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  • {{tutorial-models}} UV mapping. The mere utterance of that phrase sends paroxysms of fearful shaking down
    31 KB (5,660 words) - 05:35, 22 May 2012
  • This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how t [[Image:Large area tutorial noshadows.jpg]]
    16 KB (2,724 words) - 16:36, 24 April 2024
  • ''This tutorial is largely outdated and needs substantial revision. E.g. you can add cubema ==Create your images==
    7 KB (1,214 words) - 23:26, 18 April 2020
  • This tutorial explains how to add vertex blending to your level-geometry with the help of <span style="color:red">Please note that images displaying material definitions are outdated. Consult the article [[Virtual
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...a mission creation is well covered by Fidcal's excellent A-Z map creation tutorial, there are other non-technical things to be considered when creating a TDM ...Do something like that once you've more experience and confidence in your mapping skills. There are many things to be learned through trial and error.
    13 KB (2,317 words) - 06:56, 26 May 2021
  • ...sual additional [https://en.wikipedia.org/wiki/Mipmap "MipMaps" pyramid of images], into which individual glyphs (all or part of a font set) are packed. ...t is useful if editing the DDS while leaving the DAT data unchanged. Doom3 Tutorial 11 shows this approach too.
    9 KB (1,525 words) - 17:21, 14 April 2024
  • ...thod could be used for different degrees and sizes of patch. Scan down the images to the end one to see if this is what you want. This example is for a flat ...s of tesselations which is default (see patch inspector.) If later in this tutorial you can't see any curves, only straight lines then this is probably the rea
    21 KB (3,877 words) - 21:28, 23 November 2021
  • ...e mappers first make detailed plans on graph paper while others just begin mapping the first area and keep adding to it as more ideas flow. Many build the ent ...ts can be made in specific places later as needed. With this in mind, this tutorial describes a method I used to begin a simple manor heist mission. Just remem
    15 KB (2,729 words) - 13:38, 21 November 2018
  • Write up the guide for these images and move to the VP article or a new one:<br> *[[:Category:Mapping Tutorials|Mapping Tutorials]]
    1 KB (177 words) - 14:33, 7 April 2019
  • ...to-references. A basic guide can be found here: [[Texture Creation - Basic Tutorial]]. ...f their name. Specular maps should have a '''_s''' extension, the editor images go with an '''_ed''' extension.
    9 KB (1,526 words) - 07:25, 11 December 2020
  • Note that I use the exact map name throughout this tutorial to keep it simple but actually the folder and the .xd file can be any legal ...with it when shipped. Things like map files backups, test textures, notes, images, whatever you want, so they are all kept together where you can find them.
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...map should be compartmentalized using visportals. Study the [[Visportals]] tutorial for details. You can see the total size of all loaded images by using '''printMemInfo''' console command. It dumps detailed results to s
    37 KB (6,169 words) - 05:15, 19 April 2024
  • * as a set of 1 or more images for your FM in the Mission List of the TDM server. Locally cached in the en [[Category:Tutorial]]
    8 KB (1,358 words) - 10:07, 26 October 2022
  • ...and modify it. Probably it can be used with other existing surface texture images or you can create new ones. {{tutorial-water}}
    8 KB (1,315 words) - 18:14, 4 November 2022