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  • DarkRadiant is offering a Python script interface which provides access to the most imp If you just want to run the scripts, see here: [[Running Scripts in Darkradiant]].
    91 KB (13,242 words) - 06:12, 2 January 2023
  • ...and content) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, i ...nting a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
    227 KB (38,525 words) - 14:59, 13 April 2024
  • DarkRadiant Shader System The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.
    2 KB (211 words) - 23:11, 11 November 2007
  • == The internal XML tree == ...onsists of exactly one global parent node, the toplevel node is called '''<darkradiant>'''. However, you don't have to specify this toplevel node, as it is added
    4 KB (678 words) - 23:15, 11 November 2007
  • ...ing the visportal side is enough to break it. A way to check if there's an internal leak, and locating it if there is, is described here: [[Visportals#Trouble- ...two areas aren't in separate leafs, the portal isn't closed, or there's an internal leak between the areas in front of and behind the mirror.
    51 KB (8,847 words) - 15:33, 1 July 2021
  • * Internal Leak Test entity. * Add to darkradiant.exe in 'Target' field the parameter:
    64 KB (11,619 words) - 03:40, 25 March 2024
  • * '''Toggle''' - this is an event that has an internal bool state, that gets inverted on "KeyDown". Compatible widgets: GtkCheckMe ...ation of the toggle the whole widget list is shown/hidden according to the internal event state bool. So a WidgetToggle can be used to implement an easy-to-use
    4 KB (566 words) - 23:07, 11 November 2007
  • ...e named [[DarkRadiant ShaderDefinition|ShaderDefinitions]] and the named [[DarkRadiant Shader|Shader]] objects. ...gets populated during startup when the material files are parsed by the [[DarkRadiant ShaderFileParser|ShaderFileParser]].
    509 bytes (65 words) - 23:15, 11 November 2007
  • * the editor (D3Ed), but we have [[DarkRadiant]] ...ely new subsystem. It's pretty much the same coding style I was used to in DarkRadiant, minus a few things:
    24 KB (4,081 words) - 16:56, 10 April 2019
  • The following '''pre-release tests''' (UAT) should be performed before a new DarkRadiant release is uploaded to SourceForge, to ensure that no regressions of functi ...ete all your settings from the local preference storage folder and restart DarkRadiant '''twice''' to make sure the settings are stored correctly.
    3 KB (456 words) - 23:24, 11 November 2007
  • ...[https://www.darkradiant.net its website] or topics [[Dark Radiant]] or [[DarkRadiant - Quick Installation Guide]] For lots more about Dark Radiant, see the [https://www.darkradiant.net/userguide DR User Guide].
    34 KB (6,047 words) - 14:41, 15 April 2023
  • Although DarkRadiant was forked from GTKRadiant, the style of legacy GTKRadiant code should ''no {{darkradiant-internal|sort=Coding}}
    7 KB (1,075 words) - 08:31, 26 August 2020
  • The [[DarkRadiant]] '''render system''' works in two phases. {{darkradiant-internal|sort=Render system}}
    947 bytes (137 words) - 23:12, 11 November 2007
  • A ShaderDefinition structure is a named encapsulation of a [[DarkRadiant ShaderTemplate|ShaderTemplate]] and the shader (material) filename the temp {{darkradiant-internal|sort=ShaderDefinition}}
    217 bytes (25 words) - 23:15, 11 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> ...rkings. As stated above, the shader itself stays untouched, it's just the "internal" coordinates of the target patch that get altered.
    1 KB (179 words) - 22:19, 17 November 2007
  • ''doors/manhole_round_tiny_rusty_windup.pfb'' is the same but with an internal rotary control. This means the manhole cannot be opened or closed from abov {{tutorial-editing}} {{darkradiant}}
    13 KB (2,300 words) - 20:22, 7 May 2014
  • ...rest of this tutorial assumes that you have a basic understanding of using DarkRadiant. If you haven't done so, please go read the [[Dark Radiant Must Know Basic What happens behind the scenes: the doors are adding each other to their internal open_peer and lock_peer list, which causes the double doors to perform the
    61 KB (10,916 words) - 20:12, 30 January 2024
  • {{darkradiant-internal|sort=GLTextureManager}}
    3 KB (387 words) - 23:17, 11 November 2007