 stacks of 2 x 2 miles each about 200 foot high
    7 KB (1,234 words) - 14:28, 11 December 2023
  • ...models expect a skin with underlying square factor-of-2 textures (diffuse, normal, and specular). These textures each combine the art area with a 1D-tileable ...an aspect ratio of 1.28:1 or equivalently about 1:0.78 . The specular and normal (bump) maps, at lower resolution, deliver the surface topology of a particu
    14 KB (2,170 words) - 17:11, 13 October 2021
  • * It provides audio and lighting that is separate from the rest of the map. Somewhere in your map, create an atdm:guis_message entity, with spawnargs values like:
    21 KB (3,225 words) - 08:26, 13 May 2024
  • ...: better integration of decompression, multi-threading, handwritten normal map compression, immutable texture storage and mipmap generation, removing arti * RGTC Normal Map compression ( also known as ATI 3Dc ) is now complete! Both on-the-fly and
    11 KB (1,612 words) - 05:57, 7 March 2022
  • description "Xray GUI overlay for glasses that shows both the normal and xray models transparently. No xray vision through opaque obstacles. Has map makealpha(guis/assets/hud/glasses_overlay)
    7 KB (989 words) - 19:12, 4 November 2022
  • |<s>Performance. Ease of use for mappers.</s> suspended. changing the map format has been deemed too risky. could possibly be addressed via a Dark Ra ...ngl.org/registry/specs/EXT/texture_compression_latc.txt ... Reduced Normal Map memory requirements both on the storage volume and in graphic RAM.
    9 KB (1,344 words) - 16:24, 30 April 2024
  • ...enerate Terrain button in the appearing window. You'll see a grey topology map appear. Close the Terrain Genesis window. ...so we are surrounded by the scene. Click left mouse button on the topology map on the Rendering Control -window to place camera in the middle of the scene
    10 KB (1,757 words) - 04:32, 1 January 2023
  • ...ected very easily by inverting the green channel as depicted by the normal map on the right. Depending on the application you used to render your normal map, you may need to invert this channel in an image editing application.
    1 KB (174 words) - 14:51, 3 November 2012
  • ...folder. These files are then read into memory during game loading (e.g., "map" invocation). If the calculations were not done in advance, but instead dur During binary space partitioning, an FM's map-defined space is split into a list of convex parts, the leaves of the BSP t
    16 KB (2,407 words) - 19:05, 31 October 2022
  • Save, dmap, map and try it out. If you have torrential rain then you should notice a big di To simplify the process of distinguishing behavior from one part of a map to another, you should consider using the [[ Location_Settings | Location S
    23 KB (4,202 words) - 20:52, 11 March 2020
  • * surface used as emitter in .map map _white
    19 KB (2,883 words) - 16:46, 9 December 2020
  • ...ach a new entity when the first entity is spawned. This typical happens at map loading time, but can also happen later in game when a new base entity is s * the mapper can manually add both entities in the map, and then arrange them in the editor so they look bound together. Additiona
    10 KB (1,652 words) - 16:45, 11 November 2023
  • ...with your FM. One way is to provide alternative language versions of your map. There are two ways that can be achieved: * (language).map - a [[character mapping file]], eg german.map
    10 KB (1,704 words) - 20:31, 27 July 2021
  • ...to be called once per frame with the same startTime each call to achieve a normal particle effect, or on demand with sys.getTime() as the startTime for finer ::''startTime'': Game seconds since map start: use sys.getTime() for the first call unless you want to back-date th
    8 KB (1,352 words) - 23:29, 17 March 2015
  • <br>knocking-out (KO-ing) all AI then looting the map emerged in standard missions (without special scripts or gameplay modificat * Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=4
    54 KB (8,549 words) - 14:20, 7 May 2024
  • ...Warning AAS32 is out of date!" at the top of the screen after starting the map.) if you entered the game again with the map command through Dark Mod then you may have noticed the light was a bit too
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...o confuse the beginner. They often have little or no relationship to their normal dictionary definition. Here are a few common ones explained... == Map ==
    7 KB (1,243 words) - 06:53, 7 March 2018
  • ...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
  • ...you can't walk off cleanly and don't want to jump. This is different from normal moving down in that you can be facing in any direction. ...you can't walk off cleanly and don't want to jump. This is different from normal moving down in that you can be facing in any direction.
    5 KB (940 words) - 17:37, 28 January 2019
  • * timescale N, where N of 1 = normal speed, 2 = double, 0.5 = half speed. Speed up or slow down the overall acti ...st. (As usual, rename the FM folder. In the “maps” sub-folder, rename the .map, .darkradiant, and .script files, and delete the rest. Tweak the darkmod.tx
    12 KB (1,908 words) - 03:30, 24 November 2021
  • ...570]: SEED: segfault (crash) when you use combine=0 with func_statics from map geometry (SEED) *[http://bugs.thedarkmod.com/view.php?id=2572 #2572]: SEED: combine=0 and map-geometry func_statics are invisible and have wrong clipmodel (SEED)
    11 KB (1,608 words) - 16:14, 3 February 2021
  • ...ard throughout your mission then also read [[Adding ambient Sounds to your Map]]. ...e. Other controls are available as properties in the speaker entity in the map file. These properties will override the equivalent definition in the sound
    8 KB (1,439 words) - 12:45, 22 January 2024
  • * Some controls are disabled on exit from a map; others are permanent until manually changed. |Removes all AI from a map.
    8 KB (1,270 words) - 19:00, 22 April 2024
  • ...elevator in Dark Mod. '''''There is a prefab you can just insert into your map that works immediately or can be modified so nothing further to do.''''' Th ** Move the elevator to the next floor and line it up nicely. If this is a normal vertical elevator then use Alt + Up/Down Arrows to move it in a vertical li
    23 KB (3,264 words) - 17:50, 8 May 2024
  • map textures/darkmod/yourname // Di ...one is for enhanced ambient rendering, which obviously also processes the normal- and specularmap of the material.
    4 KB (450 words) - 07:35, 11 December 2020
  • ...mat of precomputed information used for a brush or patch. (However, in the MAP file, it remains an entity, not worldspawn. An inline func_static cannot be # Vertex descriptors (map location, UV texture coordinates, surface normal)
    5 KB (715 words) - 16:56, 12 April 2022
  • ...oaded prefab is already selected, so move it out of the way of your normal map geometry. The exact place doesn't really matter, just move it where it does # In your map, texture the '''inside facing sides''' of your sky brushes with '''<code>te
    3 KB (596 words) - 15:20, 21 November 2018
  • * If you already have a script file for your map then paste the runClock script into it or.... ...as your map with the same name but suffix .script. Example :<br>mymapname.map<br>mymapname.script
    9 KB (1,508 words) - 14:17, 16 October 2018
  • ** '''Normal''' (uses interaction shader to calculate ambient), ...(unlimited height) cube, and if you watch the video, you will see that the map certainly feels way bigger. A clever trick :)
    13 KB (1,967 words) - 15:56, 3 February 2021
  • thedarkmod.exe +map training_mission +condump mylog2.txt +quit thedarkmod.exe +developer 1 +set logfile 2 +map training_mission
    3 KB (423 words) - 08:27, 24 July 2019
  • The XYZ are absolute map directions so changing Y for example will affect the North/South length (to ...goyle, hidden in shadows, is not so critical as a table of three times its normal length! Probably reducing the size of models is generally 'safer' but be aw
    5 KB (922 words) - 21:21, 12 May 2020
  • DOES NOT WORK FOR DOORS - use the normal key method These scripts could be in the map's script file, for example. Or they could be globally defined scripts if yo
    4 KB (754 words) - 13:19, 10 December 2022
  • * Fixed UV map on Stove models (6312). * Improved normal map of long banners (6355).
    12 KB (1,722 words) - 05:14, 28 March 2024
  • ...rtant AI pathfinding control is ''monster_clip'' - it is essential in good map building. ''monster_clip'' is an '''invisible''' material used to guide AI ...> common > nodrawsolid. Yet AI can step up both this shallow step and the normal step in one convincing motion so this is useful for getting very steep step
    13 KB (2,304 words) - 19:38, 12 July 2022
  • * [[Meshes from Lightwave to D3 with Normal Maps]] ...ads Available for AI]] ''-- (A list of heads you can attach to AI in your map)''
    2 KB (303 words) - 21:09, 26 April 2022
  • ..., but we're working on that. Pressing {{key|F3}} again will go back to the normal fullbright view.
    2 KB (365 words) - 14:13, 18 September 2022
  • * '''only for Thief's Den''': recompile the map via the console, or the pathfinding of the AI is broken * Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=4
    9 KB (1,383 words) - 08:29, 20 April 2022
  • Some might even think that it is required for normal execution of the game, which seems to be wrong. ...aveGame''' command, which automatically starts a new game of the specified map, saves it and loads it.
    15 KB (2,106 words) - 07:35, 24 March 2018
  • * 3Dc \ BC5 ( RGTC ) Normal Map compression
    4 KB (649 words) - 15:56, 25 April 2024
  • my_ent.updateLoop(); // error, normal entities don't have the script event ...from '''script/tdm_custom_scripts.script''', and '''not''' from your main map script. Otherwise savegames cannot be loaded!}}
    4 KB (652 words) - 11:19, 3 October 2014