Search results

From The DarkMod Wiki
Jump to navigationJump to search

Page title matches

  • =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
    83 KB (13,087 words) - 17:50, 14 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 (8,557 words) - 00:15, 14 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
View (previous 50 | ) (20 | 50 | 100 | 250 | 500)