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  • =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

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  • 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
    76 KB (12,036 words) - 01:27, 26 April 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 (6,169 words) - 05:15, 19 April 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
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