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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" te37 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 w8 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 en5 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