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	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=203.32.87.50</id>
	<title>The DarkMod Wiki - User contributions [en]</title>
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	<updated>2026-04-30T08:21:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod&amp;diff=2305</id>
		<title>Cvars in The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod&amp;diff=2305"/>
		<updated>2007-03-10T07:50:47Z</updated>

		<summary type="html">&lt;p&gt;203.32.87.50: revert minor vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of Doom 3 Cvars can be found here: http://www.iddevnet.com/doom3/cvars.php&lt;br /&gt;
&lt;br /&gt;
This should be a list of Cvars that are currently available in the Dark Mod:&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* &#039;&#039;&#039;tdm_inv_grouping&#039;&#039;&#039; Determines whether or not the user-interface uses inventory grouping. It can be changed on the fly without losing the currently selected item.&lt;br /&gt;
:* &#039;&#039;&#039;0&#039;&#039;&#039; means to use a T1/T2 style interface. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are not functional.&lt;br /&gt;
:* &#039;&#039;&#039;1&#039;&#039;&#039; means to use inventory groups. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the items in the current group. An empty slot exists between the last and first items of a group. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are used to scroll through the groups of the current inventory in alphabetical order.&lt;br /&gt;
:* &#039;&#039;&#039;2&#039;&#039;&#039; is default, meaning to use a T1/T2 style interface but sort the inventory by group. Items within a given group retain their position relative to eachother, but all items in the first group exist before all items in the second group, and so on. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are used to scroll through the groups of the current inventory in alphabetical order.&lt;br /&gt;
* &#039;&#039;&#039;tdm_inv_opacity&#039;&#039;&#039; : Controls the opacity of the inventory GUI. The range is anywhere from &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;1&#039;&#039;&#039;, where &#039;&#039;&#039;0&#039;&#039;&#039; makes it totally invisible and &#039;&#039;&#039;1&#039;&#039;&#039; makes it fully opaque.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
Useful while mapping/testing/designing&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_sight&#039;&#039;&#039; set to 0 to make AI blind (default 0.7 at time of this writing)&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_sndvol&#039;&#039;&#039; set to a low negative value, e.g., -300, to make AI deaf (default 0)&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_tact&#039;&#039;&#039; set to 0 to remove AI sense of touch (default 20)&lt;br /&gt;
&lt;br /&gt;
* [[AI Attachment Ingame Editing]]&lt;br /&gt;
&lt;br /&gt;
== Attachment related ==&lt;br /&gt;
The following attachment commands must be run while looking at the AI you want to modify, with nothing obstructing your view. I could have made people type in the full name of the AI, but I&#039;d figure we&#039;d see how it works when looking at them. Also, these are meant to be run after you have initially placed the attachments in the def file / spawnArgs of the AI. This step is still done the same as before.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_print:&#039;&#039;&#039; Print the attachment info for the given attachment on the AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_print &amp;lt;attachment index&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_offset&#039;&#039;&#039;: Set the vector offset (x y z) for an attachment on an AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_offset &amp;lt;attachment index&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_rot&#039;&#039;&#039;: Set the rotation (pitch yaw roll) for an attachment on an AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_rot &amp;lt;atachment index&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;roll&amp;gt; (NOTE: Rotation is applied before translation, angles are relative to the joint orientation)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_joint&#039;&#039;&#039;: Set the attachment joint name for an attachment on an AI you are looking at.&lt;br /&gt;
Usage: tdm_attach_joint &amp;lt;attachment index&amp;gt; &amp;lt;string name of joint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>203.32.87.50</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Dynamically_Resizing_Models&amp;diff=2292</id>
		<title>Dynamically Resizing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Dynamically_Resizing_Models&amp;diff=2292"/>
		<updated>2007-02-24T08:30:45Z</updated>

		<summary type="html">&lt;p&gt;203.32.87.50: Another way to resize models&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|Ishtvan|2986}}&lt;br /&gt;
&lt;br /&gt;
There&#039;s been a lot of questions about whether we can dynamically resize an entity ingame. Well, I think I did this by accident the other day. The key seems to be the following function:&lt;br /&gt;
&lt;br /&gt;
 void idEntity::SetAxis( const idMat3 &amp;amp;axis )&lt;br /&gt;
&lt;br /&gt;
This is meant to re-orient the object to a given axis, and usually the axes are normalized so that each vector in the axis keeps a lenght of &amp;quot;1&amp;quot; and it doesn&#039;t rescale the entity. However, when I accidentally put a non-normalized vector in there, it actually shrank the object down. This happened for one of the crates in test_water. It was a result of a bug in my code, but I could get it to shrink down to about 1/4th its size and then come back up to the normal size. Pretty crazy.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t mess up the textures or anything either, they seemed to stretch along with the object so that they kept their mapping coordinates relative to the object.&lt;br /&gt;
&lt;br /&gt;
I got rid of the code since then since it didn&#039;t do what I wanted, but just thought this should be documented in case we want to dynamically shrink/expand brushes later.&lt;br /&gt;
&lt;br /&gt;
Mappers can also do this [http://www.doom3world.org/phpbb2/viewtopic.php?t=15227 using the &amp;quot;rotation&amp;quot; key].&lt;br /&gt;
&lt;br /&gt;
[[Category:SDK]]&lt;/div&gt;</summary>
		<author><name>203.32.87.50</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Adding_Offset_Values_for_Specific_AI&amp;diff=2163</id>
		<title>Adding Offset Values for Specific AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Adding_Offset_Values_for_Specific_AI&amp;diff=2163"/>
		<updated>2007-01-23T01:23:23Z</updated>

		<summary type="html">&lt;p&gt;203.32.87.50: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All EntityDefs have two values -- an Offset value that determines their position relative to their attached joint, and an Angle value that determines what angle they&#039;re at.&lt;br /&gt;
&lt;br /&gt;
The default values for these do not always work ideally for every AI, so it is possible to edit the entityDef to give values for specific AI.&lt;br /&gt;
&lt;br /&gt;
It would look like this:&lt;br /&gt;
&lt;br /&gt;
 entityDef prop_helmet_test {&lt;br /&gt;
    &amp;quot;inherit&amp;quot;         &amp;quot;func_static&amp;quot;&lt;br /&gt;
    &amp;quot;model&amp;quot;         &amp;quot;models/darkmod/props/kitchen/chamberpot.lwo&amp;quot;  &lt;br /&gt;
    &amp;quot;joint&amp;quot;         &amp;quot;Head&amp;quot;    &lt;br /&gt;
    &amp;quot;origin&amp;quot;         &amp;quot;2 -10 0&amp;quot;&lt;br /&gt;
    &amp;quot;angles&amp;quot;         &amp;quot;10 190 80&amp;quot;&lt;br /&gt;
    &#039;&#039;&#039;&amp;quot;origin_atdm:ai_builder_guard&amp;quot;         &amp;quot;0 0 20&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;&amp;quot;angles_atdm:ai_builder_guard&amp;quot;         &amp;quot;0 0 0&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
    &amp;quot;remove&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>203.32.87.50</name></author>
	</entry>
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