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  • 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
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