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	<title>The DarkMod Wiki - User contributions [en]</title>
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	<updated>2026-04-29T20:02:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Player_Guide&amp;diff=22724</id>
		<title>Player Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Player_Guide&amp;diff=22724"/>
		<updated>2019-01-28T17:37:24Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Now covered by: [[The Dark Mod Gameplay]]&lt;br /&gt;
&lt;br /&gt;
Provisionally this is just a list of things that players possibly should know to be drawn upon nearer launch so nothing is overlooked. Please add anything you think they should know. To clarify - this is not a guide at the moment but a reminder list to making a possible guide.&lt;br /&gt;
&lt;br /&gt;
* Consideration need to be addressed to three audiences : Those familiar with Doom; those familiar with Thief, and complete newcomers who might not have any concept of mantling, rope arrows, stealth, importance of light gem, noise, etc. etc. I knew someone who had played Thief a few times but never knew what moss arrows were for.&lt;br /&gt;
** If possible, an in-game tutorial (aka a training mission could well cover the basics)&lt;br /&gt;
* Maybe the original T1/T2 player guide is worth a read to see what they thought essential to tell gamers?&lt;br /&gt;
* Intro ?&lt;br /&gt;
* install links re: Doom, DM, etc?&lt;br /&gt;
* Tactics, strategy?&lt;br /&gt;
* All controls (these might be covered in the main menu)&lt;br /&gt;
** Especially...&lt;br /&gt;
:# There is a separate control for frobbing items in the &lt;br /&gt;
:# Rotate and pull towards and push away controls for carried objects&lt;br /&gt;
:# Three ways to release a carried item depending on the object - &#039;Use&#039; to release, &#039;Drop&#039;, or hold &#039;attack&#039; for power through. An inventory, if it is droppable, can be dropped by first using the &#039;drop&#039; control to &#039;carry&#039; it and then &#039;use&#039; or &#039;throw&#039;.&lt;br /&gt;
* Doors can be opened or closed partially using a second frob while it is opening or closing.&lt;br /&gt;
* inventory: groups, etc.&lt;br /&gt;
&lt;br /&gt;
==part 2 temp - helps edit==&lt;br /&gt;
=== Climbing, Jumping, Moving ===&lt;br /&gt;
&lt;br /&gt;
* You can mantle from the jump key or there is a separate mantle-only key. This is helpful on noisy ground so if you misjudge you will not drop back with a clatter.&lt;br /&gt;
* You gain no extra mantling height from a jump or from a running jump.&lt;br /&gt;
* The player&#039;s direction of view can affect mantling - you can choose from more than one mantle, eg, facing a four poster bed you can mantle on to it. From the same position if you look up at its canopy then you can mantle on to that instead. If you find you can&#039;t mantle in a situation where you would expect to then you might be looking at another unmantleable edge without realizing it - so look up or down so you are looking at the edge you &#039;&#039;do&#039;&#039; want to mantle onto then try again.&lt;br /&gt;
* The player can mantle into low gaps automatically into a crouch.&lt;br /&gt;
* The player can turn while mantling so continue scrambling up a side roof.&lt;br /&gt;
* Pressing the &#039;crouch&#039; key while mantling will detach the player from the climb. This is so you can drop cleanly without having to jump sideways.&lt;br /&gt;
&lt;br /&gt;
===Ladders===&lt;br /&gt;
&lt;br /&gt;
* You need only contact a ladder to get on it. If positioned correctly you generally should be able to walk off it.&lt;br /&gt;
&lt;br /&gt;
* On ropes and ladders the &#039;crouch&#039; key has two functions:&lt;br /&gt;
** Tap the &#039;crouch&#039; key briefly to toggle &#039;crouch-intent&#039;. This means whether you will be crouched or not when you get off. Jumping, walking, or sliding off in crouch mode is quieter.&lt;br /&gt;
** Hold the &#039;crouch&#039; key to slide the player down the ladder or rope and eventually off the bottom. It can also just be used to detach at the bottom if you can&#039;t walk off cleanly and don&#039;t want to jump. This is different from normal moving down in that you can be facing in any direction.&lt;br /&gt;
&lt;br /&gt;
===Rope Arrows===&lt;br /&gt;
* Unlike ladders, you cannot get on a rope just by contact. You need to get close then jump else &#039;&#039;jump at&#039;&#039; the rope. In other words you need to make contact while off the ground.&lt;br /&gt;
* Arrows will only stick in certain materials.&lt;br /&gt;
* Rope arrows can be shot into moveables such as crates (at player&#039;s risk) and also &#039;&#039;over&#039;&#039; barriers such as ledges - they will then drape back down over those edges.&lt;br /&gt;
* On ropes and ladders the &#039;crouch&#039; key has two functions:&lt;br /&gt;
** Tap the &#039;crouch&#039; key briefly to toggle &#039;crouch-intent&#039;. This means whether you will be crouched or not when you get off. Jumping, walking, or sliding off in crouch mode is quieter.&lt;br /&gt;
** Hold the &#039;crouch&#039; key to slide the player down the ladder or rope and eventually off the bottom. It can also just be used to detach at the bottom if you can&#039;t walk off cleanly and don&#039;t want to jump. This is different from normal moving down in that you can be facing in any direction.&lt;br /&gt;
* Not only ladders may be climbable - worth checking drainpipes, ivy, and anything that might be climbable in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swinging on Ropes====&lt;br /&gt;
&lt;br /&gt;
You can swing on ropes to get to otherwise unreachable areas:&lt;br /&gt;
&lt;br /&gt;
* Use the move keys but replace &#039;forwards&#039; with &#039;attack&#039; to start swinging.&lt;br /&gt;
* Repeat each time the rope reaches its central position to increase the swing.&lt;br /&gt;
&lt;br /&gt;
=== Player Tools ===&lt;br /&gt;
&lt;br /&gt;
You can zoom the spyglass with the mouse wheel&lt;br /&gt;
&lt;br /&gt;
You can still access the compass when looking at a map.&lt;br /&gt;
&lt;br /&gt;
lockpicking ...&lt;br /&gt;
&lt;br /&gt;
=== Carryable Objects ===&lt;br /&gt;
&lt;br /&gt;
Carryable objects can be rotated by holding down the middle mouse button  and pulled towards or pushed away with the mose wheel.&lt;br /&gt;
&lt;br /&gt;
The short matches available in some missions have to be carried and rotated, so the glowing end is brought to the item you want to light with them.&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
AI can be knocked out with the blackjack if not alert. It is still possible if they are alert but more difficult. Otherwise, the blackjack just causes damage.&lt;br /&gt;
&lt;br /&gt;
Damage is blocked by armour, helmets etc.&lt;br /&gt;
&lt;br /&gt;
* Bodies can be dragged but they can also be turned with careful manoeuvring.&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
* How to Lockpick needs a good description.&lt;br /&gt;
&lt;br /&gt;
....more to come.&lt;br /&gt;
&lt;br /&gt;
{{todo}}&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22421</id>
		<title>Popup messages</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22421"/>
		<updated>2019-01-09T06:41:33Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* text (string) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Often it can be useful to show the player messages on the screen, this is used for instance for instructions in the training mission. This article describes how to make this work.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
For each message you want to show, insert one &#039;&#039;&#039;atdm:gui_message&#039;&#039;&#039; entity in your map. The place does not matter, but putting it near the location where the message appears makes sense. Set the proper spawnargs, then simply target that entity from any trigger.&lt;br /&gt;
&lt;br /&gt;
You can also use &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities to disable/enable a certain message.&lt;br /&gt;
&lt;br /&gt;
If you want your message to appear only once, no matter what, use &#039;&#039;&#039;trigger_once&#039;&#039;&#039;. If it should appear multiple times until a certain condition is fulfilled, use a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; and then a &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; entity to disable the message entity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Messages.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Here is an example screenshot from &amp;lt;code&amp;gt;maps/test/trigger_messages.map&amp;lt;/code&amp;gt;. The highlighted entity itself is the message. It is targeted by the trigger in the door, showing the message everytime the player steps through the door. The red and green boxes are the &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities, that are targeted by two levers.&lt;br /&gt;
&lt;br /&gt;
== Reappearing Messages ==&lt;br /&gt;
&lt;br /&gt;
By default, each message entity shows the message only once, when triggered.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;exactly once&#039;&#039;&#039;&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_multiple&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;one time whenever the trigger fires&#039;&#039;&#039; (which is typically when the player steps through the trigger)&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, and set &#039;&#039;&#039;wait&#039;&#039;&#039; on the message entity, it will be shown &#039;&#039;&#039;multiple times&#039;&#039;&#039; and the time between each showing is &#039;&#039;&#039;wait&#039;&#039;&#039; seconds long.&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
=== show (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
The time in seconds the message is shown, will be longer by approx. one second to fade the message out. If set to 0, shows the message for 6 seconds plus 1s fade out. &lt;br /&gt;
&lt;br /&gt;
=== delay (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
Time in seconds before the message will appear.&lt;br /&gt;
&lt;br /&gt;
=== wait (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If set to a value &amp;gt; 0, the message entity will display the same message after the specified time &#039;&#039;&#039;again&#039;&#039;&#039;. If you use this, make sure &#039;&#039;&#039;wait&#039;&#039;&#039; is longer than &#039;&#039;&#039;show&#039;&#039;&#039;, or the message might flicker.&lt;br /&gt;
&lt;br /&gt;
Please see also the section about &amp;quot;reappearing messages&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== text (string) ===&lt;br /&gt;
&lt;br /&gt;
The text to display.&lt;br /&gt;
&lt;br /&gt;
The displayed text can be changed during gameplay (e.g. to use variables like &amp;quot;X of 3 objects found&amp;quot;), by using a script with the &amp;quot;setKey&amp;quot; script command before activating the message entity.&lt;br /&gt;
&lt;br /&gt;
=== lines (int, default: 1) ===&lt;br /&gt;
&lt;br /&gt;
The number of lines, will is relayed to the GUI and can influence the vertical alignment of the text.&lt;br /&gt;
&lt;br /&gt;
=== force (boolean, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If true, the message is always shown, regardless of the CVAR. It is wise to set force to 1 for messages that are not pop-up messages, but instead overlay titles. Think of the &amp;quot;movie titles&amp;quot; &#039;&#039;&#039;Brideport, late night&amp;quot; that appear transparent over the entire screen. You don&#039;t want these to disappear just because the user has the CVAR (see below) set to off.&lt;br /&gt;
&lt;br /&gt;
=== gui (string, filename, default &amp;quot;guis/tdm_message.gui&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
Name of the GUI file, which is used to display the message.&lt;br /&gt;
&lt;br /&gt;
== CVAR ==&lt;br /&gt;
&lt;br /&gt;
=== tdm_show_trainer_messages ===&lt;br /&gt;
&lt;br /&gt;
If true, the messages are shown, if false, suppressed unless they have &amp;quot;force&amp;quot; on them.&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22420</id>
		<title>Popup messages</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22420"/>
		<updated>2019-01-09T06:40:28Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* text (string) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Often it can be useful to show the player messages on the screen, this is used for instance for instructions in the training mission. This article describes how to make this work.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
For each message you want to show, insert one &#039;&#039;&#039;atdm:gui_message&#039;&#039;&#039; entity in your map. The place does not matter, but putting it near the location where the message appears makes sense. Set the proper spawnargs, then simply target that entity from any trigger.&lt;br /&gt;
&lt;br /&gt;
You can also use &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities to disable/enable a certain message.&lt;br /&gt;
&lt;br /&gt;
If you want your message to appear only once, no matter what, use &#039;&#039;&#039;trigger_once&#039;&#039;&#039;. If it should appear multiple times until a certain condition is fulfilled, use a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; and then a &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; entity to disable the message entity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Messages.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Here is an example screenshot from &amp;lt;code&amp;gt;maps/test/trigger_messages.map&amp;lt;/code&amp;gt;. The highlighted entity itself is the message. It is targeted by the trigger in the door, showing the message everytime the player steps through the door. The red and green boxes are the &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities, that are targeted by two levers.&lt;br /&gt;
&lt;br /&gt;
== Reappearing Messages ==&lt;br /&gt;
&lt;br /&gt;
By default, each message entity shows the message only once, when triggered.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;exactly once&#039;&#039;&#039;&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_multiple&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;one time whenever the trigger fires&#039;&#039;&#039; (which is typically when the player steps through the trigger)&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, and set &#039;&#039;&#039;wait&#039;&#039;&#039; on the message entity, it will be shown &#039;&#039;&#039;multiple times&#039;&#039;&#039; and the time between each showing is &#039;&#039;&#039;wait&#039;&#039;&#039; seconds long.&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
=== show (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
The time in seconds the message is shown, will be longer by approx. one second to fade the message out. If set to 0, shows the message for 6 seconds plus 1s fade out. &lt;br /&gt;
&lt;br /&gt;
=== delay (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
Time in seconds before the message will appear.&lt;br /&gt;
&lt;br /&gt;
=== wait (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If set to a value &amp;gt; 0, the message entity will display the same message after the specified time &#039;&#039;&#039;again&#039;&#039;&#039;. If you use this, make sure &#039;&#039;&#039;wait&#039;&#039;&#039; is longer than &#039;&#039;&#039;show&#039;&#039;&#039;, or the message might flicker.&lt;br /&gt;
&lt;br /&gt;
Please see also the section about &amp;quot;reappearing messages&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== text (string) ===&lt;br /&gt;
&lt;br /&gt;
The text to display.&lt;br /&gt;
&lt;br /&gt;
If you want to change the displayed text during gameplay (e.g. to use variables like &amp;quot;X of 3 objects found&amp;quot;), you can use the &amp;quot;setKey&amp;quot; script command before activating the message entity.&lt;br /&gt;
&lt;br /&gt;
=== lines (int, default: 1) ===&lt;br /&gt;
&lt;br /&gt;
The number of lines, will is relayed to the GUI and can influence the vertical alignment of the text.&lt;br /&gt;
&lt;br /&gt;
=== force (boolean, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If true, the message is always shown, regardless of the CVAR. It is wise to set force to 1 for messages that are not pop-up messages, but instead overlay titles. Think of the &amp;quot;movie titles&amp;quot; &#039;&#039;&#039;Brideport, late night&amp;quot; that appear transparent over the entire screen. You don&#039;t want these to disappear just because the user has the CVAR (see below) set to off.&lt;br /&gt;
&lt;br /&gt;
=== gui (string, filename, default &amp;quot;guis/tdm_message.gui&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
Name of the GUI file, which is used to display the message.&lt;br /&gt;
&lt;br /&gt;
== CVAR ==&lt;br /&gt;
&lt;br /&gt;
=== tdm_show_trainer_messages ===&lt;br /&gt;
&lt;br /&gt;
If true, the messages are shown, if false, suppressed unless they have &amp;quot;force&amp;quot; on them.&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22419</id>
		<title>Popup messages</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Popup_messages&amp;diff=22419"/>
		<updated>2019-01-09T06:39:19Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* text (string) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Often it can be useful to show the player messages on the screen, this is used for instance for instructions in the training mission. This article describes how to make this work.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
For each message you want to show, insert one &#039;&#039;&#039;atdm:gui_message&#039;&#039;&#039; entity in your map. The place does not matter, but putting it near the location where the message appears makes sense. Set the proper spawnargs, then simply target that entity from any trigger.&lt;br /&gt;
&lt;br /&gt;
You can also use &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities to disable/enable a certain message.&lt;br /&gt;
&lt;br /&gt;
If you want your message to appear only once, no matter what, use &#039;&#039;&#039;trigger_once&#039;&#039;&#039;. If it should appear multiple times until a certain condition is fulfilled, use a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; and then a &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; entity to disable the message entity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Messages.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Here is an example screenshot from &amp;lt;code&amp;gt;maps/test/trigger_messages.map&amp;lt;/code&amp;gt;. The highlighted entity itself is the message. It is targeted by the trigger in the door, showing the message everytime the player steps through the door. The red and green boxes are the &#039;&#039;&#039;atdm:target_message_disable&#039;&#039;&#039; and &#039;&#039;&#039;atdm:target_message_enable&#039;&#039;&#039; entities, that are targeted by two levers.&lt;br /&gt;
&lt;br /&gt;
== Reappearing Messages ==&lt;br /&gt;
&lt;br /&gt;
By default, each message entity shows the message only once, when triggered.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;exactly once&#039;&#039;&#039;&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_multiple&#039;&#039;&#039; to trigger it, it will be shown &#039;&#039;&#039;one time whenever the trigger fires&#039;&#039;&#039; (which is typically when the player steps through the trigger)&lt;br /&gt;
* if you use a &#039;&#039;&#039;atdm:trigger_once&#039;&#039;&#039; to trigger it, and set &#039;&#039;&#039;wait&#039;&#039;&#039; on the message entity, it will be shown &#039;&#039;&#039;multiple times&#039;&#039;&#039; and the time between each showing is &#039;&#039;&#039;wait&#039;&#039;&#039; seconds long.&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
=== show (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
The time in seconds the message is shown, will be longer by approx. one second to fade the message out. If set to 0, shows the message for 6 seconds plus 1s fade out. &lt;br /&gt;
&lt;br /&gt;
=== delay (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
Time in seconds before the message will appear.&lt;br /&gt;
&lt;br /&gt;
=== wait (float, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If set to a value &amp;gt; 0, the message entity will display the same message after the specified time &#039;&#039;&#039;again&#039;&#039;&#039;. If you use this, make sure &#039;&#039;&#039;wait&#039;&#039;&#039; is longer than &#039;&#039;&#039;show&#039;&#039;&#039;, or the message might flicker.&lt;br /&gt;
&lt;br /&gt;
Please see also the section about &amp;quot;reappearing messages&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== text (string) ===&lt;br /&gt;
&lt;br /&gt;
The text to display.&lt;br /&gt;
&lt;br /&gt;
If you want to change the displayed text during gameplay, you can use the &amp;quot;setKey&amp;quot; script command before activating the message entity.&lt;br /&gt;
&lt;br /&gt;
=== lines (int, default: 1) ===&lt;br /&gt;
&lt;br /&gt;
The number of lines, will is relayed to the GUI and can influence the vertical alignment of the text.&lt;br /&gt;
&lt;br /&gt;
=== force (boolean, default: 0) ===&lt;br /&gt;
&lt;br /&gt;
If true, the message is always shown, regardless of the CVAR. It is wise to set force to 1 for messages that are not pop-up messages, but instead overlay titles. Think of the &amp;quot;movie titles&amp;quot; &#039;&#039;&#039;Brideport, late night&amp;quot; that appear transparent over the entire screen. You don&#039;t want these to disappear just because the user has the CVAR (see below) set to off.&lt;br /&gt;
&lt;br /&gt;
=== gui (string, filename, default &amp;quot;guis/tdm_message.gui&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
Name of the GUI file, which is used to display the message.&lt;br /&gt;
&lt;br /&gt;
== CVAR ==&lt;br /&gt;
&lt;br /&gt;
=== tdm_show_trainer_messages ===&lt;br /&gt;
&lt;br /&gt;
If true, the messages are shown, if false, suppressed unless they have &amp;quot;force&amp;quot; on them.&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model&amp;diff=21346</id>
		<title>Creating Multiple Skins For A Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model&amp;diff=21346"/>
		<updated>2018-10-28T22:53:18Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skins functionality in D3 allows a single model to have a number of textures (&amp;quot;skins&amp;quot;) which can be selected from a dialog in the editor. This provides ease-of-use for mappers and provides a great variability for the models. &lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
An entry in the skin file has the following basic structure:&lt;br /&gt;
skin [name]&lt;br /&gt;
{&lt;br /&gt;
model	[complete path of the model]&lt;br /&gt;
[name of material definition to be replaced]  [name of replacement material definition]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
=Creating a New Skin=&lt;br /&gt;
The header has the format&lt;br /&gt;
skin	[your_skin_name]&lt;br /&gt;
Your skin name has to be unique and (like all definitions in TDM) should not contain any hyphens (-).&lt;br /&gt;
&lt;br /&gt;
In the inner part of the brackets, you first define for which model the skin can be applied. If you do not define this, the skin will not show in the model menu in DR. Regardless, it can still be applied via the skin spawnarg. In this place you can define several models at once, if they share textures. Make sure to use the complete path inside the TDM folder and to include the file extension of the model. The easiest way to do this (and to avoid any spelling errors) is by inserting the model into DR and copying the &amp;quot;model&amp;quot; spawnarg to your skin file. Note that the file ending is not recognised if written in caps.&lt;br /&gt;
&lt;br /&gt;
In order to replace materials, you first need to know which materials are present in a given model. One easy way to do that is to open the model preview window in DR. On the left side, directly beneath the models list, there is a list of all materials used in the selected model. To replace one or several of these, you insert the whole path of the material you want to replace and, separated with a space (or for better readability a tab), write the path of the material you want as a replacement behind it. If you want to replace more than one material you can simply list the materials in the aforementioned style beneath each other. Each texture that gets not listed here, is not replaced. If you want any part of the model to not appear at all you can use the nodraw material (&amp;quot;textures/common/nodraw&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=Common Errors=&lt;br /&gt;
If the model should appear completely black in game, this means that TDM cannot find your definition for the skin. Check for spelling errors! Similarly, if any part of your model appears black, the defined texture cannot be found. Keep in mind, that any custom texture you want to use has to have a material definition!&lt;br /&gt;
If the skin does not show up as an option for your model, you have an error in the &amp;quot;model&amp;quot; line. Make sure you have included the file extension of the model and that this is in lower cases, as an upper case file extension might not be registered.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
Let&#039;s say you want to exchange one material of Springheel&#039;s module &amp;quot;mansion01_wall04&amp;quot;, so the white part is stone instead.&lt;br /&gt;
&lt;br /&gt;
First, create a file named &amp;quot;stone_wall.skin&amp;quot; (or any other name) in the folder [your_FM]/skins and open it.&lt;br /&gt;
Then, create a skin entry:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Personally, I would recommend to write the bracketts right away, so you will not forget it later.&lt;br /&gt;
In order to show the skin in DR, give the complete path of mansion01_wall04, including its file extension:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
model models/darkmod/architecture/modules/interior_mansion01/mansion01_wall04.lwo&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described before, the easiest way to find the material you want to exchange is to choose &amp;quot;Create model...&amp;quot; and search for the model you want to work on. In the &amp;quot;Choose Model&amp;quot; window, you can find all used materials in the model; in this case:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/boards/white_painted_wood01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/molding_walnut&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/panel_carved_rectangles_01_walnut&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/walnut_panel01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/wood_walnut_panel02&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By unticking each &amp;quot;Visible&amp;quot; mark, we can see, which material we need. The white part is &amp;quot;textures/darkmod/wood/boards/white_painted_wood01&amp;quot;. As a stone material I have chosen &amp;quot;textures/darkmod/stone/brick/blocks_brown&amp;quot;. This will just be put into the next line (for better readability, I recommend to leave one line free in between) and we get:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
model	models/darkmod/architecture/modules/interior_mansion01/mansion01_wall04.lwo&lt;br /&gt;
&lt;br /&gt;
textures/darkmod/wood/boards/white_painted_wood01	textures/darkmod/stone/brick/blocks_brown&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When you want to test, if your skin is registered and works, you can update all existing skins in DR via File -&amp;gt; Reload Skins&lt;br /&gt;
&lt;br /&gt;
= Wildcard skins =&lt;br /&gt;
&lt;br /&gt;
(Note added by VanishedOne)&lt;br /&gt;
&lt;br /&gt;
If you want to replace every material on a model with the same material, you can use the * character like this:&lt;br /&gt;
&lt;br /&gt;
  skin all_dark_rough_stone {&lt;br /&gt;
  	* textures/darkmod/stone/natural/dark_rough&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
This skin will turn any entire model to stone, regardless of what materials it used originally.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model&amp;diff=21302</id>
		<title>Creating Multiple Skins For A Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model&amp;diff=21302"/>
		<updated>2018-10-28T09:04:01Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skins functionality in D3 allows a single model to have a number of textures (&amp;quot;skins&amp;quot;) which can be selected from a dialog in the editor. This provides ease-of-use for mappers and provides a great variability for the models. &lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
An entry in the skin file has the following basic structure:&lt;br /&gt;
skin [name]&lt;br /&gt;
{&lt;br /&gt;
model	[complete path of the model]&lt;br /&gt;
[name of material definition to be replaced]  [name of replacement material definition]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
=Creating a New Skin=&lt;br /&gt;
The header has the format&lt;br /&gt;
skin	[your_skin_name]&lt;br /&gt;
Your skin name has to be unique and (like all definitions in TDM) should not contain any hyphens (-).&lt;br /&gt;
&lt;br /&gt;
In the inner part of the brackets, you first define for which model the skin can be applied. If you do not define this, the skin will not show in the model menu in DR. Regardless, it can still be applied via the skin spawnarg. In this place you can define several models at once, if they share textures. Make sure to use the complete path inside the TDM folder and to include the file extension of the model. The easiest way to do this (and to avoid any spelling errors) is by inserting the model into DR and copying the &amp;quot;model&amp;quot; spawnarg to your skin file. Note that the file ending is not recognised if written in caps.&lt;br /&gt;
&lt;br /&gt;
In order to replace materials, you first need to know which materials are present in a given model. One easy way to do that is to open the model preview window in DR. On the left side, directly beneath the models list, there is a list of all materials used in the selected model. To replace one or several of these, you insert the whole path of the material you want to replace and, separated with a space (or for better readability a tab), write the path of the material you want as a replacement behind it. If you want to replace more than one material you can simply list the materials in the aforementioned style beneath each other. Each texture that gets not listed here, is not replaced. If you want any part of the model to not appear at all you can use the nodraw material (&amp;quot;textures/common/nodraw&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=Common Errors=&lt;br /&gt;
If the model should appear completely black in game, this means that TDM cannot find your definition for the skin. Check for spelling errors! Similarly, if any part of your model appears black, the defined texture cannot be found. Keep in mind, that any custom texture you want to use has to have a material definition!&lt;br /&gt;
If the skin does not show up as an option for your model, you have an error in the &amp;quot;model&amp;quot; line. Make sure you have included the file extension of the model and that this is in lower cases, as an upper case file extension might not be registered.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
Let&#039;s say you want to exchange one material of Springheel&#039;s module &amp;quot;mansion01_wall04&amp;quot;, so the white part is stone instead.&lt;br /&gt;
&lt;br /&gt;
First, create a file named &amp;quot;stone_wall.skin&amp;quot; (or any other name) in the folder [your_FM]/skins and open it.&lt;br /&gt;
Then, create a skin entry:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Personally, I would recommend to write the bracketts right away, so you will not forget it later.&lt;br /&gt;
In order to show the skin in DR, give the complete path of mansion01_wall04, including its file extension:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
model models/darkmod/architecture/modules/interior_mansion01/mansion01_wall04.lwo&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described before, the easiest way to find the material you want to exchange is to choose &amp;quot;Create model...&amp;quot; and search for the model you want to work on. In the &amp;quot;Choose Model&amp;quot; window, you can find all used materials in the model; in this case:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/boards/white_painted_wood01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/molding_walnut&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/panel_carved_rectangles_01_walnut&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/walnut_panel01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;textures/darkmod/wood/panels/wood_walnut_panel02&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By unticking each &amp;quot;Visible&amp;quot; mark, we can see, which material we need. The white part is &amp;quot;textures/darkmod/wood/boards/white_painted_wood01&amp;quot;. As a stone material I have chosen &amp;quot;textures/darkmod/stone/brick/blocks_brown&amp;quot;. This will just be put into the next line (for better readability, I recommend to leave one line free in between) and we get:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
skin mansion01_stone&lt;br /&gt;
{&lt;br /&gt;
model	models/darkmod/architecture/modules/interior_mansion01/mansion01_wall04.lwo&lt;br /&gt;
&lt;br /&gt;
textures/darkmod/wood/boards/white_painted_wood01	textures/darkmod/stone/brick/blocks_brown&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When you want to test, if your skin is registered and works, you can update all existing skins in DR via File -&amp;gt; Reload Skins&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Traps&amp;diff=20665</id>
		<title>Traps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Traps&amp;diff=20665"/>
		<updated>2018-10-14T09:34:59Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up to now the following trap types have been realised:&lt;br /&gt;
*Pressure plate with projectile shooter [https://youtu.be/0H9BkPED9yQ Video] [http://forums.thedarkmod.com/topic/19570-pressure-plate-traps/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
*Chest armed with springloaded spike [https://youtu.be/6ki9oJX2pBs Video] [http://forums.thedarkmod.com/topic/19586-springloaded-spike-trap/ Forum Thread]&lt;br /&gt;
&lt;br /&gt;
*Flame Jet [https://youtu.be/Z-MYfPkG8PI Video] [http://forums.thedarkmod.com/topic/19597-flame-jet-trap/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
*Tripwire with crossbow [https://www.youtube.com/watch?time_continue=14&amp;amp;v=vqM5YHW0V7s Video] [http://forums.thedarkmod.com/topic/19568-crossbow-trap/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
The tutorials are in video forat and can be watched by clicking on the appropriate link.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Traps&amp;diff=20664</id>
		<title>Traps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Traps&amp;diff=20664"/>
		<updated>2018-10-14T09:34:08Z</updated>

		<summary type="html">&lt;p&gt;Destined: Created page with &amp;quot;Up to now the following trap types were made: *Pressure plate with projectile shooter [https://youtu.be/0H9BkPED9yQ Video] [http://forums.thedarkmod.com/topic/19570-pressure-p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up to now the following trap types were made:&lt;br /&gt;
*Pressure plate with projectile shooter [https://youtu.be/0H9BkPED9yQ Video] [http://forums.thedarkmod.com/topic/19570-pressure-plate-traps/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
*Chest armed with springloaded spike [https://youtu.be/6ki9oJX2pBs Video] [http://forums.thedarkmod.com/topic/19586-springloaded-spike-trap/ Forum Thread]&lt;br /&gt;
&lt;br /&gt;
*Flame Jet [https://youtu.be/Z-MYfPkG8PI Video] [http://forums.thedarkmod.com/topic/19597-flame-jet-trap/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
*Tripwire with crossbow [https://www.youtube.com/watch?time_continue=14&amp;amp;v=vqM5YHW0V7s Video] [http://forums.thedarkmod.com/topic/19568-crossbow-trap/ Forum-Thread]&lt;br /&gt;
&lt;br /&gt;
The tutorials are in video forat and can be watched by clicking on the appropriate link.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19970</id>
		<title>AI stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19970"/>
		<updated>2018-05-04T09:20:50Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt;THIS PAGE IS A WORK IN PROGRESS&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Spawnargs and Game Mechanics ==&lt;br /&gt;
In order to understand the influence of the spawnargs on game mechanics, I want to give a simple insight into the mechanics. For this I have decided to categorise them into  four subgroups: AI perception, Combat, and Interaction between AIs and player out of combat.&lt;br /&gt;
=== AI perception ===&lt;br /&gt;
In the centre of each stealth game lies the perception of the AIs. This includes the ability of AIs to see, hear, and touch its environment. The chance to percieve anything with the respective sense is multiplied with the respective acuity_* spawnarg at some point. If the AI is drunk all these factors are multiplied with the drunk_acuity_factor (default 0.5), which reduces the chance of the AI to notice the player.&lt;br /&gt;
==== Visual perception ====&lt;br /&gt;
In general, when an object with an AIUse spawnarg comes into the field of vision of an AI, the AI gets a visual STIM. The chancenotice* spawnargs influence if the AI reacts to the STIM and the argument of the AIuse spawnarg (not listed in the table) determines how the AI reacts. For example if the AI gets a visual STIM of another friendly AI it will greet, while it will attack a hostile AI on sight. The chance to spot the player follows a more complex algorithm and is influenced by the brightness of the light gem, the distance to the AI and the visual acuity of the AI (acuity_vis). You can check the [[Visual scan]] article for further information.&lt;br /&gt;
==== Aural perception ====&lt;br /&gt;
Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound&#039;s volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI.&lt;br /&gt;
==== Tactile perception ====&lt;br /&gt;
Tactile perception gets triggered, when the AI collision model touches the player&#039;s collision model.&lt;br /&gt;
==== Perception and Alarms ====&lt;br /&gt;
When an AI perceives anything suspicious, it adds to the AI&#039;s alert level. When this counter exceeds a certain amount (alert_thresh#), the AI will reach the next alert stage. In order to prevent the alert level to ramp up too quickly there is a grace period (alert_gracetime#) during which a new suspicious stim will not further alert the AI. This period can be terminated if the new stim during the grace period is too strong (exceeds the former addition to the alert level multiplied with the &amp;quot;alert_gracefrac#&amp;quot; value) or if there are too many stims in quick succession (exceeding the alert_gracecount#). Above the &amp;quot;idle&amp;quot; state (0) there are five alert stages:&lt;br /&gt;
*1: Observant (bark, but otherwise no reaction)&lt;br /&gt;
*2: Suspicious (bark, look, may stop and turn)&lt;br /&gt;
*3: Searching (Investigation)&lt;br /&gt;
*4: Agitated Searching (Investigation, Weapon out, AI is quite sure that there is someone around)&lt;br /&gt;
*5: Combat.&lt;br /&gt;
The AI will stay in this alert state for a time determined by &amp;quot;alert_time#&amp;quot;.  Please note, that as soon as an AI has drawn its weapon it will not recede to the regular idle state, but instead to the &amp;quot;alert idle&amp;quot; state, which results in a hightened senses and possibly different behaviour of the AI (e.g. a former stationary AI starts patroling).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI perception&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|AI aural acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|AI environmental acuity.  How sensitive the AI is to things that have changed in its environment.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|AI generic acuity for scripted events.  You can call this alert type on an entity with entity.Alert( &amp;lt;char *type&amp;gt;, &amp;lt;float amount&amp;gt;).  This will alert the entity by amount * acuity_other in your script.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|AI tactile acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|AI visual acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|Threshold of audibility for the AI.  This is in dB of sound pressure level (SPL).  The real life value for humans is around 20 (a barely heard whisper).  Changing this by even 0.1 has a large effect on sound propagation behavior, because propagated sounds below this volume are not heard at all.  NOTE if this is not set, it gets the value from soundprop global settings.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount#&lt;br /&gt;
|If the number of additional alerts for an AI in alert state # during the grace period exceeds the grace count, the grace period will be terminated.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac#&lt;br /&gt;
|An alert that is higher than the last increase times the grace fraction will terminate the grace period for an AI in alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime#&lt;br /&gt;
|After being alerted, the AI in alert state # will ignore additional alerts during the grace period (in seconds), to avoid adding up the alert level too quickly.&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh#&lt;br /&gt;
|The alert level threshold for reaching alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_time#&lt;br /&gt;
|The time it takes for the alert level to ramp down from the upper to the lower threshold in alert state # (in seconds).&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|Chance to notice the visual stim of blood&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|Chance to notice the visual stim of a broken item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|Chance to notice the visual stim of an open door that should be closed&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|Chance to notice the visual stim of a light that should be on&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|Chance to notice the visual stim of a missing item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|Chance to notice the visual stim of a monster&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|Chance to notice the visual stim of other persons&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|Chance to notice that an object bound to the AI has been stolen&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|Chance to notice the visual stim of a rope created by a rope arrow&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|Chance to notice the visual stim of suspicious items&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|Chance to notice the visual stim on an undead&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|Chance to notice the visual stim of suspicious weapons&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|If the AI is drunk, their acuities (visual, hearing, tactile) will be reduced by this factor.&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|Full field of view in degrees.  Will be used for both horizontal and vertical fov unless vertical is explicitly specified.&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s field of view relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|Full vertical field of view in degrees.  Leave blank or set to -1 to use the same value as the horizontal fov.&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|The chance for random head turning while idle (0 0-1 0)&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|The headturning chance gets multiplied by this amount when the AI is alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Interaction between AI and player ===&lt;br /&gt;
Apart from percieving their surroundings, there are several ways the AIs and the player can interact with each other and the environment. What an AI can do is defined by the &amp;quot;can*&amp;quot; spawnargs. If it is set to &amp;quot;1&amp;quot; an AI can for example use a light switch (like most humans can). If it is set to &amp;quot;0&amp;quot; it cannot do that. For example zombies are not able to operate switches or elevators.&lt;br /&gt;
=== Stealth Combat ===&lt;br /&gt;
A player may want to be sure that AI will not bother him/her any more. . It is possible to knock it out, as long as they are below their &amp;quot;ko_alert_immune_state&amp;quot;. In order to achieve that, the player has to hit the AI with the blackjack in an area around the &amp;quot;ko_zone&amp;quot; (usually the head), that is defined by the two &amp;quot;ko_angle_horiz/vert&amp;quot; spawnargs. This area can change, when the AI is alerted to the values defined via the &amp;quot;ko_angle_alert_horiz/vert&amp;quot; spawnargs. An alternative way to knock out AI is with gas arrows, except if the AI has the spawnarg &amp;quot;gas_immune&amp;quot; set to 1 (e.g. as most undead have). For the more ruthless player, it is also possible to kill AIs. As long as AIs are not alerted (i.e. below the &amp;quot;sneak_attack_alert_state&amp;quot;) the damage of each of the player&#039;s attacks is multiplied with a factor defined in &amp;quot;sneak_attack_mult&amp;quot;, which can lead to one-shot kills, if the hit-zone does not reduce the damage too much. Sneak damage to the head should almost always result in death for the AI. Should the AI not be killed, it will be alerted, of course, and following attacks will not deal additional damage. For a short term distraction of AIs, the player can blind AI with flash bombs or distract them with noise arrows. Note that the flash bombs will only be dropped, when the &amp;quot;use&amp;quot; button in tapped. Holding the button for a longer time will resilt in a farther throwing distance. The AI will be bilnded for a time defined as &amp;quot;blind_time&amp;quot; that is randomized by the &amp;quot;blind_time_fuzzyness&amp;quot;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI interactions with the player and vice versa&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|The time span in seconds the AI is staying in &#039;blinded&#039; state when hit by a flashbomb or -mine.&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|If true, the AI will drown if it gets under water, either by walking in or by being dropped in unconsciously. Set to &#039;0&#039; to make them breathe under water.&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|AI ability to switch on torches&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|AI ability to handle doors&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|AI ability to handle elevators&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|AI ability to operate light switches&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|Whether the AI can conduct a search or not&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|ability to participate in a coordinated search&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0 = not immune, 1 = immune to gas&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|If true, the AI is immune to knockouts when alerted at or above the alert state defined in &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|Alert state number at which immunity behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|Alert state number at which knockout behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|Horizontal knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|Vertical knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|Defines a horizontal cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the vertical cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|Defines a vertical cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the horizontal cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0 = not immune, 1 = immune to blackjack&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s blackjack acceptance cone relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|Defines the center of the head for knockout testing purposes.  Vector offset from the head attachment joint to the desired head center point.  The possible knockout cone extends back from this point.&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : &#039;ko_zone&#039; &#039;&#039;) to make the AI immune to KOs from the blackjack.&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|Incremental alert value to be added to an AI&#039;s current alert level&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|Maximum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|Minimum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|Set this to 1 to let this entity push the player (default is 0).&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|Alert state number at which the AI can no longer be sneak attacked.&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|Damage multiplier applied to ALL damage when AI is damaged at an alert level below that defined in &#039;sneak_attack_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
|Monsters do not actively attack players or monsters with the same team number. For common team numbers see [[AI Relations (Editing)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Open Combat ===&lt;br /&gt;
When stealth fails, the player always has the option to openly fight AIs instead of fleeing. However, combat in TDM is meant as a last resort and will ruin any stealth scores and will most likely kill you, when you face more than one guard. Also, common settings prohibit killing civilians (AI with the spawnarg &amp;quot;is_civilian&amp;quot; set to 1) and even guards on higher difficulties. The difficulty of a melee fight is influenced by three factors (not counting the player&#039;s skills): The combat difficulty setting in the menu (which can be set by the player), the melee skills of the AI (novice, trained, skilled, see Melee sets, are usually set for specific AI, but can be changed by the map author), and the difficulty setting of the current map (also chosen by the player). For a more detailed description on what to keep in mind while fighting, see [[The Dark Mod Gameplay#Combat|Combat]]. A hit by the player will deal damage. The damage reduces the amount of health of the AI by the base damage, scaled by the &amp;quot;damage_scale&amp;quot; of the zone hit.  When the dealt damage surpasses the pain_threshold, the pain animation of the AI will be played. As soon as the health of the AI reaches the health_critical value, the AI will flee.  Each successful hit or parry by the player will render an AI &amp;quot;flatfooted&amp;quot;, which means it will not move for an amount of time defined as flatfooted_time (it can still attack, though). This time can be used to flee from the AI instead of continuing fighting.  If the player gets outside the melee reange of an AI (e.g. by climbing somewhere the AI cannot reach), the AI will start throwing stones at the player if &amp;quot;outofreach_projectile_enabled&amp;quot; is set to &amp;quot;1&amp;quot;. It will wait a random amount of time between &amp;quot;outofreach_projectile_delay_min&amp;quot; and &amp;quot;outofreach_projectile_delay_max&amp;quot; before doing so. The &amp;quot;attack_cone&amp;quot; determines in which region the AI can throw (or shoot in case of bowmen). Additionally, each shot will be offset by a random amount of up to &amp;quot;attack_accuracy&amp;quot; degrees, so not each shot will hit the player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs realted to combat&lt;br /&gt;
|-&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|Type of armor the AI is wearing (may vary depending on hit zone). The damage multipliers are: leather 0.75, chain 0.5, plate 0.&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|Maximum angular offset to randomly offset the monster&#039;s aim when firing missiles&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|Monster can only throw projectile within this cone relative to his direction.&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|If set to true, this entity will bleed, e.g. spawn blood particles and decals when hurt.&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|If set to true, the AI becomes flat-footed in certain combat situations.  This means they&#039;re unable to run at the player, but can still turn to face the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|Damage definition if it damages things it collides with.&lt;br /&gt;
|-&lt;br /&gt;
|damage_zones&lt;br /&gt;
|There are different hit zones for AI that vary the damage recieved from the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale &amp;quot;zone&amp;quot;&lt;br /&gt;
|Factor by which damage in the given zone is multiplied.&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|The defined melee set that describes the fighting skills. The levels are &amp;quot;novice&amp;quot;, &amp;quot;trained&amp;quot;, and &amp;quot;skilled&amp;quot; and are further modiefied by the difficulty of the game.&lt;br /&gt;
|-&lt;br /&gt;
|flatfooted_time&lt;br /&gt;
|The duration in milliseconds that this AI remains flat footed after a combat action triggers this state.&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
|Amount of damage to receive before dying.&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|When the health drops below this value, the AI will flee. Set this to 0 for AI that don&#039;t wet their pants.&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|If true, the AI is a civilian. Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
|move_speed&lt;br /&gt;
|The movement speed of AIs is dependent on their animations and animation rate. The animation rate can be changed with the anim_rate_X (X = animation name).&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|Maximum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|Minimum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|Ability to throw player-out-of-reach projectiles at the player.&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|How much damage monster has to receive in one blow for it to play a pain animation.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need melee weapons to fight. This is usually true for spiders, undead and such. Humans are wimps and need weapons.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need weapons for ranged combat. This is usually true for belchers.&lt;br /&gt;
|}&lt;br /&gt;
== Human AIs ==&lt;br /&gt;
Human AIs are somewhat special as the spawnargs are defined by the entity definition as well as the definition of the head. This leads to a great number of combinations and is the reason that heads are discussed here as well as the various human classes. In order to make this article as clear as possible, in the first table the base values for human AIs are stated. In the class specific tables only changes to these base values are listed.&lt;br /&gt;
=== Base Values ===&lt;br /&gt;
This table lists all base values for human AIs in alphabetical order.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Humanoid AIs&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Base Value&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|18.8&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac1&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac2&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac3&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac4&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh1&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh2&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh4&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh5&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|alert_time1&lt;br /&gt;
|5 +/- 1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_time2&lt;br /&gt;
|8 +/- 2&lt;br /&gt;
|-&lt;br /&gt;
|alert_time3&lt;br /&gt;
|25 +/- 8&lt;br /&gt;
|-&lt;br /&gt;
|alert_time4&lt;br /&gt;
|65 +/- 20&lt;br /&gt;
|-&lt;br /&gt;
|alert_time5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|2.3&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|8 +/- 4&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|0.9&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|damage_zone&lt;br /&gt;
|head, chest, torso_low, left_arm, right_arm, legs&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale head&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale chest&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale torso_low&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale left_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale right_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale legs&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|0 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|is_mantleable&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|4 (as soon as weapon is drawn)&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|0 0 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|2 -2.5 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|head&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage_mod&lt;br /&gt;
|0.6 - 1.4&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicts_proximity&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicted_attack_time&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|melee_rep_attack_time&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|stamina&lt;br /&gt;
|player only&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Heads ===&lt;br /&gt;
Different heads can change the cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please note that even though many AIs wear helmets, this only reduces the cone in which you can knock out the guard. Only the ones with neck protecting elite helmets (see [[Heads Available for AI#Elite Guard Heads|Heads Available for AI]]) are in general immune to being knocked out (i.e. the cone you have to hit with the blackjack is reduced to 0).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heads&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Heads with an eye patch&lt;br /&gt;
|Heads with hoods&lt;br /&gt;
|Head with a straw hat&lt;br /&gt;
|Heads with non-brimmed helmet&lt;br /&gt;
|Heads with non-brimmed saxon helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet&lt;br /&gt;
|Heads with elite helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet and an eye-patch&lt;br /&gt;
|Heads with elite helmet and an eye-patch&lt;br /&gt;
|-&lt;br /&gt;
|Heads&lt;br /&gt;
|[[Heads Available for AI#Builder Guard Heads|Builder Guard Head 6]],[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 2, 12]], [[Heads Available for AI#Commoner Default Heads|Commoner Default Head 12]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Heads 1,10]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Head 3]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 6, 7, 13, 16]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 14, 15]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 1 - 4, 6 - 8]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 1,2]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 5, 10]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 3]]&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|110&lt;br /&gt;
|80&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotaion&lt;br /&gt;
| -30 -20 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
| 0 -30 0&lt;br /&gt;
|-30 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|95&lt;br /&gt;
|100&lt;br /&gt;
| 120&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Builders ===&lt;br /&gt;
=== Guards ===&lt;br /&gt;
=== Mages ===&lt;br /&gt;
=== Moors ===&lt;br /&gt;
=== Pagans ===&lt;br /&gt;
=== Thieves ===&lt;br /&gt;
=== Townsfolk ===&lt;br /&gt;
== Non-human AIs ==&lt;br /&gt;
=== Monster ===&lt;br /&gt;
=== Steambots ===&lt;br /&gt;
=== Undead ===&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Glossary&amp;diff=19808</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Glossary&amp;diff=19808"/>
		<updated>2018-03-07T06:53:12Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;started by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world of 3D game editing has inherited much confusing terminology to confuse the beginner. They often have little or no relationship to their normal dictionary definition. Here are a few common ones explained...&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
These are the functioning characters or creatures having AI - artificial intelligence to represent living sentient beings in the game: humans, animals, monsters. [[#NPC|NPC]] is another abbreviation for AI.&lt;br /&gt;
&lt;br /&gt;
== Brush ==&lt;br /&gt;
&lt;br /&gt;
A brush is normally an &#039;&#039;applicator&#039;&#039; to apply paint, ink, glue but in 3D gaming it means a raw shape. The most common shape is a simple block but Dark Mod provides pyramids, cones, spheres.&lt;br /&gt;
&lt;br /&gt;
All Dark Mod brushes must be convex so you cannot have any recesses or concave angles such as in an L shape, a bowl, a hole in a wall. Instead multiple brushes must be used as building blocks to form these shapes.&lt;br /&gt;
&lt;br /&gt;
Brushes are intended for simple shapes. More complex, detailed shapes like trees, AI characters, etc. are created externally as &#039;models&#039;&lt;br /&gt;
&lt;br /&gt;
A brush is a &#039;&#039;primitive&#039;&#039; and begins as a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.&lt;br /&gt;
&lt;br /&gt;
A brush may be parented to another entity when it will inherit its properties.&lt;br /&gt;
&lt;br /&gt;
== Entity ==&lt;br /&gt;
&lt;br /&gt;
A functioning item. (Multiple) [[#Primitives|primitives]] such as brushes and patches, and also models, can be parented to it and thus inherit its properties and functions. Examples: working doors, moveable items (ie, not fixed, unmoving) lights, readable items, and so on.&lt;br /&gt;
&lt;br /&gt;
Some do not have a visible form in-game at all but only a function such as to trigger an event when the player approaches or to hold the objectives (quests) information sound speakers etc.&lt;br /&gt;
&lt;br /&gt;
A func_static is a passive entity that does nothing but remain fixed in place - it will not even fall if placed in mid-air.&lt;br /&gt;
&lt;br /&gt;
== Frob ==&lt;br /&gt;
&lt;br /&gt;
Frob is shortened for &amp;quot;frobnicate&amp;quot;, which means to adjust/manipulate. In The Dark Mod, &amp;quot;frob&amp;quot; describes the interaction of the player with entities in the world. The possibility to interact with (or frob) an entity is indicated by the entity being highlighted when it is centred on the screen and the player is close enough to interact with it. This behaviour of the entity is called &amp;quot;frob highlight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
A func_static is an [[#Entity]] which has no special function other than to be static but which nevertheless has the advantages of being an entity, such as it can group multiple brushes and patches together and many properties can be added that cannot be added to a plain worldspawn brush.&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
&lt;br /&gt;
The property of an item (see [[#Spawnarg|Spawnarg]]).&lt;br /&gt;
&lt;br /&gt;
Also used in-game for door and container keys etc.&lt;br /&gt;
&lt;br /&gt;
== NPC ==&lt;br /&gt;
&lt;br /&gt;
Stands for Non-Player Character and refers to basically [[#AI|AI]].&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
A game file. In Dark Mod saved with the suffix .map. A mission or a game level. &lt;br /&gt;
&lt;br /&gt;
Also used in-game for city, treasure maps, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Materials are plain text definitions contained within files suffixed .mtr and stored in the darkmod/materials folder (within a pk4 zip archive by default.) They are often called material shaders or just shaders (not to be confused with sound shaders.) Sometimes they are just called textures but materials include other properties as well as the visible texture.&lt;br /&gt;
&lt;br /&gt;
Material definitions include many properties such as textures, contour information, shinyness, sound, climbability, slippiness, translucency, as well as dynamic features such as animated water ripples.&lt;br /&gt;
&lt;br /&gt;
Materials are initially selected from Dark Radiant&#039;s Media Browser. Textures already used in a map also show in the Texture Browser as a kind of shortcut. Both browsers are on the same panel as the Entity Inspector.&lt;br /&gt;
&lt;br /&gt;
== Model ==&lt;br /&gt;
&lt;br /&gt;
A model is an item that is designed externally in a modelling program. It is not a raw shape. It is pre-designed. Lots of models are provided in Dark Mod, just right click the grid view in Dark Radiant and select create model. For example furniture, decorative items, physical lights, and so on. These often have fine detail whereas building with brushes is mostly (but not always) more suited to larger, simpler shapes like terrain, walls, etc.&lt;br /&gt;
&lt;br /&gt;
When creating a model, by default it becomes a func_static entity which is just passive and inactive. But you can change that eg, a door model can then be changed to be a door entity so it functions as an openable, lockable door in-game.&lt;br /&gt;
&lt;br /&gt;
== Patch ==&lt;br /&gt;
&lt;br /&gt;
A two dimensional surface&lt;br /&gt;
&lt;br /&gt;
A patch is a &#039;&#039;primitive&#039;&#039; - a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.&lt;br /&gt;
&lt;br /&gt;
A patch may be parented to another entity when it will inherit its properties.&lt;br /&gt;
&lt;br /&gt;
Also may be used in-game by pirates!&lt;br /&gt;
&lt;br /&gt;
== Prefab ==&lt;br /&gt;
&lt;br /&gt;
A prefab is a prefabricated map section that can be imported into your map. It can include any game elements; lights, terrain, entities, models. Examples: an openable, lockable chest, shelves filled with kitchen items, a stairway with steps and railings, and so on. These can be modified by the mapper, eg, retextured, if they include brush or patch items.&lt;br /&gt;
&lt;br /&gt;
You can create your own prefabs by selecting items and using menu &amp;gt; file &amp;gt; save selected as prefab. Example, if you built an archway it might be useful in another map so could be saved as a prefab and used again and again.&lt;br /&gt;
&lt;br /&gt;
Dark Mod comes with many prefabs included. (you might need to extract these from their pk4 zip archive if using early versions of Dark Radiant before you can see them.)&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;imported&#039;&#039;&#039; via the file menu they will be placed at the same position from where they were exported. They remain selected so you can move them.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;inserted&#039;&#039;&#039; via the right mouse button in grid view then their original position will be added as an offset to where your mouse is pointing. For this reason is it very important to alway move items to position 0, 0, 0 before saving as a prefab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primitive ==&lt;br /&gt;
&lt;br /&gt;
Initially a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. [[#Brushes]] and [[#Patches]] are primitives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
Shaders may be &#039;&#039;sound shaders&#039;&#039; (see [[#Sound Shaders]] or &#039;&#039;material shaders&#039;&#039; (see [[#Materials]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sound Shaders==&lt;br /&gt;
&lt;br /&gt;
Sound shaders are plain text definitions stored in files suffixed .sndshd in the darkmod/sound folder (may be in a pk4 zip archive.) They include information about sound files and how they should be played in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spawnarg ==&lt;br /&gt;
&lt;br /&gt;
A spawnarg is an argument (in the mathematical sense) given to an entity or primitive when it is first created (spawned.) These are the properties of the item and consist of a property name and its value (quantity, type, description or nature.) It is often referred to as a &#039;&#039;key value pair&#039;&#039; as it represented in the software code in that form. The &#039;&#039;key&#039;&#039; is the property name such as origin, rotation, team. After creation the key value pair is referred to as arg. The value can be numerical: 99 - or a string of alphanumeric character abcd99_xyz. There can be one or more values. Examples:&lt;br /&gt;
&lt;br /&gt;
Name (property, key): origin&lt;br /&gt;
&lt;br /&gt;
Value: 496 656 128&lt;br /&gt;
&lt;br /&gt;
Name: team&lt;br /&gt;
&lt;br /&gt;
Value: 2&lt;br /&gt;
&lt;br /&gt;
Name: head_joint&lt;br /&gt;
&lt;br /&gt;
Value: Head&lt;br /&gt;
&lt;br /&gt;
see also [[Spawnarg]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
See [[#Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Documentation]]&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Glossary&amp;diff=19807</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Glossary&amp;diff=19807"/>
		<updated>2018-03-07T06:50:18Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;started by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world of 3D game editing has inherited much confusing terminology to confuse the beginner. They often have little or no relationship to their normal dictionary definition. Here are a few common ones explained...&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
These are the functioning characters or creatures having AI - artificial intelligence to represent living sentient beings in the game: humans, animals, monsters. [[#NPC|NPC]] is another abbreviation for AI.&lt;br /&gt;
&lt;br /&gt;
== Brush ==&lt;br /&gt;
&lt;br /&gt;
A brush is normally an &#039;&#039;applicator&#039;&#039; to apply paint, ink, glue but in 3D gaming it means a raw shape. The most common shape is a simple block but Dark Mod provides pyramids, cones, spheres.&lt;br /&gt;
&lt;br /&gt;
All Dark Mod brushes must be convex so you cannot have any recesses or concave angles such as in an L shape, a bowl, a hole in a wall. Instead multiple brushes must be used as building blocks to form these shapes.&lt;br /&gt;
&lt;br /&gt;
Brushes are intended for simple shapes. More complex, detailed shapes like trees, AI characters, etc. are created externally as &#039;models&#039;&lt;br /&gt;
&lt;br /&gt;
A brush is a &#039;&#039;primitive&#039;&#039; and begins as a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.&lt;br /&gt;
&lt;br /&gt;
A brush may be parented to another entity when it will inherit its properties.&lt;br /&gt;
&lt;br /&gt;
== Entity ==&lt;br /&gt;
&lt;br /&gt;
A functioning item. (Multiple) [[#Primitives|primitives]] such as brushes and patches, and also models, can be parented to it and thus inherit its properties and functions. Examples: working doors, moveable items (ie, not fixed, unmoving) lights, readable items, and so on.&lt;br /&gt;
&lt;br /&gt;
Some do not have a visible form in-game at all but only a function such as to trigger an event when the player approaches or to hold the objectives (quests) information sound speakers etc.&lt;br /&gt;
&lt;br /&gt;
A func_static is a passive entity that does nothing but remain fixed in place - it will not even fall if placed in mid-air.&lt;br /&gt;
&lt;br /&gt;
== Frob ==&lt;br /&gt;
&lt;br /&gt;
Frob is shortened for &amp;quot;frobnicate&amp;quot;, which means to adjust/manipulate. In The Dark Mod, &amp;quot;frob&amp;quot; describes the interaction of the player with entities in the world. The possibility to interact with (or frob) an entity is indicated by the entity being highlighted when it is centred on the screen and the player is close enough to interact with it. This behaviour of the entity is called &amp;quot;frob highlight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
A func_static is an [[#Entity]] which has no special function other than to be static but which nevertheless has the advantages of being an entity, such as it can group multiple brushes and patches together and many properties can be added that cannot be added to a plain worldspawn brush.&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
&lt;br /&gt;
The property of an item (see [[#Spawnarg|Spawnarg]]).&lt;br /&gt;
&lt;br /&gt;
Also used in-game for door and container keys etc.&lt;br /&gt;
&lt;br /&gt;
== NPC ==&lt;br /&gt;
&lt;br /&gt;
Stands for Non-Player Character and refers to basically [[#AI|AI]].&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
A game file. In Dark Mod saved with the suffix .map. A mission or a game level. &lt;br /&gt;
&lt;br /&gt;
Also used in-game for city, treasure maps, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Materials are plain text definitions contained within files suffixed .mtr and stored in the darkmod/materials folder (within a pk4 zip archive by default.) They are often called material shaders or just shaders (not to be confused with sound shaders.) Sometimes they are just called textures but materials include other properties as well as the visible texture.&lt;br /&gt;
&lt;br /&gt;
Material definitions include many properties such as textures, contour information, shinyness, sound, climbability, slippiness, translucency, as well as dynamic features such as animated water ripples.&lt;br /&gt;
&lt;br /&gt;
Materials are initially selected from Dark Radiant&#039;s Media Browser. Textures already used in a map also show in the Texture Browser as a kind of shortcut. Both browsers are on the same panel as the Entity Inspector.&lt;br /&gt;
&lt;br /&gt;
== Model ==&lt;br /&gt;
&lt;br /&gt;
A model is an item that is designed externally in a modelling program. It is not a raw shape. It is pre-designed. Lots of models are provided in Dark Mod, just right click the grid view in Dark Radiant and select create model. For example furniture, decorative items, physical lights, and so on. These often have fine detail whereas building with brushes is mostly (but not always) more suited to larger, simpler shapes like terrain, walls, etc.&lt;br /&gt;
&lt;br /&gt;
When creating a model, by default it becomes a func_static entity which is just passive and inactive. But you can change that eg, a door model can then be changed to be a door entity so it functions as an openable, lockable door in-game.&lt;br /&gt;
&lt;br /&gt;
== Patch ==&lt;br /&gt;
&lt;br /&gt;
A two dimensional surface&lt;br /&gt;
&lt;br /&gt;
A patch is a &#039;&#039;primitive&#039;&#039; - a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.&lt;br /&gt;
&lt;br /&gt;
A patch may be parented to another entity when it will inherit its properties.&lt;br /&gt;
&lt;br /&gt;
Also may be used in-game by pirates!&lt;br /&gt;
&lt;br /&gt;
== Prefab ==&lt;br /&gt;
&lt;br /&gt;
A prefab is a prefabricated map section that can be imported into your map. It can include any game elements; lights, terrain, entities, models. Examples: an openable, lockable chest, shelves filled with kitchen items, a stairway with steps and railings, and so on. These can be modified by the mapper, eg, retextured, if they include brush or patch items.&lt;br /&gt;
&lt;br /&gt;
You can create your own prefabs by selecting items and using menu &amp;gt; file &amp;gt; save selected as prefab. Example, if you built an archway it might be useful in another map so could be saved as a prefab and used again and again.&lt;br /&gt;
&lt;br /&gt;
Dark Mod comes with many prefabs included. (you might need to extract these from their pk4 zip archive if using early versions of Dark Radiant before you can see them.)&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;imported&#039;&#039;&#039; via the file menu they will be placed at the same position from where they were exported. They remain selected so you can move them.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;inserted&#039;&#039;&#039; via the right mouse button in grid view then their original position will be added as an offset to where your mouse is pointing. For this reason is it very important to alway move items to position 0, 0, 0 before saving as a prefab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primitive ==&lt;br /&gt;
&lt;br /&gt;
Initially a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. [[#Brushes]] and [[#Patches]] are primitives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
Shaders may be &#039;&#039;sound shaders&#039;&#039; (see [[#Sound Shaders]] or &#039;&#039;material shaders&#039;&#039; (see [[#Materials]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sound Shaders==&lt;br /&gt;
&lt;br /&gt;
Sound shaders are plain text definitions stored in files suffixed .sndshd in the darkmod/sound folder (may be in a pk4 zip archive.) They include information about sound files and how they should be played in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spawnarg ==&lt;br /&gt;
&lt;br /&gt;
A spawnarg is an argument (in the mathematical sense) given to an entity or primitive when it is first created (spawned.) These are the properties of the item and consist of a property name and its value (quantity, type, description or nature.) It is often referred to as a &#039;&#039;key value pair&#039;&#039; as it represented in the software code in that form. The &#039;&#039;key&#039;&#039; is the property name such as origin, rotation, team. The value can be numerical: 99 - or a string of alphanumeric character abcd99_xyz. There can be one or more values. Examples:&lt;br /&gt;
&lt;br /&gt;
Name (property, key): origin&lt;br /&gt;
&lt;br /&gt;
Value: 496 656 128&lt;br /&gt;
&lt;br /&gt;
Name: team&lt;br /&gt;
&lt;br /&gt;
Value: 2&lt;br /&gt;
&lt;br /&gt;
Name: head_joint&lt;br /&gt;
&lt;br /&gt;
Value: Head&lt;br /&gt;
&lt;br /&gt;
see also [[Spawnarg]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
See [[#Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Documentation]]&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19801</id>
		<title>Stim/Response Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19801"/>
		<updated>2018-03-04T16:04:08Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Examples: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Stim / Response Editor ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Stim/Response Editor was introduced to save typing each arg for every stim and response on the page, [[Stim/Response Key/Values]] that also contains more specific descriptions as to what each Stim/Response [[Glossary#Spawnarg|arg]] does. &lt;br /&gt;
&lt;br /&gt;
For more general reading on stims and responses, please see also the pages [[Stim/Response]] and [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
== Stims ==&lt;br /&gt;
&lt;br /&gt;
To add a stim or response to an entity, open the Stim/Response editor:&lt;br /&gt;
Select the entity and - from the menu bar - go to Entity &amp;gt; Stim/Response.&lt;br /&gt;
The Stim/Response Editor has three tabs: Stims, Responses and Custom Stims.&lt;br /&gt;
As stated on the [[Stim/Response]] page, an entity can have either or both Stims and Responses, but is not able to crate a Response through a Stim fired on itself.&lt;br /&gt;
&lt;br /&gt;
To add a non-custom Stim, select the &amp;quot;Stims&amp;quot; tab.&lt;br /&gt;
From here, it is possible to add a Stim from the drop-down menu next to the &amp;quot;Add&amp;quot; button, clicking the Add button and choosing a stim from the &amp;quot;Type&amp;quot; drop-down menu at the top (&amp;quot;Frob&amp;quot; being the default) or using a keyboard shortcut by pressing the initial letter of the Stim type you&#039;d like to add.&lt;br /&gt;
&lt;br /&gt;
Select the Stim to edit from the numbered list on the left.&lt;br /&gt;
If no Stim type is selected, all options presented on the right are greyed out.&lt;br /&gt;
The options on the right side of the editor allow changes to all key values of the Stim, removing the need to type and enter manually all key values as listed and described in [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Responses ==&lt;br /&gt;
&lt;br /&gt;
The Response Editor is a simplified way to create basic scripts without need for deeper knowledge on scripting for TDM.&lt;br /&gt;
It works similar to the Stim Editor, but for adding Stims that will act as entity responses.&lt;br /&gt;
In the Responses tab, the Stim to which the selected entity should respond is selected in the same way as the Stims tab.&lt;br /&gt;
&lt;br /&gt;
However, this only tells the entity that it must show a response to a certain Stim type. For a response to happen, there must be an effect.&lt;br /&gt;
To add an effect, right-click in the &amp;quot;Response Effects&amp;quot; window and press, &amp;quot;Add new Effect&amp;quot;.&lt;br /&gt;
Double-clicking the numbered Response, or right-clicking it and choosing &amp;quot;Edit&amp;quot;, open the &amp;quot;Edit Response Effect&amp;quot; box in which it is possible to select the target entity, type of Stim (as args) and the Response effect itself.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Available effects are: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Activate Response:&#039;&#039;&#039; Activates the Response for the stated Stim Type on the stated Entity.&lt;br /&gt;
** E.g. the player must give a fire stim to a furnace in order to have a door react to a frob Stim.&lt;br /&gt;
* &#039;&#039;&#039;Activate Shooter:&#039;&#039;&#039; Activates the named Shooter entity.&lt;br /&gt;
** E.g. Can be used to activate a trap.&lt;br /&gt;
* &#039;&#039;&#039;Activate Stim:&#039;&#039;&#039; Activates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
** E.g. Adds a damage stim to the furnace after a fire stim is given.&lt;br /&gt;
* &#039;&#039;&#039;Add Target: &#039;&#039;&#039; Adds the stated Target to the named Entity.&lt;br /&gt;
** E.g.  Add a new path_corner to a patrol route.&lt;br /&gt;
* &#039;&#039;&#039;Apply Stim:&#039;&#039;&#039; Fires a Stim of the stated Stim Type to the named Target.&lt;br /&gt;
** The Source can be changed, but is not necessary.&lt;br /&gt;
* &#039;&#039;&#039;Blind AI:&#039;&#039;&#039; Blinds the named AI as if a flash bomb has been used on it.&lt;br /&gt;
* &#039;&#039;&#039;Clear Targets:&#039;&#039;&#039; Removes all Target-args from the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Applies a damage type to the stated Target.&lt;br /&gt;
** Damage Defs can be found in the def file &amp;quot;darkmod/tdm_defs01.pk4/defs/tdm_damage.def&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Response:&#039;&#039;&#039; Deactivates the Response for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Shooter:&#039;&#039;&#039; Deactivates the stated Shooter.&lt;br /&gt;
** E.g. Can be used to disarm a trap.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Stim:&#039;&#039;&#039; Deactivates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Disable Effect:&#039;&#039;&#039; Disables only one Effect on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response number 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Enable Effect:&#039;&#039;&#039; Enables only one Effect on the stated Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is enabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Fade Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color over a time of Fade Time seconds.&lt;br /&gt;
* &#039;&#039;&#039;Frob:&#039;&#039;&#039; Frobs the named Entity as if it had been frobbed by the player.&lt;br /&gt;
* &#039;&#039;&#039;Gas Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with a gas arrow.&lt;br /&gt;
* &#039;&#039;&#039;Heal:&#039;&#039;&#039; Heals the named Target by the stated Amount.&lt;br /&gt;
* &#039;&#039;&#039;Kill:&#039;&#039;&#039; Kills the named Target.&lt;br /&gt;
* &#039;&#039;&#039;Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with the blackjack.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light Off:&#039;&#039;&#039; Extinguishes the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light On:&#039;&#039;&#039; (Re)ignites the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light Off:&#039;&#039;&#039; Turns off the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light On:&#039;&#039;&#039; Turns on the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Move To Position:&#039;&#039;&#039; Moves the named Entity to the stated Position (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is ticked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Move To Random Position:&#039;&#039;&#039; Moves the named Entity to a random position inside the &amp;quot;Within Radius&amp;quot; range.&lt;br /&gt;
* &#039;&#039;&#039;Play Animation:&#039;&#039;&#039; Plays the stated Animation for the stated Entity.&lt;br /&gt;
** The Animation can be limited to only one channel (such as only the head or similar), but is best left this blank, unless sure of intent.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound:&#039;&#039;&#039; Play the named entity&#039;s stated Sound.&lt;br /&gt;
** The channel can be limited (e.g. to the player voice or ambient), but this can also be left blank.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound Shader:&#039;&#039;&#039; Plays the named Sound Shader on the stated channel (as before the channel does not need not be defined). This is not limited to inherited sounds of the entity.&lt;br /&gt;
* &#039;&#039;&#039;Remove:&#039;&#039;&#039; Removes the named Target from the map.&lt;br /&gt;
* &#039;&#039;&#039;Run Script:&#039;&#039;&#039; Runs the named Script. For more information on scripts refer to [[Scripting basics]].&lt;br /&gt;
* &#039;&#039;&#039;Set AI Team:&#039;&#039;&#039; Change the named AI&#039;s team to the stated Team.&lt;br /&gt;
** For a list of which AI belongs to which team by default, refer to [[AI_Relations_(Editing)#AI_Types_.28Teams.29|AI Relations]]&lt;br /&gt;
* &#039;&#039;&#039;Set Angles:&#039;&#039;&#039; Set the named Target&#039;s rotation to the stated Angles (in pitch/yaw/roll).&lt;br /&gt;
** As with Move To Position, this is also possible relative to the entity&#039;s current angles.&lt;br /&gt;
* &#039;&#039;&#039;Set Frobable:&#039;&#039;&#039; Sets the named Entity as frobable (box checked) or unfrobable (box unchecked).&lt;br /&gt;
* &#039;&#039;&#039;Set Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color.&lt;br /&gt;
** In contrast to &amp;quot;Fade to Color&amp;quot;, this happens without any transition.&lt;br /&gt;
* &#039;&#039;&#039;Set Model:&#039;&#039;&#039; Changes the current model of the named Target to the stated Model.&lt;br /&gt;
** E.g. Can be used to change a model to a broken model after recieving damage.&lt;br /&gt;
* &#039;&#039;&#039;Set Skin:&#039;&#039;&#039; Changes the current skin of the stated Target to the stated Skin.&lt;br /&gt;
* &#039;&#039;&#039;Set Spawnarg:&#039;&#039;&#039; Changes the value of a Key (Spawnarg) on the stated Target to a stated Value.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Entity:&#039;&#039;&#039; Creates an [[entity]] of the stated Entity Class at a given location Origin (X Y Z). E.g. can be used to create new loot through an event.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Particle:&#039;&#039;&#039; Creates an emitter that will emit the named [[Particles|particle]] (including its .prt extension) at the location Origin (X Y Z) that stay there for stated Lifetime seconds. If no Lifetime is given it stays infinitely.&lt;br /&gt;
* &#039;&#039;&#039;Start Stim Timer:&#039;&#039;&#039; Starts the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Stop Stim Timer:&#039;&#039;&#039; Stops the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Teleport (Set Origin):&#039;&#039;&#039; Moves the named Entity to the stated location&#039;s New Origin (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is checked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Effect:&#039;&#039;&#039; Disables the stated Effect if enabled or enables the stated Effect if disabled on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Light:&#039;&#039;&#039; Turns off the named Light if on or turns on the named Light if off.&lt;br /&gt;
* &#039;&#039;&#039;Trigger:&#039;&#039;&#039; Activates the named Target Trigger entity as if activated by the stated Activator. (If I remember correctly, this does not count as a trigger Stim. For this you would have to target a trigger entity, that then targets the entity you wish to receive the trigger Stim).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Response list gives a variety of options that allows for many effects without the need to write scripts.&lt;br /&gt;
&lt;br /&gt;
It is possible to add several effects with one response type by checking the box, &amp;quot;Random Effects&amp;quot; and entering the number of random effects to be used.&lt;br /&gt;
Note that each effect can be used multiple times. E.g. Selecting only one effect and setting &amp;quot;Random Effects: 3&amp;quot; will use the same effect three times.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Examples: ===&lt;br /&gt;
&lt;br /&gt;
== Arrow Trap: ==&lt;br /&gt;
&lt;br /&gt;
First, create an &amp;quot;atdm:func_shooter&amp;quot; entity and position it so that the arrow points in the desired direction to shoot.&lt;br /&gt;
&#039;&#039;Note that this entity does not have a model. If a model is required, the shooter can be placed in front of the approriate model&#039;&#039;.&lt;br /&gt;
Define the projectile to be fired (the default is a fire arrow) and check the pitch for the projectile&#039;s trajectory.&lt;br /&gt;
&lt;br /&gt;
Next, it is necessary to create an activator, that can be achieved with the Stim/Response Editor as follows:&lt;br /&gt;
* Create a brush, giving it a NoDraw texture and convert it to a [[Glossary#func_static|func_static]].&lt;br /&gt;
* Place this func_static entity, where the shooter is to be activated (note that the radius of the Player Stim is 350 with a Falloff Exponent of 3 around the player. This results in an effective radius of around 100 [[Limits,_Max,_Min,_Stats,_etc#Conversion_of_game units|units]]).&lt;br /&gt;
* Open the Stim/Response Editor.&lt;br /&gt;
* Add a Response &amp;quot;Player&amp;quot; to the NoDraw func_static entity.&lt;br /&gt;
* To that Response, add the Effect &amp;quot;Activate Shooter&amp;quot; with the name of the shooter as &amp;quot;Shooter Entity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now the shooter will start firing as soon as the player comes withing 100 units of the NoDraw func_static entity.&lt;br /&gt;
&lt;br /&gt;
There are three options:&lt;br /&gt;
&lt;br /&gt;
* If the the setup is left as it is, the shooter will continuously fire.&lt;br /&gt;
* If the shooter is given an ammo value that is not -1, the shooter will stop firing some time, depending on if the ammo is depleted, after the player moves away from the NoDraw func_static entity.&lt;br /&gt;
* If the shooter is to fire only once, it is necessary to add the Effect, &amp;quot;Disable Effect&amp;quot; and target the first effect that activates the shooter or give an ammo value of 1.&lt;br /&gt;
&lt;br /&gt;
It may also possible for the player to disarm the trap:&lt;br /&gt;
&lt;br /&gt;
* Create a response on another entity that the player will use to do to disarm the trap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. Frob, if the player is to push a button or use a switch or lever, or a Water response if the player is to shoot a water arrow on a circuit board or a furnace. The possibilities are endless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add the same &amp;quot;Disable Effect&amp;quot; effect as before.&lt;br /&gt;
* It is also possible to use the Effect, &amp;quot;Remove shooter&amp;quot;. But if this is used, the shooter will not be reactivated (E.g. if the player re-arms the trap, as above).&lt;br /&gt;
&#039;&#039;Note that using this setup, where the Response is &amp;quot;Player&amp;quot;, the trap will exclusively react to the player and not to any AI.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Change Patrol: ==&lt;br /&gt;
An AI&#039;s behaviour, such as its [[AI_Patrol|patrol route]], may be altered through a response.&lt;br /&gt;
E.g. If the player has taken a specific loot item.&lt;br /&gt;
&lt;br /&gt;
* Give the loot item a Response &amp;quot;Frob&amp;quot;.&lt;br /&gt;
* Add the effect &amp;quot;Add Target&amp;quot;.&lt;br /&gt;
* As the &amp;quot;Entity&amp;quot; do not use the AI, but the path_corner from which the AI is to leave its original path to enter the new one.&lt;br /&gt;
* As &amp;quot;Target&amp;quot; put in the first path_corner of the new path.&lt;br /&gt;
&lt;br /&gt;
If the new path circles back to the original path, the path will fork at this point:&lt;br /&gt;
if the new path does not target any path_corner of the original path, the AI will remain patrolling the new path.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19800</id>
		<title>Stim/Response Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19800"/>
		<updated>2018-03-04T16:03:40Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Available effects are: = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Stim / Response Editor ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Stim/Response Editor was introduced to save typing each arg for every stim and response on the page, [[Stim/Response Key/Values]] that also contains more specific descriptions as to what each Stim/Response [[Glossary#Spawnarg|arg]] does. &lt;br /&gt;
&lt;br /&gt;
For more general reading on stims and responses, please see also the pages [[Stim/Response]] and [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
== Stims ==&lt;br /&gt;
&lt;br /&gt;
To add a stim or response to an entity, open the Stim/Response editor:&lt;br /&gt;
Select the entity and - from the menu bar - go to Entity &amp;gt; Stim/Response.&lt;br /&gt;
The Stim/Response Editor has three tabs: Stims, Responses and Custom Stims.&lt;br /&gt;
As stated on the [[Stim/Response]] page, an entity can have either or both Stims and Responses, but is not able to crate a Response through a Stim fired on itself.&lt;br /&gt;
&lt;br /&gt;
To add a non-custom Stim, select the &amp;quot;Stims&amp;quot; tab.&lt;br /&gt;
From here, it is possible to add a Stim from the drop-down menu next to the &amp;quot;Add&amp;quot; button, clicking the Add button and choosing a stim from the &amp;quot;Type&amp;quot; drop-down menu at the top (&amp;quot;Frob&amp;quot; being the default) or using a keyboard shortcut by pressing the initial letter of the Stim type you&#039;d like to add.&lt;br /&gt;
&lt;br /&gt;
Select the Stim to edit from the numbered list on the left.&lt;br /&gt;
If no Stim type is selected, all options presented on the right are greyed out.&lt;br /&gt;
The options on the right side of the editor allow changes to all key values of the Stim, removing the need to type and enter manually all key values as listed and described in [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Responses ==&lt;br /&gt;
&lt;br /&gt;
The Response Editor is a simplified way to create basic scripts without need for deeper knowledge on scripting for TDM.&lt;br /&gt;
It works similar to the Stim Editor, but for adding Stims that will act as entity responses.&lt;br /&gt;
In the Responses tab, the Stim to which the selected entity should respond is selected in the same way as the Stims tab.&lt;br /&gt;
&lt;br /&gt;
However, this only tells the entity that it must show a response to a certain Stim type. For a response to happen, there must be an effect.&lt;br /&gt;
To add an effect, right-click in the &amp;quot;Response Effects&amp;quot; window and press, &amp;quot;Add new Effect&amp;quot;.&lt;br /&gt;
Double-clicking the numbered Response, or right-clicking it and choosing &amp;quot;Edit&amp;quot;, open the &amp;quot;Edit Response Effect&amp;quot; box in which it is possible to select the target entity, type of Stim (as args) and the Response effect itself.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Available effects are: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Activate Response:&#039;&#039;&#039; Activates the Response for the stated Stim Type on the stated Entity.&lt;br /&gt;
** E.g. the player must give a fire stim to a furnace in order to have a door react to a frob Stim.&lt;br /&gt;
* &#039;&#039;&#039;Activate Shooter:&#039;&#039;&#039; Activates the named Shooter entity.&lt;br /&gt;
** E.g. Can be used to activate a trap.&lt;br /&gt;
* &#039;&#039;&#039;Activate Stim:&#039;&#039;&#039; Activates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
** E.g. Adds a damage stim to the furnace after a fire stim is given.&lt;br /&gt;
* &#039;&#039;&#039;Add Target: &#039;&#039;&#039; Adds the stated Target to the named Entity.&lt;br /&gt;
** E.g.  Add a new path_corner to a patrol route.&lt;br /&gt;
* &#039;&#039;&#039;Apply Stim:&#039;&#039;&#039; Fires a Stim of the stated Stim Type to the named Target.&lt;br /&gt;
** The Source can be changed, but is not necessary.&lt;br /&gt;
* &#039;&#039;&#039;Blind AI:&#039;&#039;&#039; Blinds the named AI as if a flash bomb has been used on it.&lt;br /&gt;
* &#039;&#039;&#039;Clear Targets:&#039;&#039;&#039; Removes all Target-args from the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Applies a damage type to the stated Target.&lt;br /&gt;
** Damage Defs can be found in the def file &amp;quot;darkmod/tdm_defs01.pk4/defs/tdm_damage.def&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Response:&#039;&#039;&#039; Deactivates the Response for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Shooter:&#039;&#039;&#039; Deactivates the stated Shooter.&lt;br /&gt;
** E.g. Can be used to disarm a trap.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Stim:&#039;&#039;&#039; Deactivates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Disable Effect:&#039;&#039;&#039; Disables only one Effect on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response number 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Enable Effect:&#039;&#039;&#039; Enables only one Effect on the stated Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is enabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Fade Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color over a time of Fade Time seconds.&lt;br /&gt;
* &#039;&#039;&#039;Frob:&#039;&#039;&#039; Frobs the named Entity as if it had been frobbed by the player.&lt;br /&gt;
* &#039;&#039;&#039;Gas Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with a gas arrow.&lt;br /&gt;
* &#039;&#039;&#039;Heal:&#039;&#039;&#039; Heals the named Target by the stated Amount.&lt;br /&gt;
* &#039;&#039;&#039;Kill:&#039;&#039;&#039; Kills the named Target.&lt;br /&gt;
* &#039;&#039;&#039;Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with the blackjack.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light Off:&#039;&#039;&#039; Extinguishes the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light On:&#039;&#039;&#039; (Re)ignites the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light Off:&#039;&#039;&#039; Turns off the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light On:&#039;&#039;&#039; Turns on the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Move To Position:&#039;&#039;&#039; Moves the named Entity to the stated Position (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is ticked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Move To Random Position:&#039;&#039;&#039; Moves the named Entity to a random position inside the &amp;quot;Within Radius&amp;quot; range.&lt;br /&gt;
* &#039;&#039;&#039;Play Animation:&#039;&#039;&#039; Plays the stated Animation for the stated Entity.&lt;br /&gt;
** The Animation can be limited to only one channel (such as only the head or similar), but is best left this blank, unless sure of intent.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound:&#039;&#039;&#039; Play the named entity&#039;s stated Sound.&lt;br /&gt;
** The channel can be limited (e.g. to the player voice or ambient), but this can also be left blank.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound Shader:&#039;&#039;&#039; Plays the named Sound Shader on the stated channel (as before the channel does not need not be defined). This is not limited to inherited sounds of the entity.&lt;br /&gt;
* &#039;&#039;&#039;Remove:&#039;&#039;&#039; Removes the named Target from the map.&lt;br /&gt;
* &#039;&#039;&#039;Run Script:&#039;&#039;&#039; Runs the named Script. For more information on scripts refer to [[Scripting basics]].&lt;br /&gt;
* &#039;&#039;&#039;Set AI Team:&#039;&#039;&#039; Change the named AI&#039;s team to the stated Team.&lt;br /&gt;
** For a list of which AI belongs to which team by default, refer to [[AI_Relations_(Editing)#AI_Types_.28Teams.29|AI Relations]]&lt;br /&gt;
* &#039;&#039;&#039;Set Angles:&#039;&#039;&#039; Set the named Target&#039;s rotation to the stated Angles (in pitch/yaw/roll).&lt;br /&gt;
** As with Move To Position, this is also possible relative to the entity&#039;s current angles.&lt;br /&gt;
* &#039;&#039;&#039;Set Frobable:&#039;&#039;&#039; Sets the named Entity as frobable (box checked) or unfrobable (box unchecked).&lt;br /&gt;
* &#039;&#039;&#039;Set Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color.&lt;br /&gt;
** In contrast to &amp;quot;Fade to Color&amp;quot;, this happens without any transition.&lt;br /&gt;
* &#039;&#039;&#039;Set Model:&#039;&#039;&#039; Changes the current model of the named Target to the stated Model.&lt;br /&gt;
** E.g. Can be used to change a model to a broken model after recieving damage.&lt;br /&gt;
* &#039;&#039;&#039;Set Skin:&#039;&#039;&#039; Changes the current skin of the stated Target to the stated Skin.&lt;br /&gt;
* &#039;&#039;&#039;Set Spawnarg:&#039;&#039;&#039; Changes the value of a Key (Spawnarg) on the stated Target to a stated Value.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Entity:&#039;&#039;&#039; Creates an [[entity]] of the stated Entity Class at a given location Origin (X Y Z). E.g. can be used to create new loot through an event.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Particle:&#039;&#039;&#039; Creates an emitter that will emit the named [[Particles|particle]] (including its .prt extension) at the location Origin (X Y Z) that stay there for stated Lifetime seconds. If no Lifetime is given it stays infinitely.&lt;br /&gt;
* &#039;&#039;&#039;Start Stim Timer:&#039;&#039;&#039; Starts the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Stop Stim Timer:&#039;&#039;&#039; Stops the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Teleport (Set Origin):&#039;&#039;&#039; Moves the named Entity to the stated location&#039;s New Origin (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is checked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Effect:&#039;&#039;&#039; Disables the stated Effect if enabled or enables the stated Effect if disabled on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Light:&#039;&#039;&#039; Turns off the named Light if on or turns on the named Light if off.&lt;br /&gt;
* &#039;&#039;&#039;Trigger:&#039;&#039;&#039; Activates the named Target Trigger entity as if activated by the stated Activator. (If I remember correctly, this does not count as a trigger Stim. For this you would have to target a trigger entity, that then targets the entity you wish to receive the trigger Stim).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Response list gives a variety of options that allows for many effects without the need to write scripts.&lt;br /&gt;
&lt;br /&gt;
It is possible to add several effects with one response type by checking the box, &amp;quot;Random Effects&amp;quot; and entering the number of random effects to be used.&lt;br /&gt;
Note that each effect can be used multiple times. E.g. Selecting only one effect and setting &amp;quot;Random Effects: 3&amp;quot; will use the same effect three times.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Examples: ==&lt;br /&gt;
&lt;br /&gt;
=== Arrow Trap: ===&lt;br /&gt;
&lt;br /&gt;
First, create an &amp;quot;atdm:func_shooter&amp;quot; entity and position it so that the arrow points in the desired direction to shoot.&lt;br /&gt;
&#039;&#039;Note that this entity does not have a model. If a model is required, the shooter can be placed in front of the approriate model&#039;&#039;.&lt;br /&gt;
Define the projectile to be fired (the default is a fire arrow) and check the pitch for the projectile&#039;s trajectory.&lt;br /&gt;
&lt;br /&gt;
Next, it is necessary to create an activator, that can be achieved with the Stim/Response Editor as follows:&lt;br /&gt;
* Create a brush, giving it a NoDraw texture and convert it to a [[Glossary#func_static|func_static]].&lt;br /&gt;
* Place this func_static entity, where the shooter is to be activated (note that the radius of the Player Stim is 350 with a Falloff Exponent of 3 around the player. This results in an effective radius of around 100 [[Limits,_Max,_Min,_Stats,_etc#Conversion_of_game units|units]]).&lt;br /&gt;
* Open the Stim/Response Editor.&lt;br /&gt;
* Add a Response &amp;quot;Player&amp;quot; to the NoDraw func_static entity.&lt;br /&gt;
* To that Response, add the Effect &amp;quot;Activate Shooter&amp;quot; with the name of the shooter as &amp;quot;Shooter Entity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now the shooter will start firing as soon as the player comes withing 100 units of the NoDraw func_static entity.&lt;br /&gt;
&lt;br /&gt;
There are three options:&lt;br /&gt;
&lt;br /&gt;
* If the the setup is left as it is, the shooter will continuously fire.&lt;br /&gt;
* If the shooter is given an ammo value that is not -1, the shooter will stop firing some time, depending on if the ammo is depleted, after the player moves away from the NoDraw func_static entity.&lt;br /&gt;
* If the shooter is to fire only once, it is necessary to add the Effect, &amp;quot;Disable Effect&amp;quot; and target the first effect that activates the shooter or give an ammo value of 1.&lt;br /&gt;
&lt;br /&gt;
It may also possible for the player to disarm the trap:&lt;br /&gt;
&lt;br /&gt;
* Create a response on another entity that the player will use to do to disarm the trap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. Frob, if the player is to push a button or use a switch or lever, or a Water response if the player is to shoot a water arrow on a circuit board or a furnace. The possibilities are endless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add the same &amp;quot;Disable Effect&amp;quot; effect as before.&lt;br /&gt;
* It is also possible to use the Effect, &amp;quot;Remove shooter&amp;quot;. But if this is used, the shooter will not be reactivated (E.g. if the player re-arms the trap, as above).&lt;br /&gt;
&#039;&#039;Note that using this setup, where the Response is &amp;quot;Player&amp;quot;, the trap will exclusively react to the player and not to any AI.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Change Patrol: ===&lt;br /&gt;
An AI&#039;s behaviour, such as its [[AI_Patrol|patrol route]], may be altered through a response.&lt;br /&gt;
E.g. If the player has taken a specific loot item.&lt;br /&gt;
&lt;br /&gt;
* Give the loot item a Response &amp;quot;Frob&amp;quot;.&lt;br /&gt;
* Add the effect &amp;quot;Add Target&amp;quot;.&lt;br /&gt;
* As the &amp;quot;Entity&amp;quot; do not use the AI, but the path_corner from which the AI is to leave its original path to enter the new one.&lt;br /&gt;
* As &amp;quot;Target&amp;quot; put in the first path_corner of the new path.&lt;br /&gt;
&lt;br /&gt;
If the new path circles back to the original path, the path will fork at this point:&lt;br /&gt;
if the new path does not target any path_corner of the original path, the AI will remain patrolling the new path.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19799</id>
		<title>Stim/Response Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor&amp;diff=19799"/>
		<updated>2018-03-04T16:01:50Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Stim / Response Editor ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Stim/Response Editor was introduced to save typing each arg for every stim and response on the page, [[Stim/Response Key/Values]] that also contains more specific descriptions as to what each Stim/Response [[Glossary#Spawnarg|arg]] does. &lt;br /&gt;
&lt;br /&gt;
For more general reading on stims and responses, please see also the pages [[Stim/Response]] and [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
== Stims ==&lt;br /&gt;
&lt;br /&gt;
To add a stim or response to an entity, open the Stim/Response editor:&lt;br /&gt;
Select the entity and - from the menu bar - go to Entity &amp;gt; Stim/Response.&lt;br /&gt;
The Stim/Response Editor has three tabs: Stims, Responses and Custom Stims.&lt;br /&gt;
As stated on the [[Stim/Response]] page, an entity can have either or both Stims and Responses, but is not able to crate a Response through a Stim fired on itself.&lt;br /&gt;
&lt;br /&gt;
To add a non-custom Stim, select the &amp;quot;Stims&amp;quot; tab.&lt;br /&gt;
From here, it is possible to add a Stim from the drop-down menu next to the &amp;quot;Add&amp;quot; button, clicking the Add button and choosing a stim from the &amp;quot;Type&amp;quot; drop-down menu at the top (&amp;quot;Frob&amp;quot; being the default) or using a keyboard shortcut by pressing the initial letter of the Stim type you&#039;d like to add.&lt;br /&gt;
&lt;br /&gt;
Select the Stim to edit from the numbered list on the left.&lt;br /&gt;
If no Stim type is selected, all options presented on the right are greyed out.&lt;br /&gt;
The options on the right side of the editor allow changes to all key values of the Stim, removing the need to type and enter manually all key values as listed and described in [[Stim/Response Key/Values]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Responses ==&lt;br /&gt;
&lt;br /&gt;
The Response Editor is a simplified way to create basic scripts without need for deeper knowledge on scripting for TDM.&lt;br /&gt;
It works similar to the Stim Editor, but for adding Stims that will act as entity responses.&lt;br /&gt;
In the Responses tab, the Stim to which the selected entity should respond is selected in the same way as the Stims tab.&lt;br /&gt;
&lt;br /&gt;
However, this only tells the entity that it must show a response to a certain Stim type. For a response to happen, there must be an effect.&lt;br /&gt;
To add an effect, right-click in the &amp;quot;Response Effects&amp;quot; window and press, &amp;quot;Add new Effect&amp;quot;.&lt;br /&gt;
Double-clicking the numbered Response, or right-clicking it and choosing &amp;quot;Edit&amp;quot;, open the &amp;quot;Edit Response Effect&amp;quot; box in which it is possible to select the target entity, type of Stim (as args) and the Response effect itself.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Available effects are: ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Activate Response:&#039;&#039;&#039; Activates the Response for the stated Stim Type on the stated Entity.&lt;br /&gt;
** E.g. the player must give a fire stim to a furnace in order to have a door react to a frob Stim.&lt;br /&gt;
* &#039;&#039;&#039;Activate Shooter:&#039;&#039;&#039; Activates the named Shooter entity.&lt;br /&gt;
** E.g. Can be used to activate a trap.&lt;br /&gt;
* &#039;&#039;&#039;Activate Stim:&#039;&#039;&#039; Activates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
** E.g. Adds a damage stim to the furnace after a fire stim is given.&lt;br /&gt;
* &#039;&#039;&#039;Add Target: &#039;&#039;&#039; Adds the stated Target to the named Entity.&lt;br /&gt;
** E.g.  Add a new path_corner to a patrol route.&lt;br /&gt;
* &#039;&#039;&#039;Apply Stim:&#039;&#039;&#039; Fires a Stim of the stated Stim Type to the named Target.&lt;br /&gt;
** The Source can be changed, but is not necessary.&lt;br /&gt;
* &#039;&#039;&#039;Blind AI:&#039;&#039;&#039; Blinds the named AI as if a flash bomb has been used on it.&lt;br /&gt;
* &#039;&#039;&#039;Clear Targets:&#039;&#039;&#039; Removes all Target-args from the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Applies a damage type to the stated Target.&lt;br /&gt;
** Damage Defs can be found in the def file &amp;quot;darkmod/tdm_defs01.pk4/defs/tdm_damage.def&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Response:&#039;&#039;&#039; Deactivates the Response for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Shooter:&#039;&#039;&#039; Deactivates the stated Shooter.&lt;br /&gt;
** E.g. Can be used to disarm a trap.&lt;br /&gt;
* &#039;&#039;&#039;Deactivate Stim:&#039;&#039;&#039; Deactivates the Stim for the stated Stim Type on the named Entity.&lt;br /&gt;
* &#039;&#039;&#039;Disable Effect:&#039;&#039;&#039; Disables only one Effect on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response number 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Enable Effect:&#039;&#039;&#039; Enables only one Effect on the stated Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is enabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Fade Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color over a time of Fade Time seconds.&lt;br /&gt;
* &#039;&#039;&#039;Frob:&#039;&#039;&#039; Frobs the named Entity as if it had been frobbed by the player.&lt;br /&gt;
* &#039;&#039;&#039;Gas Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with a gas arrow.&lt;br /&gt;
* &#039;&#039;&#039;Heal:&#039;&#039;&#039; Heals the named Target by the stated Amount.&lt;br /&gt;
* &#039;&#039;&#039;Kill:&#039;&#039;&#039; Kills the named Target.&lt;br /&gt;
* &#039;&#039;&#039;Knockout:&#039;&#039;&#039; Knocks out the named Target as if it had been hit with the blackjack.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light Off:&#039;&#039;&#039; Extinguishes the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn extinguishable Light On:&#039;&#039;&#039; (Re)ignites the named extinguishable Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light Off:&#039;&#039;&#039; Turns off the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Turn Light On:&#039;&#039;&#039; Turns on the named Light.&lt;br /&gt;
* &#039;&#039;&#039;Move To Position:&#039;&#039;&#039; Moves the named Entity to the stated Position (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is ticked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Move To Random Position:&#039;&#039;&#039; Moves the named Entity to a random position inside the &amp;quot;Within Radius&amp;quot; range.&lt;br /&gt;
* &#039;&#039;&#039;Play Animation:&#039;&#039;&#039; Plays the stated Animation for the stated Entity.&lt;br /&gt;
** The Animation can be limited to only one channel (such as only the head or similar), but is best left this blank, unless sure of intent.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound:&#039;&#039;&#039; Play the named entity&#039;s stated Sound.&lt;br /&gt;
** The channel can be limited (e.g. to the player voice or ambient), but this can also be left blank.&lt;br /&gt;
* &#039;&#039;&#039;Play Sound Shader:&#039;&#039;&#039; Plays the named Sound Shader on the stated channel (as before the channel does not need not be defined). This is not limited to inherited sounds of the entity.&lt;br /&gt;
* &#039;&#039;&#039;Remove:&#039;&#039;&#039; Removes the named Target from the map.&lt;br /&gt;
* &#039;&#039;&#039;Run Script:&#039;&#039;&#039; Runs the named Script. For more information on scripts refer to [[Scripting basics]].&lt;br /&gt;
* &#039;&#039;&#039;Set AI Team:&#039;&#039;&#039; Change the named AI&#039;s team to the stated Team.&lt;br /&gt;
** For a list of which AI belongs to which team by default, refer to [[AI_Relations_(Editing)#AI_Types_.28Teams.29|AI Relations]]&lt;br /&gt;
* &#039;&#039;&#039;Set Angles:&#039;&#039;&#039; Set the named Target&#039;s rotation to the stated Angles (in pitch/yaw/roll).&lt;br /&gt;
** As with Move To Position, this is also possible relative to the entity&#039;s current angles.&lt;br /&gt;
* &#039;&#039;&#039;Set Frobable:&#039;&#039;&#039; Sets the named Entity as frobable (box checked) or unfrobable (box unchecked).&lt;br /&gt;
* &#039;&#039;&#039;Set Light Color:&#039;&#039;&#039; Changes the colour of the named Target Light to the stated Color.&lt;br /&gt;
** In contrast to &amp;quot;Fade to Color&amp;quot;, this happens without any transition.&lt;br /&gt;
* &#039;&#039;&#039;Set Model:&#039;&#039;&#039; Changes the current model of the named Target to the stated Model.&lt;br /&gt;
** E.g. Can be used to change a model to a broken model after recieving damage.&lt;br /&gt;
* &#039;&#039;&#039;Set Skin:&#039;&#039;&#039; Changes the current skin of the stated Target to the stated Skin.&lt;br /&gt;
* &#039;&#039;&#039;Set Spawnarg:&#039;&#039;&#039; Changes the value of a Key (Spawnarg) on the stated Target to a stated Value.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Entity:&#039;&#039;&#039; Creates an [[entity]] of the stated Entity Class at a given location Origin (X Y Z). E.g. can be used to create new loot through an event.&lt;br /&gt;
* &#039;&#039;&#039;Spawn Particle:&#039;&#039;&#039; Creates an emitter that will emit the named [[Particles|particle]] (including its .prt extension) at the location Origin (X Y Z) that stay there for stated Lifetime seconds. If no Lifetime is given it stays infinitely.&lt;br /&gt;
* &#039;&#039;&#039;Start Stim Timer:&#039;&#039;&#039; Starts the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Stop Stim Timer:&#039;&#039;&#039; Stops the timer of the stated Stim on the named Entity.&lt;br /&gt;
** For information about how a timer on a Stim works, refer to [[Stim/Response Key/Values]], E.g. Key: sr_timer_time_N.&lt;br /&gt;
* &#039;&#039;&#039;Teleport (Set Origin):&#039;&#039;&#039; Moves the named Entity to the stated location&#039;s New Origin (coordinates: X Y Z).&lt;br /&gt;
** If the box &amp;quot;Relative to old origin&amp;quot; is checked, the Entity is moved (X Y Z) units from its current location.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Effect:&#039;&#039;&#039; Disables the stated Effect if enabled or enables the stated Effect if disabled on the named Entity.&lt;br /&gt;
** The Effect is defined by two numbers (e.g. 2_3), meaning that the Effect numbered 3 on the Response numbered 2 is disabled. The respective numbers can be found in the first column of the Response Effects window.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Light:&#039;&#039;&#039; Turns off the named Light if on or turns on the named Light if off.&lt;br /&gt;
* &#039;&#039;&#039;Trigger:&#039;&#039;&#039; Activates the named Target Trigger entity as if activated by the stated Activator. (If I remember correctly, this does not count as a trigger Stim. For this you would have to target a trigger entity, that then targets the entity you wish to receive the trigger Stim).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Response list gives a variety of options that allows for many effects without the need to write scripts.&lt;br /&gt;
&lt;br /&gt;
It is possible to add several effects with one response type by checking the box, &amp;quot;Random Effects&amp;quot; and entering the number of random effects to be used.&lt;br /&gt;
Note that each effect can be used multiple times. E.g. Selecting only one effect and setting &amp;quot;Random Effects: 3&amp;quot; will use the same effect three times.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Examples: ==&lt;br /&gt;
&lt;br /&gt;
=== Arrow Trap: ===&lt;br /&gt;
&lt;br /&gt;
First, create an &amp;quot;atdm:func_shooter&amp;quot; entity and position it so that the arrow points in the desired direction to shoot.&lt;br /&gt;
&#039;&#039;Note that this entity does not have a model. If a model is required, the shooter can be placed in front of the approriate model&#039;&#039;.&lt;br /&gt;
Define the projectile to be fired (the default is a fire arrow) and check the pitch for the projectile&#039;s trajectory.&lt;br /&gt;
&lt;br /&gt;
Next, it is necessary to create an activator, that can be achieved with the Stim/Response Editor as follows:&lt;br /&gt;
* Create a brush, giving it a NoDraw texture and convert it to a [[Glossary#func_static|func_static]].&lt;br /&gt;
* Place this func_static entity, where the shooter is to be activated (note that the radius of the Player Stim is 350 with a Falloff Exponent of 3 around the player. This results in an effective radius of around 100 [[Limits,_Max,_Min,_Stats,_etc#Conversion_of_game units|units]]).&lt;br /&gt;
* Open the Stim/Response Editor.&lt;br /&gt;
* Add a Response &amp;quot;Player&amp;quot; to the NoDraw func_static entity.&lt;br /&gt;
* To that Response, add the Effect &amp;quot;Activate Shooter&amp;quot; with the name of the shooter as &amp;quot;Shooter Entity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now the shooter will start firing as soon as the player comes withing 100 units of the NoDraw func_static entity.&lt;br /&gt;
&lt;br /&gt;
There are three options:&lt;br /&gt;
&lt;br /&gt;
* If the the setup is left as it is, the shooter will continuously fire.&lt;br /&gt;
* If the shooter is given an ammo value that is not -1, the shooter will stop firing some time, depending on if the ammo is depleted, after the player moves away from the NoDraw func_static entity.&lt;br /&gt;
* If the shooter is to fire only once, it is necessary to add the Effect, &amp;quot;Disable Effect&amp;quot; and target the first effect that activates the shooter or give an ammo value of 1.&lt;br /&gt;
&lt;br /&gt;
It may also possible for the player to disarm the trap:&lt;br /&gt;
&lt;br /&gt;
* Create a response on another entity that the player will use to do to disarm the trap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. Frob, if the player is to push a button or use a switch or lever, or a Water response if the player is to shoot a water arrow on a circuit board or a furnace. The possibilities are endless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add the same &amp;quot;Disable Effect&amp;quot; effect as before.&lt;br /&gt;
* It is also possible to use the Effect, &amp;quot;Remove shooter&amp;quot;. But if this is used, the shooter will not be reactivated (E.g. if the player re-arms the trap, as above).&lt;br /&gt;
&#039;&#039;Note that using this setup, where the Response is &amp;quot;Player&amp;quot;, the trap will exclusively react to the player and not to any AI.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Change Patrol: ===&lt;br /&gt;
An AI&#039;s behaviour, such as its [[AI_Patrol|patrol route]], may be altered through a response.&lt;br /&gt;
E.g. If the player has taken a specific loot item.&lt;br /&gt;
&lt;br /&gt;
* Give the loot item a Response &amp;quot;Frob&amp;quot;.&lt;br /&gt;
* Add the effect &amp;quot;Add Target&amp;quot;.&lt;br /&gt;
* As the &amp;quot;Entity&amp;quot; do not use the AI, but the path_corner from which the AI is to leave its original path to enter the new one.&lt;br /&gt;
* As &amp;quot;Target&amp;quot; put in the first path_corner of the new path.&lt;br /&gt;
&lt;br /&gt;
If the new path circles back to the original path, the path will fork at this point:&lt;br /&gt;
if the new path does not target any path_corner of the original path, the AI will remain patrolling the new path.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19788</id>
		<title>Console Useful Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19788"/>
		<updated>2018-01-23T07:00:26Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a list of common console commands and cvars that are of use to Dark Mod mappers and developers for testing etc. It is in order of key words and meaning. The console can be called by hitting &amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|~}}&amp;quot; (&amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|Key left of number 1}}&amp;quot; in general, e.g. &amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|^}}&amp;quot; on a German keyboard).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Where a cvar or command is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated. &#039;&#039;&#039;N&#039;&#039;&#039; indicates a range of values.&lt;br /&gt;
* The current value of a cvar can be shown by entering its name without a value.&lt;br /&gt;
* Parameters can be toggled between values by preceding the control with &#039;toggle&#039; and following it with eg, 1 0. Example : toggle r_showtris 3 0&lt;br /&gt;
* Controls can be bound to keys to be used in-game, including the toggle command, eg, &amp;lt;tt&amp;gt;bind &amp;quot;v&amp;quot; &amp;quot;toggle r_showportals 1 0&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Many controls can be included in the file &#039;&#039;&#039;Doomconfig.cfg&#039;&#039;&#039; in the darkmod folder so they are automatically effective.&lt;br /&gt;
* Some controls are disabled on exit from a map; others are permanent until manually changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|noclip&lt;br /&gt;
|Player flies through everything.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|notarget&lt;br /&gt;
|AI will not know the player is there.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|invisible&lt;br /&gt;
|AI will not see the player, but can still hear him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|inaudible&lt;br /&gt;
|AI will not hear the player, but can still see him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|god&lt;br /&gt;
|Player cannot be harmed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|killmonsters&lt;br /&gt;
|Removes all AI from a map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_show_loot&lt;br /&gt;
|Shows loot items through walls for a short time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_dragentity 1&lt;br /&gt;
|Aim at entity and hold attack control then pull back.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|pm_noclipspeed N&lt;br /&gt;
|Changes the speed of player noclip movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_fov N&lt;br /&gt;
|N=angle of field of view, eg, &#039;&#039;&#039;&amp;lt;code&amp;gt;g_fov 30&amp;lt;/code&amp;gt;&#039;&#039;&#039; = zoom in to restrict field of view to 30 degrees. Default = 90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showEntityInfo 1&lt;br /&gt;
|Show info about near entities (as box with classname).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|com_showfps 1&lt;br /&gt;
|Show fps to test performance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_frametime 1&lt;br /&gt;
|Timing info for each frame, see [[Profiling#g_frametime|Profiling]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showPrimitives 1&lt;br /&gt;
|Show info about number of [[drawcalls]] and tris/shadow tris rendered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showskel 1&lt;br /&gt;
|Shows skeleton in-game with joint names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showCollisionModels 1&lt;br /&gt;
|Shows collision models. Use &#039;&#039;&#039;g_maxShowDistance N&#039;&#039;&#039; to increase the distance where they are shown to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showtris N&lt;br /&gt;
|(1) Shows triangles being rendered directly.&amp;lt;br&amp;gt;(2) Shows overdrawn tri&#039;s.&amp;lt;br&amp;gt;(3) Shows all tri&#039;s in scene, direct and indirect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showportals 1&lt;br /&gt;
|Shows all portals in scene (red=closed,green=open). If your portals don&#039;t show up they are most likely not sealing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showlightcount 1&lt;br /&gt;
|Using colours, shows the number of lights hitting a surface, black = 0, red = 1, blue = 2... etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|seta tdm_showsprop 1&lt;br /&gt;
|Shows the volume of sounds heard by AI.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showbark 1&lt;br /&gt;
|Gives the def name (not the soundshader) of barks used by AI.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showalert 1&lt;br /&gt;
|Shows the AI&#039;s current alert total and alert state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showdest 1&lt;br /&gt;
|Shows the AI&#039;s current path destination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|bind &amp;quot;f1&amp;quot; &amp;quot;_impulse27&amp;quot; &lt;br /&gt;
|Pressing F1 shows the AAS regions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|timescale 2&lt;br /&gt;
|Double speed, good for testing pathing, 1 = normal speed, 2 = double, 0.5 = half speed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spawning entities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_blackjack&lt;br /&gt;
|Spawns blackjack in front of the player. Look up if entity gets spawned under the floor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_shortsword&lt;br /&gt;
|Spawns a sword.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead&lt;br /&gt;
|Spawns one arrow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead inv_ammo_amount 50&lt;br /&gt;
|Spawns 50 arrows (one entity with 50 ammo). Similar technique can be used for other ammo types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_firearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_gasarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_mossarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_noisemaker&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_ropearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_waterarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the TDM console you can press tab after typing something to autocomplete. For example &amp;lt;tt&amp;gt;spawn atdm:&amp;lt;tab&amp;gt;&amp;lt;/tt&amp;gt; will cycle through the various spawnables. You can also add additional spawnargs using the following syntax: &amp;lt;tt&amp;gt;spawn classname [key value] [key value] ...&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Diagnostic information ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|listEntities&lt;br /&gt;
|lists all current entities followed by a count.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|countEntities&lt;br /&gt;
|displays a count of entities by class. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|condump [unwrap] &#039;&#039;filename.txt&#039;&#039;&lt;br /&gt;
|Writes the text content of the console to text file &#039;&#039;filename.txt&#039;&#039; (you can use any file name). If optional keyword &#039;&#039;unwrap&#039;&#039; is used, full lines from the console will be stitched together with the following line. Useful when exporting long file paths from the console, that have been broken up by its width limit. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Cvars in The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:CVARS]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19787</id>
		<title>Console Useful Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19787"/>
		<updated>2018-01-23T06:59:40Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a list of common console commands and cvars that are of use to Dark Mod mappers and developers for testing etc. It is in order of key words and meaning. The console can be called by hitting &amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|~}}&amp;quot; (&amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|Key left of number 1}}&amp;quot; in general).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Where a cvar or command is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated. &#039;&#039;&#039;N&#039;&#039;&#039; indicates a range of values.&lt;br /&gt;
* The current value of a cvar can be shown by entering its name without a value.&lt;br /&gt;
* Parameters can be toggled between values by preceding the control with &#039;toggle&#039; and following it with eg, 1 0. Example : toggle r_showtris 3 0&lt;br /&gt;
* Controls can be bound to keys to be used in-game, including the toggle command, eg, &amp;lt;tt&amp;gt;bind &amp;quot;v&amp;quot; &amp;quot;toggle r_showportals 1 0&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Many controls can be included in the file &#039;&#039;&#039;Doomconfig.cfg&#039;&#039;&#039; in the darkmod folder so they are automatically effective.&lt;br /&gt;
* Some controls are disabled on exit from a map; others are permanent until manually changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|noclip&lt;br /&gt;
|Player flies through everything.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|notarget&lt;br /&gt;
|AI will not know the player is there.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|invisible&lt;br /&gt;
|AI will not see the player, but can still hear him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|inaudible&lt;br /&gt;
|AI will not hear the player, but can still see him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|god&lt;br /&gt;
|Player cannot be harmed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|killmonsters&lt;br /&gt;
|Removes all AI from a map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_show_loot&lt;br /&gt;
|Shows loot items through walls for a short time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_dragentity 1&lt;br /&gt;
|Aim at entity and hold attack control then pull back.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|pm_noclipspeed N&lt;br /&gt;
|Changes the speed of player noclip movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_fov N&lt;br /&gt;
|N=angle of field of view, eg, &#039;&#039;&#039;&amp;lt;code&amp;gt;g_fov 30&amp;lt;/code&amp;gt;&#039;&#039;&#039; = zoom in to restrict field of view to 30 degrees. Default = 90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showEntityInfo 1&lt;br /&gt;
|Show info about near entities (as box with classname).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|com_showfps 1&lt;br /&gt;
|Show fps to test performance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_frametime 1&lt;br /&gt;
|Timing info for each frame, see [[Profiling#g_frametime|Profiling]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showPrimitives 1&lt;br /&gt;
|Show info about number of [[drawcalls]] and tris/shadow tris rendered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showskel 1&lt;br /&gt;
|Shows skeleton in-game with joint names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showCollisionModels 1&lt;br /&gt;
|Shows collision models. Use &#039;&#039;&#039;g_maxShowDistance N&#039;&#039;&#039; to increase the distance where they are shown to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showtris N&lt;br /&gt;
|(1) Shows triangles being rendered directly.&amp;lt;br&amp;gt;(2) Shows overdrawn tri&#039;s.&amp;lt;br&amp;gt;(3) Shows all tri&#039;s in scene, direct and indirect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showportals 1&lt;br /&gt;
|Shows all portals in scene (red=closed,green=open). If your portals don&#039;t show up they are most likely not sealing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showlightcount 1&lt;br /&gt;
|Using colours, shows the number of lights hitting a surface, black = 0, red = 1, blue = 2... etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|seta tdm_showsprop 1&lt;br /&gt;
|Shows the volume of sounds heard by AI.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showbark 1&lt;br /&gt;
|Gives the def name (not the soundshader) of barks used by AI.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showalert 1&lt;br /&gt;
|Shows the AI&#039;s current alert total and alert state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showdest 1&lt;br /&gt;
|Shows the AI&#039;s current path destination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|bind &amp;quot;f1&amp;quot; &amp;quot;_impulse27&amp;quot; &lt;br /&gt;
|Pressing F1 shows the AAS regions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|timescale 2&lt;br /&gt;
|Double speed, good for testing pathing, 1 = normal speed, 2 = double, 0.5 = half speed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spawning entities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_blackjack&lt;br /&gt;
|Spawns blackjack in front of the player. Look up if entity gets spawned under the floor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_shortsword&lt;br /&gt;
|Spawns a sword.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead&lt;br /&gt;
|Spawns one arrow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead inv_ammo_amount 50&lt;br /&gt;
|Spawns 50 arrows (one entity with 50 ammo). Similar technique can be used for other ammo types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_firearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_gasarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_mossarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_noisemaker&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_ropearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_waterarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the TDM console you can press tab after typing something to autocomplete. For example &amp;lt;tt&amp;gt;spawn atdm:&amp;lt;tab&amp;gt;&amp;lt;/tt&amp;gt; will cycle through the various spawnables. You can also add additional spawnargs using the following syntax: &amp;lt;tt&amp;gt;spawn classname [key value] [key value] ...&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Diagnostic information ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|listEntities&lt;br /&gt;
|lists all current entities followed by a count.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|countEntities&lt;br /&gt;
|displays a count of entities by class. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|condump [unwrap] &#039;&#039;filename.txt&#039;&#039;&lt;br /&gt;
|Writes the text content of the console to text file &#039;&#039;filename.txt&#039;&#039; (you can use any file name). If optional keyword &#039;&#039;unwrap&#039;&#039; is used, full lines from the console will be stitched together with the following line. Useful when exporting long file paths from the console, that have been broken up by its width limit. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Cvars in The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:CVARS]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19786</id>
		<title>Console Useful Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=19786"/>
		<updated>2018-01-23T06:56:07Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a list of common console commands and cvars that are of use to Dark Mod mappers and developers for testing etc. It is in order of key words and meaning. The Console can be called by hitting &amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|~}}&amp;quot; (&amp;quot;{{key|CTRL}}+{{key|ALT}}+{{key|^}}&amp;quot; on European keyboards).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Where a cvar or command is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated. &#039;&#039;&#039;N&#039;&#039;&#039; indicates a range of values.&lt;br /&gt;
* The current value of a cvar can be shown by entering its name without a value.&lt;br /&gt;
* Parameters can be toggled between values by preceding the control with &#039;toggle&#039; and following it with eg, 1 0. Example : toggle r_showtris 3 0&lt;br /&gt;
* Controls can be bound to keys to be used in-game, including the toggle command, eg, &amp;lt;tt&amp;gt;bind &amp;quot;v&amp;quot; &amp;quot;toggle r_showportals 1 0&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Many controls can be included in the file &#039;&#039;&#039;Doomconfig.cfg&#039;&#039;&#039; in the darkmod folder so they are automatically effective.&lt;br /&gt;
* Some controls are disabled on exit from a map; others are permanent until manually changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|noclip&lt;br /&gt;
|Player flies through everything.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|notarget&lt;br /&gt;
|AI will not know the player is there.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|invisible&lt;br /&gt;
|AI will not see the player, but can still hear him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|inaudible&lt;br /&gt;
|AI will not hear the player, but can still see him.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|god&lt;br /&gt;
|Player cannot be harmed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|killmonsters&lt;br /&gt;
|Removes all AI from a map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_show_loot&lt;br /&gt;
|Shows loot items through walls for a short time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_dragentity 1&lt;br /&gt;
|Aim at entity and hold attack control then pull back.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|pm_noclipspeed N&lt;br /&gt;
|Changes the speed of player noclip movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_fov N&lt;br /&gt;
|N=angle of field of view, eg, &#039;&#039;&#039;&amp;lt;code&amp;gt;g_fov 30&amp;lt;/code&amp;gt;&#039;&#039;&#039; = zoom in to restrict field of view to 30 degrees. Default = 90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showEntityInfo 1&lt;br /&gt;
|Show info about near entities (as box with classname).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|com_showfps 1&lt;br /&gt;
|Show fps to test performance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_frametime 1&lt;br /&gt;
|Timing info for each frame, see [[Profiling#g_frametime|Profiling]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showPrimitives 1&lt;br /&gt;
|Show info about number of [[drawcalls]] and tris/shadow tris rendered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showskel 1&lt;br /&gt;
|Shows skeleton in-game with joint names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showCollisionModels 1&lt;br /&gt;
|Shows collision models. Use &#039;&#039;&#039;g_maxShowDistance N&#039;&#039;&#039; to increase the distance where they are shown to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showtris N&lt;br /&gt;
|(1) Shows triangles being rendered directly.&amp;lt;br&amp;gt;(2) Shows overdrawn tri&#039;s.&amp;lt;br&amp;gt;(3) Shows all tri&#039;s in scene, direct and indirect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showportals 1&lt;br /&gt;
|Shows all portals in scene (red=closed,green=open). If your portals don&#039;t show up they are most likely not sealing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showlightcount 1&lt;br /&gt;
|Using colours, shows the number of lights hitting a surface, black = 0, red = 1, blue = 2... etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|seta tdm_showsprop 1&lt;br /&gt;
|Shows the volume of sounds heard by AI.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showbark 1&lt;br /&gt;
|Gives the def name (not the soundshader) of barks used by AI.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showalert 1&lt;br /&gt;
|Shows the AI&#039;s current alert total and alert state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|tdm_ai_showdest 1&lt;br /&gt;
|Shows the AI&#039;s current path destination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|bind &amp;quot;f1&amp;quot; &amp;quot;_impulse27&amp;quot; &lt;br /&gt;
|Pressing F1 shows the AAS regions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|timescale 2&lt;br /&gt;
|Double speed, good for testing pathing, 1 = normal speed, 2 = double, 0.5 = half speed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spawning entities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_blackjack&lt;br /&gt;
|Spawns blackjack in front of the player. Look up if entity gets spawned under the floor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:weapon_shortsword&lt;br /&gt;
|Spawns a sword.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead&lt;br /&gt;
|Spawns one arrow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_broadhead inv_ammo_amount 50&lt;br /&gt;
|Spawns 50 arrows (one entity with 50 ammo). Similar technique can be used for other ammo types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_firearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_gasarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_mossarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_noisemaker&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_ropearrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|spawn atdm:ammo_waterarrow&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the TDM console you can press tab after typing something to autocomplete. For example &amp;lt;tt&amp;gt;spawn atdm:&amp;lt;tab&amp;gt;&amp;lt;/tt&amp;gt; will cycle through the various spawnables. You can also add additional spawnargs using the following syntax: &amp;lt;tt&amp;gt;spawn classname [key value] [key value] ...&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Diagnostic information ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 style=&amp;quot;border-color: grey; border-collapse: collapse; font-size: 92%; margin-left: 1em&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|listEntities&lt;br /&gt;
|lists all current entities followed by a count.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|countEntities&lt;br /&gt;
|displays a count of entities by class. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|condump [unwrap] &#039;&#039;filename.txt&#039;&#039;&lt;br /&gt;
|Writes the text content of the console to text file &#039;&#039;filename.txt&#039;&#039; (you can use any file name). If optional keyword &#039;&#039;unwrap&#039;&#039; is used, full lines from the console will be stitched together with the following line. Useful when exporting long file paths from the console, that have been broken up by its width limit. &#039;&#039;TDM 2.03+&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Cvars in The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:CVARS]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19760</id>
		<title>Sleeping AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19760"/>
		<updated>2017-12-12T10:04:49Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Sleeping While Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Sleeping AI are (mostly) working now. They can either put themselves to bed at map start and remain there (unless alerted) or else patrol, sleep for a while, then patrol again.&lt;br /&gt;
&lt;br /&gt;
==Non-patrolling sleepers==&lt;br /&gt;
&lt;br /&gt;
These are defined as sleepers at the start and immediately lay down. They only will get up if alerted.&lt;br /&gt;
&lt;br /&gt;
Set on the AI the spawn arg:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleeping 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Patrol Sleepers==&lt;br /&gt;
&lt;br /&gt;
This is done by targeting a path_sleep entity which then targets a path_wait to define how long they will sleep before getting up again.&lt;br /&gt;
&lt;br /&gt;
==Sleep Location==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 0&#039;&#039; - sleep on the floor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 1&#039;&#039; - sleep on a bed&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
By default, place the AI on the right side of the bed (as you look towards the head of the bed) and &#039;&#039;&#039;facing away&#039;&#039;&#039; from the bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Direction===&lt;br /&gt;
&lt;br /&gt;
If you want the AI to start from the left side of the bed (as you look towards the head of the bed)  then add:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_left 0&#039;&#039;   (note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
===Sleeping position in the bed===&lt;br /&gt;
&lt;br /&gt;
====Head to Toe====&lt;br /&gt;
&lt;br /&gt;
Stand the AI close to the bed facing away from it and about half way between the head and the foot; adjust as needed towards the head or foot direction of the bed.&lt;br /&gt;
&lt;br /&gt;
====Sideways====&lt;br /&gt;
&lt;br /&gt;
The distance the AI slides across onto the bed can be controlled by&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_slide_dist 16&#039;&#039; (default)&lt;br /&gt;
&lt;br /&gt;
(note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
==Monster clip the bed or not?==&lt;br /&gt;
&lt;br /&gt;
Yes, monster clip should not directly affect the sleep animation and the bed should normally be monsterclipped anyway. The only way it might affect it is if the clip sticks out too far and stops the AI getting near enough. In that case reduce the clip close to the bed edge and/or adjust the slide value (see [[#Sleeping position in the bed]])&lt;br /&gt;
&lt;br /&gt;
==Problems, Troubleshooting==&lt;br /&gt;
&lt;br /&gt;
There are a few known problems:&lt;br /&gt;
&lt;br /&gt;
===AI is sinking into the bed or floating high===&lt;br /&gt;
&lt;br /&gt;
AI animate to the same height so if they are slightly high the first thing to check is the bed surface height. Most Dark Mod beds are a standard height which is correct for sleepers. One known bed (at time of writing) is a little high so AI will animate into it so be sunk a little low. This bed can be sunk a little into the floor to compensate. If they are floating slightly high then the bed can be lifted a little and perhaps some wood brushes under the legs make it right.&lt;br /&gt;
&lt;br /&gt;
If the AI are floating &#039;&#039;&#039;very&#039;&#039;&#039; high then this is most likely caused by the AI clipping into the bed at the start so they are lifted up to stand on its edge before they animate. They then animate up even higher. Solution: move them further out at the start. Note: this problem probably only affects AI that start off sleeping rather than patrol to a bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays down too far to one side of the bed===&lt;br /&gt;
&lt;br /&gt;
To move an AI across the bed see [[#Sleeping position in the bed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays wrong way head to foot===&lt;br /&gt;
&lt;br /&gt;
If the AI is laying the wrong way with his head at the foot of the bed and his feet at the head then see [[#Direction]]&lt;br /&gt;
&lt;br /&gt;
==Sleeping While Sitting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;The following pertains to TDM versions 2.05 or earlier. See below for 2.06 and later behavior.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also possible to put an AI to sleep on a chair. This requires a more elaborate setup than the regular sleeping while lying down, as the animations of the sleeping behaviour have to be exchanged. In order to achieve this, a dummy entity is required. Up to now, this entity is not part of the core mod, so the following has to be copy/pasted into a def file, that then has to be put into the folder &amp;quot;def&amp;quot; of the mod or the FM that uses it:&lt;br /&gt;
&lt;br /&gt;
 entityDef atdm:animation_sleep_sit {&lt;br /&gt;
     &amp;quot;inherit&amp;quot;        &amp;quot;atdm:prop_base&amp;quot;&lt;br /&gt;
     &amp;quot;editor_usage&amp;quot;    &amp;quot;Used to make AI sleep in a sitting position instead of laying down&amp;quot;&lt;br /&gt;
     &amp;quot;model&amp;quot;            &amp;quot;models/darkmod/misc/system/empty.lwo&amp;quot;&lt;br /&gt;
     &amp;quot;joint&amp;quot;            &amp;quot;RightHand&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_lft&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_rgt&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_lft&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_rgt&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_lft&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_rgt&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;origin&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;angles&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;remove&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 } &lt;br /&gt;
&lt;br /&gt;
The AI has to get the following spawnargs:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot; &amp;quot;atdm:animation_sleep_sit&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot; &amp;quot;hand_r&amp;quot;&lt;br /&gt;
 &amp;quot;lay_down_slide_dist&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The first two spawnargs attach the dummy entity to the AI, while the third spawnarg prevents the AI from sliding into the chair. This method works with both patrol sleepers as well as non-patroling AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method replaces the &amp;quot;sleeping on a bed&amp;quot; behaviour. This means that the spawnarg &amp;quot;sleep_location&amp;quot; has to be set to &amp;quot;1&amp;quot;. Setting it to 0 will still lead to the AI sleeping on the ground. The AI will only be able to sleep in a sitting position as long as the entity &amp;quot;atdm:animation_sleep_sit&amp;quot; is attached to it. Removing the entity will revert the sleeping behaviour, so the AI will sleep on a bed again.&lt;br /&gt;
&lt;br /&gt;
The AI sitting down is part of the sleeping behaviour, much like it is part of &amp;quot;sleeping on the bed&amp;quot;. This means, with this method the AI will sit down and immedaitely go to sleep. It is &#039;&#039;NOT&#039;&#039; possible to play other sitting animations in between.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;The following pertains to TDM versions 2.06 or later&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this sequence of path nodes if you want a patrolling AI to sit and take a nap for a while, then resume his patrol:&lt;br /&gt;
&lt;br /&gt;
* path_corner (AI walks to this)&lt;br /&gt;
* path_sit (&#039;angle&#039; provides the sitting angle)&lt;br /&gt;
* path_sleep (&#039;sleep_location&#039; &#039;2&#039; tells the AI to fall asleep after sitting)&lt;br /&gt;
* path_wait (&#039;wait&#039; and &#039;wait_max&#039; determine how long the AI sleeps; he will wake up and stand up when finished)&lt;br /&gt;
* path_corner (AI walks to this)&lt;br /&gt;
&lt;br /&gt;
Use this sequence of path nodes if you want the AI to stay seated after he wakes up:&lt;br /&gt;
&lt;br /&gt;
* path_corner (AI walks to this)&lt;br /&gt;
* path_sit (&#039;angle&#039; provides the sitting angle)&lt;br /&gt;
* path_sleep (&#039;sleep_location&#039; &#039;2&#039; tells the AI to fall asleep after sitting)&lt;br /&gt;
* path_wait (&#039;wait&#039; and &#039;wait_max&#039; determine how long the AI sleeps)&lt;br /&gt;
* path_wakeup (he will wake up and not stand up)&lt;br /&gt;
&lt;br /&gt;
Use these spawnargs on an AI who will start a mission sitting and sleeping, and will stay that way until roused:&lt;br /&gt;
&lt;br /&gt;
* &#039;sleep_location&#039; &#039;2&#039;&lt;br /&gt;
* &#039;sleeping&#039; &#039;1&#039;&lt;br /&gt;
&lt;br /&gt;
In contrast to the system used in version 2.05 and earlier, it is possible to interrupt other sitting behaviour like reading or writing with the sleeping behaviour. The earlier versions only allowed for an AI to directly sit down and sleep, then wake up and stand up again.&lt;br /&gt;
&lt;br /&gt;
==Known bugs==&lt;br /&gt;
&lt;br /&gt;
AI have their eyes closed now while sleeping. This is using the pain anim as a place holder at the moment, since we don&#039;t have a suitable anim yet (sleeping looks like a quite painful experience now...)&lt;br /&gt;
&lt;br /&gt;
Another problem is that the bounding box stays behind and is solid when the AI goes to bed.&lt;br /&gt;
&lt;br /&gt;
When you KO a sleeping AI, they may drop down through the bed, pop back to standing, like they did in Thief, &lt;br /&gt;
&lt;br /&gt;
Also this is probably unrelated but might be contributing to this problem: I&#039;m noticing that KO&#039;d AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO&#039;ing. You can see it if you watch really closely.&lt;br /&gt;
&lt;br /&gt;
There is also a problem when they see the player while laying down - they jump up for a moment, then finsih putting themselves to bed and then finally get up to chase the player.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19368</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19368"/>
		<updated>2017-07-03T10:13:12Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== KomagB ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Komag Tutorial: Dark Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== mh444 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Springheel ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM New Mappers Workshop:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y (Lesson 1: Planning)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/RmKjmt7IJr8 (Lesson 2: Visportals)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/o1lheOJTGgI (Lesson 3: Setting up Dark Radiant, building basics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Springheel&#039;s Speed Build Challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in under 4 hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM 2.05: Springheel&#039;s Modules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sotha ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sotha&#039;s Let&#039;s Map videos:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Demo videos ==&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;DarkRadiant Simple House test (level editor open source) [idtech4]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsttorte ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Let&#039;s Map video series&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first three of these are in German with English subtitles, but they are in English after that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=QOVslsHBXcI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=1&amp;amp;t=10s (Part 001)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=GfBh6Lhox7o&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=2 (Part 002)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PuVCrrjbEkI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=3 (Part 003)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=FVTBKuHPPGY&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=4  (Part 004 -- Material files)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JmWFMBY2oS0&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=5&amp;amp;t=14s  (Part 005 -- Making custom arrows)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/playlist?list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bikerdude ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Bikerdude&#039;s Speed Build challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A similar step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in a relatively short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dvzbz_-QVN8 (Part 1.  Build Time Total: 40 minutes)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 2.  Build Time Total: 1hr 49mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 3.  Build Time Total: 33mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iG5ahPs6VqA (Part 4.  Build Time Total: 34mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uQaYTpTJPQs (Part 5.  Build Time Total: 1hr)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=WNoiwYWssac (Part 6.  Build Time Total: 1hr 30 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XpcAo48PYxg (Part 7.  Build Time Total: 30mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=LMJ616E8jHg (Part 8.  Build Time Total: 1hr 4 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JfsXtyqTypo (Part 9.  Build Time Total: 2hrs - (video is only 30mins))&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=pG3aqzqpkkQ (Part 10.  Build Time Total: 1hr 10 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dWe9wQzkGu8 (Part 11.  Build Time Total: 40 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=KETY43j8o30 (Part 12.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dSvY0cJEt7o (Part 13.  Build Time Total: 35 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Yk62qY_6Ldo (Part 13.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DGgZEWCF8vo (Part 14.  Build Time Total: 53 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 15. Build time Total: 60mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 16. Build time Total: 55mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=75GpgKuL6tY (Part 17. Build time Total: 55mins)&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19367</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19367"/>
		<updated>2017-07-02T13:56:07Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== KomagB ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Komag Tutorial: Dark Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== mh444 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Springheel ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM New Mappers Workshop:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y (Lesson 1: Planning)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/RmKjmt7IJr8 (Lesson 2: Visportals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Springheel&#039;s Speed Build Challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in under 4 hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM 2.05: Springheel&#039;s Modules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sotha ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sotha&#039;s Let&#039;s Map videos:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Demo videos ==&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;DarkRadiant Simple House test (level editor open source) [idtech4]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsttorte ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Let&#039;s Map video series&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first three of these are in German with English subtitles, but they are in English after that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=QOVslsHBXcI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=1&amp;amp;t=10s (Part 001)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=GfBh6Lhox7o&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=2 (Part 002)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PuVCrrjbEkI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=3 (Part 003)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=FVTBKuHPPGY&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=4  (Part 004 -- Material files)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JmWFMBY2oS0&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=5&amp;amp;t=14s  (Part 005 -- Making custom arrows)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/playlist?list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bikerdude ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Bikerdude&#039;s Speed Build challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A similar step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in a relatively short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dvzbz_-QVN8 (Part 1.  Build Time Total: 40 minutes)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 2.  Build Time Total: 1hr 49mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 3.  Build Time Total: 33mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iG5ahPs6VqA (Part 4.  Build Time Total: 34mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uQaYTpTJPQs (Part 5.  Build Time Total: 1hr)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=WNoiwYWssac (Part 6.  Build Time Total: 1hr 30 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XpcAo48PYxg (Part 7.  Build Time Total: 30mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=LMJ616E8jHg (Part 8.  Build Time Total: 1hr 4 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JfsXtyqTypo (Part 9.  Build Time Total: 2hrs - (video is only 30mins))&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=pG3aqzqpkkQ (Part 10.  Build Time Total: 1hr 10 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dWe9wQzkGu8 (Part 11.  Build Time Total: 40 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=KETY43j8o30 (Part 12.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dSvY0cJEt7o (Part 13.  Build Time Total: 35 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Yk62qY_6Ldo (Part 13.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DGgZEWCF8vo (Part 14.  Build Time Total: 53 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 15. Build time Total: 60mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 16. Build time Total: 55mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=75GpgKuL6tY (Part 17. Build time Total: 55mins)&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19366</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19366"/>
		<updated>2017-07-02T13:55:52Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== KomagB ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Komag Tutorial: Dark Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== mh444 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Springheel ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM New Mappers Workshop:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y (Lesson 1: Planning)&lt;br /&gt;
https://youtu.be/RmKjmt7IJr8 (Lesson 2: Visportals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Springheel&#039;s Speed Build Challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in under 4 hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TDM 2.05: Springheel&#039;s Modules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sotha ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sotha&#039;s Let&#039;s Map videos:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Demo videos ==&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;DarkRadiant Simple House test (level editor open source) [idtech4]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsttorte ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Let&#039;s Map video series&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first three of these are in German with English subtitles, but they are in English after that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=QOVslsHBXcI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=1&amp;amp;t=10s (Part 001)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=GfBh6Lhox7o&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=2 (Part 002)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PuVCrrjbEkI&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=3 (Part 003)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=FVTBKuHPPGY&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=4  (Part 004 -- Material files)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JmWFMBY2oS0&amp;amp;list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&amp;amp;index=5&amp;amp;t=14s  (Part 005 -- Making custom arrows)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/playlist?list=PLrQt-qjh-krYU2kpnJJRHUO8P4xPG5I9X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bikerdude ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dark Mod: Bikerdude&#039;s Speed Build challenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A similar step by Step Let&#039;s Build, attempting to use modules and prefabs to build a mission in a relatively short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dvzbz_-QVN8 (Part 1.  Build Time Total: 40 minutes)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 2.  Build Time Total: 1hr 49mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XbbGrPQoJx8 (Part 3.  Build Time Total: 33mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iG5ahPs6VqA (Part 4.  Build Time Total: 34mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uQaYTpTJPQs (Part 5.  Build Time Total: 1hr)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=WNoiwYWssac (Part 6.  Build Time Total: 1hr 30 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=XpcAo48PYxg (Part 7.  Build Time Total: 30mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=LMJ616E8jHg (Part 8.  Build Time Total: 1hr 4 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JfsXtyqTypo (Part 9.  Build Time Total: 2hrs - (video is only 30mins))&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=pG3aqzqpkkQ (Part 10.  Build Time Total: 1hr 10 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dWe9wQzkGu8 (Part 11.  Build Time Total: 40 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=KETY43j8o30 (Part 12.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dSvY0cJEt7o (Part 13.  Build Time Total: 35 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Yk62qY_6Ldo (Part 13.  Build Time Total: 45 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DGgZEWCF8vo (Part 14.  Build Time Total: 53 mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 15. Build time Total: 60mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=2a3Puxpr9Xw (Part 16. Build time Total: 55mins)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=75GpgKuL6tY (Part 17. Build time Total: 55mins)&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19364</id>
		<title>Tool, Key, custom used by inventory actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19364"/>
		<updated>2017-06-26T07:20:07Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLACEHOLDER but fairly complete:&lt;br /&gt;
&lt;br /&gt;
 DOES NOT WORK FOR DOORS - use the normal key method&lt;br /&gt;
&lt;br /&gt;
 Note, this describes how to trigger a script by using any custom &#039;tool&#039; on an object in the world so you either need some knowledge of scripting or have one available.&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably familiar with how you can set used_by and an entity name on a door to make it open with that key. Well, now you can set used_by and an entity name on any entity, and it will call the script in spawnarg &amp;quot;used_action_script&amp;quot; when it is frobhilighted and used by that inventory item.&lt;br /&gt;
&lt;br /&gt;
Note: The inventory item will have to have the spawnarg &amp;quot;usable&amp;quot; set to &amp;quot;1&amp;quot; in order to be used. This spawnarg is not automatically included in the custom item entities. Furthermore, when the item gets used, it will get called once per frame for as long as the item is used. Please take precautions if you want your script to only run once.&lt;br /&gt;
&lt;br /&gt;
But wait, there&#039;s more. You can also specify an entity in different ways:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; : specify by inventory name in inv_name spawnarg&lt;br /&gt;
 &amp;quot;used_by_category&amp;quot; : specify by inventory category&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; : specify by classname spawnarg or entityDef name, e.g., atdm:playertools_compass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, if you have multiple items in the used_by arguments, you can specify different scripts to call for different items. Instead of &amp;quot;used_action_script&amp;quot;, add on the specifier to the key name afterwards, like &amp;quot;used_action_script_&amp;lt;specifier&amp;gt; &amp;quot; Where the specifier can be the entity name, inv name, category or classname.&lt;br /&gt;
&lt;br /&gt;
The order it checks for scripts in is this:&lt;br /&gt;
# entity name (used_by)&lt;br /&gt;
# inventory name (used_by_inv_name)&lt;br /&gt;
# classname (used_by_classname)&lt;br /&gt;
# inventory category (used_by_category)&lt;br /&gt;
&lt;br /&gt;
And if it doesn&#039;t find one, it executes the general &amp;quot;used_action_script&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
For example, putting these spawnargs on a frobable entity you want to be usable by stuff:&lt;br /&gt;
 &amp;quot;used_by&amp;quot; &amp;quot;key_12&amp;quot;&lt;br /&gt;
 &amp;quot;used_by1&amp;quot; &amp;quot;key_13&amp;quot;&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; &amp;quot;Foo&amp;quot; [NOTE THIS MAY BE REPLACED BY inv_id to avoid translation conflict]&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; &amp;quot;atdm:playertools_lantern&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_action_script_key_12&amp;quot; &amp;quot;UsedByKey12Script&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_atdm:playertools_lantern&amp;quot; &amp;quot;UsedByLanternScript&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_Keys&amp;quot; &amp;quot;UsedByGenericKey&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script&amp;quot; &amp;quot;UsedByGeneric&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These scripts could be in the map&#039;s script file, for example. Or they could be globally defined scripts if you want to create a new player tool.&lt;br /&gt;
&lt;br /&gt;
In this example, if you call UsedByKey12Script if you use it with an entity named key_12. You can use it with key_13, and it will notice that the inventory category matches Keys, and call UsedByGenericKey. (NOTE: You don&#039;t need to set used_by_category to specify by category if it&#039;s already covered by another specifier, in this case entity name). If you use it with the lantern, you will call UsedByLanternScript. Finally, if you use it with an inventory item whose inventory name is &amp;quot;Foo&amp;quot;, it will call the default script, UsedByGeneric.&lt;br /&gt;
&lt;br /&gt;
This should help a lot with scripting FMs where you have to use item A on item B. Although a lot of you will probably set up fancy stuff where you have to put a moveable into place with the Grabber instead of using an inventory item, so you won&#039;t use this. But that&#039;s okay.&lt;br /&gt;
&lt;br /&gt;
Additional:&lt;br /&gt;
&lt;br /&gt;
# All frobable entities (except doors/locks/handles) have a default used_action_script that triggers their targets. (Just like frobbing something triggers its targets by default). So all you have to do is set a used_by variable and it will trigger its targets when inventory used by that item.&lt;br /&gt;
# Don&#039;t change anything about the way you handle doors, locks and handles. Because doors work differently, the used_by_* variables won&#039;t work, and the script won&#039;t get triggered. Just keep using used_by, and the usual methods to call a script when a door is opened.&lt;br /&gt;
&lt;br /&gt;
Extra examples:&lt;br /&gt;
&lt;br /&gt;
So say I wanted to brighten a light with a magic amulet. I add to the light used_by amulet and used_action_script myscript and brighten the light in myscript.&lt;br /&gt;
&lt;br /&gt;
If I also want a skull ring to darken the light I would add used_by1 amulet and usedby2 skullring. Then used_action_script_amulet myscript_amulet and used_action_script_skullring myscript_skullring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19363</id>
		<title>Tool, Key, custom used by inventory actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19363"/>
		<updated>2017-06-26T07:19:50Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLACEHOLDER but fairly complete:&lt;br /&gt;
&lt;br /&gt;
 DOES NOT WORK FOR DOORS - use the normal key method&lt;br /&gt;
&lt;br /&gt;
 Note, this describes how to trigger a script by using any custom &#039;tool&#039; on an object in the world so you either need some knowledge of scripting or have one available.&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably familiar with how you can set used_by and an entity name on a door to make it open with that key. Well, now you can set used_by and an entity name on any entity, and it will call the script in spawnarg &amp;quot;used_action_script&amp;quot; when it is frobhilighted and used by that inventory item.&lt;br /&gt;
Note: The inventory item will have to have the spawnarg &amp;quot;usable&amp;quot; set to &amp;quot;1&amp;quot; in order to be used. This spawnarg is not automatically included in the custom item entities. Furthermore, when the item gets used, it will get called once per frame for as long as the item is used. Please take precautions if you want your script to only run once.&lt;br /&gt;
&lt;br /&gt;
But wait, there&#039;s more. You can also specify an entity in different ways:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; : specify by inventory name in inv_name spawnarg&lt;br /&gt;
 &amp;quot;used_by_category&amp;quot; : specify by inventory category&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; : specify by classname spawnarg or entityDef name, e.g., atdm:playertools_compass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, if you have multiple items in the used_by arguments, you can specify different scripts to call for different items. Instead of &amp;quot;used_action_script&amp;quot;, add on the specifier to the key name afterwards, like &amp;quot;used_action_script_&amp;lt;specifier&amp;gt; &amp;quot; Where the specifier can be the entity name, inv name, category or classname.&lt;br /&gt;
&lt;br /&gt;
The order it checks for scripts in is this:&lt;br /&gt;
# entity name (used_by)&lt;br /&gt;
# inventory name (used_by_inv_name)&lt;br /&gt;
# classname (used_by_classname)&lt;br /&gt;
# inventory category (used_by_category)&lt;br /&gt;
&lt;br /&gt;
And if it doesn&#039;t find one, it executes the general &amp;quot;used_action_script&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
For example, putting these spawnargs on a frobable entity you want to be usable by stuff:&lt;br /&gt;
 &amp;quot;used_by&amp;quot; &amp;quot;key_12&amp;quot;&lt;br /&gt;
 &amp;quot;used_by1&amp;quot; &amp;quot;key_13&amp;quot;&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; &amp;quot;Foo&amp;quot; [NOTE THIS MAY BE REPLACED BY inv_id to avoid translation conflict]&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; &amp;quot;atdm:playertools_lantern&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_action_script_key_12&amp;quot; &amp;quot;UsedByKey12Script&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_atdm:playertools_lantern&amp;quot; &amp;quot;UsedByLanternScript&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_Keys&amp;quot; &amp;quot;UsedByGenericKey&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script&amp;quot; &amp;quot;UsedByGeneric&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These scripts could be in the map&#039;s script file, for example. Or they could be globally defined scripts if you want to create a new player tool.&lt;br /&gt;
&lt;br /&gt;
In this example, if you call UsedByKey12Script if you use it with an entity named key_12. You can use it with key_13, and it will notice that the inventory category matches Keys, and call UsedByGenericKey. (NOTE: You don&#039;t need to set used_by_category to specify by category if it&#039;s already covered by another specifier, in this case entity name). If you use it with the lantern, you will call UsedByLanternScript. Finally, if you use it with an inventory item whose inventory name is &amp;quot;Foo&amp;quot;, it will call the default script, UsedByGeneric.&lt;br /&gt;
&lt;br /&gt;
This should help a lot with scripting FMs where you have to use item A on item B. Although a lot of you will probably set up fancy stuff where you have to put a moveable into place with the Grabber instead of using an inventory item, so you won&#039;t use this. But that&#039;s okay.&lt;br /&gt;
&lt;br /&gt;
Additional:&lt;br /&gt;
&lt;br /&gt;
# All frobable entities (except doors/locks/handles) have a default used_action_script that triggers their targets. (Just like frobbing something triggers its targets by default). So all you have to do is set a used_by variable and it will trigger its targets when inventory used by that item.&lt;br /&gt;
# Don&#039;t change anything about the way you handle doors, locks and handles. Because doors work differently, the used_by_* variables won&#039;t work, and the script won&#039;t get triggered. Just keep using used_by, and the usual methods to call a script when a door is opened.&lt;br /&gt;
&lt;br /&gt;
Extra examples:&lt;br /&gt;
&lt;br /&gt;
So say I wanted to brighten a light with a magic amulet. I add to the light used_by amulet and used_action_script myscript and brighten the light in myscript.&lt;br /&gt;
&lt;br /&gt;
If I also want a skull ring to darken the light I would add used_by1 amulet and usedby2 skullring. Then used_action_script_amulet myscript_amulet and used_action_script_skullring myscript_skullring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19362</id>
		<title>Tool, Key, custom used by inventory actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Tool,_Key,_custom_used_by_inventory_actions&amp;diff=19362"/>
		<updated>2017-06-26T07:13:39Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLACEHOLDER but fairly complete:&lt;br /&gt;
&lt;br /&gt;
 DOES NOT WORK FOR DOORS - use the normal key method&lt;br /&gt;
&lt;br /&gt;
 Note, this describes how to trigger a script by using any custom &#039;tool&#039; on an object in the world so you either need some knowledge of scripting or have one available.&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably familiar with how you can set used_by and an entity name on a door to make it open with that key. Well, now you can set used_by and an entity name on any entity, and it will call the script in spawnarg &amp;quot;used_action_script&amp;quot; when it is frobhilighted and used by that inventory item. The inventory item will have to have the spawnarg &amp;quot;usable&amp;quot; set to &amp;quot;1&amp;quot; in order to be used. This spawnarg is not automatically included in the custom item entities.&lt;br /&gt;
&lt;br /&gt;
But wait, there&#039;s more. You can also specify an entity in different ways:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; : specify by inventory name in inv_name spawnarg&lt;br /&gt;
 &amp;quot;used_by_category&amp;quot; : specify by inventory category&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; : specify by classname spawnarg or entityDef name, e.g., atdm:playertools_compass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, if you have multiple items in the used_by arguments, you can specify different scripts to call for different items. Instead of &amp;quot;used_action_script&amp;quot;, add on the specifier to the key name afterwards, like &amp;quot;used_action_script_&amp;lt;specifier&amp;gt; &amp;quot; Where the specifier can be the entity name, inv name, category or classname.&lt;br /&gt;
&lt;br /&gt;
The order it checks for scripts in is this:&lt;br /&gt;
# entity name (used_by)&lt;br /&gt;
# inventory name (used_by_inv_name)&lt;br /&gt;
# classname (used_by_classname)&lt;br /&gt;
# inventory category (used_by_category)&lt;br /&gt;
&lt;br /&gt;
And if it doesn&#039;t find one, it executes the general &amp;quot;used_action_script&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
For example, putting these spawnargs on a frobable entity you want to be usable by stuff:&lt;br /&gt;
 &amp;quot;used_by&amp;quot; &amp;quot;key_12&amp;quot;&lt;br /&gt;
 &amp;quot;used_by1&amp;quot; &amp;quot;key_13&amp;quot;&lt;br /&gt;
 &amp;quot;used_by_inv_name&amp;quot; &amp;quot;Foo&amp;quot; [NOTE THIS MAY BE REPLACED BY inv_id to avoid translation conflict]&lt;br /&gt;
 &amp;quot;used_by_classname&amp;quot; &amp;quot;atdm:playertools_lantern&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;used_action_script_key_12&amp;quot; &amp;quot;UsedByKey12Script&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_atdm:playertools_lantern&amp;quot; &amp;quot;UsedByLanternScript&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script_Keys&amp;quot; &amp;quot;UsedByGenericKey&amp;quot;&lt;br /&gt;
 &amp;quot;used_action_script&amp;quot; &amp;quot;UsedByGeneric&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These scripts could be in the map&#039;s script file, for example. Or they could be globally defined scripts if you want to create a new player tool.&lt;br /&gt;
&lt;br /&gt;
In this example, if you call UsedByKey12Script if you use it with an entity named key_12. You can use it with key_13, and it will notice that the inventory category matches Keys, and call UsedByGenericKey. (NOTE: You don&#039;t need to set used_by_category to specify by category if it&#039;s already covered by another specifier, in this case entity name). If you use it with the lantern, you will call UsedByLanternScript. Finally, if you use it with an inventory item whose inventory name is &amp;quot;Foo&amp;quot;, it will call the default script, UsedByGeneric.&lt;br /&gt;
&lt;br /&gt;
This should help a lot with scripting FMs where you have to use item A on item B. Although a lot of you will probably set up fancy stuff where you have to put a moveable into place with the Grabber instead of using an inventory item, so you won&#039;t use this. But that&#039;s okay.&lt;br /&gt;
&lt;br /&gt;
Additional:&lt;br /&gt;
&lt;br /&gt;
# All frobable entities (except doors/locks/handles) have a default used_action_script that triggers their targets. (Just like frobbing something triggers its targets by default). So all you have to do is set a used_by variable and it will trigger its targets when inventory used by that item.&lt;br /&gt;
# Don&#039;t change anything about the way you handle doors, locks and handles. Because doors work differently, the used_by_* variables won&#039;t work, and the script won&#039;t get triggered. Just keep using used_by, and the usual methods to call a script when a door is opened.&lt;br /&gt;
&lt;br /&gt;
Extra examples:&lt;br /&gt;
&lt;br /&gt;
So say I wanted to brighten a light with a magic amulet. I add to the light used_by amulet and used_action_script myscript and brighten the light in myscript.&lt;br /&gt;
&lt;br /&gt;
If I also want a skull ring to darken the light I would add used_by1 amulet and usedby2 skullring. Then used_action_script_amulet myscript_amulet and used_action_script_skullring myscript_skullring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19332</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19332"/>
		<updated>2017-06-21T20:45:57Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* DarkRadiant Video Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DarkRadiant Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KomagB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Komag Tutorial: Dark Mod&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mh444&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Springheel &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDM New Mappers Workshop:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y (Lesson 1: Planning)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dark Mod: Springheel&#039;s Speed Build Challenge:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
TDM 2.05: Springheel&#039;s Modules:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sotha &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sotha&#039;s Let&#039;s Map videos:&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demo videos &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DarkRadiant Simple House test (level editor open source) [idtech4]&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19331</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19331"/>
		<updated>2017-06-21T20:44:28Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DarkRadiant Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KomagB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Komag Tutorial: Dark Mod&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mh444&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Springheel &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDM New Mappers Workshop:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y (Lesson 1: Planning)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dark Mod: Springheel&#039;s Speed Build Challenge:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
TDM 2.05: Springheel&#039;s Modules:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sotha &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sotha&#039;s Let&#039;s Map videos&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demo videos &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DarkRadiant Simple House test (level editor open source) [idtech4]&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19330</id>
		<title>DarkRadiant Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials&amp;diff=19330"/>
		<updated>2017-06-21T20:42:06Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DarkRadiant Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On this page you will find video tutorials for DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KomagB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Komag Tutorial: Dark Mod&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=4jutSmdqBVY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=e_eiW15WiAI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I2CT030YwG0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mh444&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mDJqeCod0qQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=U7BZupigomU&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nYiHCOoDmT8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Springheel &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TDM New Mappers Workshop:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6m-yq4hH81Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dark Mod: Springheel&#039;s Speed Build Challenge:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=I-phQ4B9shY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=PlRCBDcWKXI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=uyMx9dvnPgY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BUqFfmIA0_A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=7FXDE6La15o&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=HkKnveFjMDg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=UPRxUgbGGfY&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Lg2NCpyN4rw&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=DVILKge4Yog&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVbJ2Mx9kMU&lt;br /&gt;
&lt;br /&gt;
TDM 2.05: Springheel&#039;s Modules:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=n9Bbp7fFljc&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tVUyv6REzjg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RJZshJg-JpM&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=RRIY0K_8B2A&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=hyXOG94lkXQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sotha &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sotha&#039;s Let&#039;s Map videos&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/gem2sHGhfZE (Part 1: Introduction)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/29qvoenDy6U (Part 2: Mdoules)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=W3kArUySuF8 (Part 3: Basic Geometry)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=aqzVRzqAcEg (Part 4: Basic Backyard)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=dW3uvCJOH_I (Part 5: Interior Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=f-oFxWs8cWQ (Part 6: Backyard Details)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NWthnjWVUhA (Part 7: Lights)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/mzpsVyhzz7E (Part 8: Monsterclip &amp;amp; AI)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/79L1BGyM9kY (Part 9: Objectives &amp;amp; Readables)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/Pt3Nd9vYMtA (Part 10: Sounds)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/UKiWL6HewAM (Part 11: Finishing Touches)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/XTkrFjit-RM (Part 12: Briefing &amp;amp; Packaging)&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/iBsVo3qQXaM (Part 13: Betatest Fixes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demo videos &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DarkRadiant Simple House test (level editor open source) [idtech4]&lt;br /&gt;
 &lt;br /&gt;
https://www.youtube.com/watch?v=2k2YcXNSYfA&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19289</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19289"/>
		<updated>2017-06-06T14:53:42Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Furniture per Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending on the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household. Especially in poor households, room is sparse and, consequently, man rooms are stuffed together to save room.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobles===&lt;br /&gt;
&lt;br /&gt;
*kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending on the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19287</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19287"/>
		<updated>2017-06-06T12:23:31Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending on the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household. Especially in poor households, room is sparse and, consequently, man rooms are stuffed together to save room.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending on the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19286</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19286"/>
		<updated>2017-06-06T12:20:56Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending on the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending on the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19285</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19285"/>
		<updated>2017-06-06T12:15:46Z</updated>

		<summary type="html">&lt;p&gt;Destined: /* Furniture per Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending n the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending on the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19284</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19284"/>
		<updated>2017-06-06T07:37:16Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending n the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
each room should have a furniture in accordance with the function of the room. Depending ong the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_furniture&amp;diff=19283</id>
		<title>Rooms and furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_furniture&amp;diff=19283"/>
		<updated>2017-06-06T07:34:27Z</updated>

		<summary type="html">&lt;p&gt;Destined: Destined moved page Rooms and furniture to Rooms and Furniture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rooms and Furniture]]&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19282</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19282"/>
		<updated>2017-06-06T07:34:27Z</updated>

		<summary type="html">&lt;p&gt;Destined: Destined moved page Rooms and furniture to Rooms and Furniture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending n the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*Very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*Few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*Kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*Kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending ong the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19281</id>
		<title>Rooms and Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Rooms_and_Furniture&amp;diff=19281"/>
		<updated>2017-06-06T07:33:51Z</updated>

		<summary type="html">&lt;p&gt;Destined: Created page with &amp;quot;==Rooms per Household== Depending n the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rooms per Household==&lt;br /&gt;
Depending n the size and wealth of the household, it will contain different rooms. Here is an exemplary list of which rooms should be present in which type of household.&lt;br /&gt;
===Low income/poor===&lt;br /&gt;
&lt;br /&gt;
*Very few rooms, mostly functional&lt;br /&gt;
*Should include kitchen and bedroom&lt;br /&gt;
&lt;br /&gt;
===Merchants/Craftsmen===&lt;br /&gt;
&lt;br /&gt;
*Few rooms&lt;br /&gt;
*kitchen and bedroom&lt;br /&gt;
*workshop and/or&lt;br /&gt;
*room for selling should be included&lt;br /&gt;
&lt;br /&gt;
===Tavern/Inn===&lt;br /&gt;
&lt;br /&gt;
*Kitchen,&lt;br /&gt;
*storage room&lt;br /&gt;
*taproom&lt;br /&gt;
*bedrooms for guests and owners,&lt;br /&gt;
*bathroom (optional, may be exchanged with basins in guests&#039; rooms)&lt;br /&gt;
&lt;br /&gt;
===Nobels===&lt;br /&gt;
&lt;br /&gt;
*Kitchen and seperate dining room,&lt;br /&gt;
*several bedrooms (number depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),&lt;br /&gt;
*at least one bathroom (toilet included or seperate),&lt;br /&gt;
*further rooms like office/library, sitting room&lt;br /&gt;
&lt;br /&gt;
==Furniture per Room==&lt;br /&gt;
Each room should have a furniture in accordance with the function of the room. Depending ong the household the quality and quantity of the furniture should be chosen.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
&lt;br /&gt;
*stove&lt;br /&gt;
*working space&lt;br /&gt;
*cupboard for cutlery and dishes (may be placed in a seperate dining room)&lt;br /&gt;
*table and chairs/stools (may be placed in a seperate dining room)&lt;br /&gt;
&lt;br /&gt;
===Storage Room===&lt;br /&gt;
&lt;br /&gt;
*shelves and hooks for food stuff&lt;br /&gt;
*bottles (various)&lt;br /&gt;
*barrels (especially in taverns)&lt;br /&gt;
*various containers (boxes etc)&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
&lt;br /&gt;
*bathtub&lt;br /&gt;
*basin for washing&lt;br /&gt;
*cupboard for bathing supplies&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&lt;br /&gt;
*bed(s)&lt;br /&gt;
*nightstand&lt;br /&gt;
*cupboard for clothing&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
&lt;br /&gt;
*table&lt;br /&gt;
*armchairs&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
*lamps or similar for light&lt;br /&gt;
*other leisure time stuff (instruments, knitting needles, board games, stuff like that)&lt;br /&gt;
&lt;br /&gt;
===Office / Study===&lt;br /&gt;
&lt;br /&gt;
*desk with chair&lt;br /&gt;
*bookshelve(s)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
&lt;br /&gt;
*tools of the trade (see the [[Jobs]] page for inspiration)&lt;br /&gt;
*workbench&lt;br /&gt;
*stool&lt;br /&gt;
&lt;br /&gt;
===Taproom===&lt;br /&gt;
&lt;br /&gt;
*several tables with chairs&lt;br /&gt;
*open fireplace with armchairs (optional)&lt;br /&gt;
*bar&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Jobs&amp;diff=19243</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Jobs&amp;diff=19243"/>
		<updated>2017-05-26T08:22:23Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;APOTHECARY&lt;br /&gt;
An Apothecary dispensed remedies made from herbs, plants and roots. Physicians were expensive and a priest often held this occupation, often the only recourse for sick, poor people.&lt;br /&gt;
&lt;br /&gt;
ARTIST&lt;br /&gt;
Artists were employed by the aristocracy, especially for portraits.  &lt;br /&gt;
&lt;br /&gt;
ASTROLOGER&lt;br /&gt;
An astrologer studied the stars and planets but regarded as a mystical person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAKER&lt;br /&gt;
Bread was a daily staple of Elizabethan life, and good bakers were employed by Nobles in their castles.&lt;br /&gt;
&lt;br /&gt;
BARBER&lt;br /&gt;
A Barber had many occupations in relation to personal care. Barbers would cut hair but would also serve as dentists, surgeons and blood-letters.&lt;br /&gt;
&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
The Blacksmith was one of the most important, albeit lowly, occupations of the Elizabethan era. Blacksmiths forged weapons, sharpened weapons, repaired armor.&lt;br /&gt;
&lt;br /&gt;
BOTTLER&lt;br /&gt;
A Bottler had a responsible occupation and was in charge of the Bottlery which was intended for storing and dispensing wines and other expensive provisions.&lt;br /&gt;
&lt;br /&gt;
BUTLER&lt;br /&gt;
The Butler was responsible for the castle cellar and was in charge of large butts of beer. The room in the castle called the Buttery was intended for storing and dispensing beverages, especially ale.&lt;br /&gt;
&lt;br /&gt;
BOWER OR BOWYER&lt;br /&gt;
The Bowyer manufactured bows, arrows and crossbows.&lt;br /&gt;
	 	&lt;br /&gt;
&lt;br /&gt;
CANDLEMAKER&lt;br /&gt;
The Candlemaker made candles to light a castle or palace. Candles were supplemented by lighting from torches, lanterns and rush dips.&lt;br /&gt;
&lt;br /&gt;
CARPENTER&lt;br /&gt;
The occupation of the Carpenter was diverse. Carpenters built furniture, roofing, and wood panelling. Carpenter: a skilled craftsman who shaped or made things of wood. Carpenters were highly skilled and considered to be elite tradesmen.&lt;br /&gt;
&lt;br /&gt;
CHAMBERLAIN&lt;br /&gt;
Chamberlain - The title originated with an officer of a royal household who was responsible for the Chamber, which included the administration of the Queen&#039;s household&#039;s budget. This occupation was later extended to collecting revenues and paying expenses.&lt;br /&gt;
&lt;br /&gt;
CHANCELLOR&lt;br /&gt;
A chancellor was a secretary to a Noble or Royal person.&lt;br /&gt;
&lt;br /&gt;
CHAPLAIN&lt;br /&gt;
The Chaplain was responsible for the religious activities of a castle servants and Men at arms. The duties might also include that of a clerk and keeping accounts. A Priest would usually looked after the spiritual needs and confessions of the Nobles and their families.&lt;br /&gt;
&lt;br /&gt;
CLERK&lt;br /&gt;
A Clerk was employed to keep accounts.&lt;br /&gt;
&lt;br /&gt;
CLOTHIER&lt;br /&gt;
Clothiers made clothes for the nobles and required having a knowledge of various fine and expensive materials.&lt;br /&gt;
&lt;br /&gt;
CONSTABLE&lt;br /&gt;
Constable was the occupation of the person who had been appointed as Custodian, or in charge of, the castle.&lt;br /&gt;
&lt;br /&gt;
COOK&lt;br /&gt;
Cook was employed in the castle kitchens roasting, broiling, and baking food in the fireplaces and ovens.&lt;br /&gt;
&lt;br /&gt;
CORDWAINER&lt;br /&gt;
A Cordwainer was a Shoemaker or Cobbler, a craftsman who made shoes.&lt;br /&gt;
&lt;br /&gt;
COTTAR&lt;br /&gt;
A Cottar was one of the lowest peasant occupations, undertaken by the old or infirm, who had a series of low duties including swine-herd,, prison guard and menial tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EWERER&lt;br /&gt;
A Ewerer brought and heated water for nobles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FISHERMAN&lt;br /&gt;
Fishermen capture fish and other animals from a body of water, or gather shellfish.&lt;br /&gt;
&lt;br /&gt;
FLETCHER&lt;br /&gt;
The Fletcher crafted and manufactured bows and the flights of arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GARDENER&lt;br /&gt;
The Elizabethan Gardener needed a knowledge of herbs and plants.&lt;br /&gt;
&lt;br /&gt;
GONG FARMER&lt;br /&gt;
Gong was another name for dung.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HERALD OR HARKER&lt;br /&gt;
A Herald was a knights assistant and an expert advisor on heraldry. The Herald (or Harker) would declare announcements on behalf of the Queen or Noble to the public. Normally this was done on a given day when the public would assemble at the base of a castle tower or in the town square and the Herald would shout out the news.&lt;br /&gt;
 &lt;br /&gt;
HERBALIST&lt;br /&gt;
A Herbalist was usually a member of a religious order such as a monk or friar who would plant and maintainmedicinal plants, roots and herbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JANITOR&lt;br /&gt;
The Janitor, or Porter, was responsible for a main Castle entrance and for the guardrooms. The Janitor also insured that no one entered or left the castle without permission.&lt;br /&gt;
&lt;br /&gt;
JESTER&lt;br /&gt;
The Jester also referred to as the Fool entertained the Queen and the court.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KEEPER OF THE WARDROBE&lt;br /&gt;
The room in the castle called the wardrobe was intended as a dressing room and storage room for clothes and used by the Queen and Upper Classes. The Keeper of the Wardrobe was in charge of the tailors and laundress.&lt;br /&gt;
&lt;br /&gt;
KNIGHT&lt;br /&gt;
It was the duty of a Knight to learn how to fight and so serve their Queen according to the Code of Chivalry. Weapon practise included enhancing skills in the sword, battle axe, dagger and lance.	 	&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MARSHAL&lt;br /&gt;
Marshal was the officer in charge of a household&#039;s horses, carts, wagons, containers and the transporting of goods.&lt;br /&gt;
&lt;br /&gt;
MESSENGER&lt;br /&gt;
Messengers were lesser diplomats of the lord who carried receipts, letters, and commodities.&lt;br /&gt;
&lt;br /&gt;
MINSTREL&lt;br /&gt;
Minstrels provided Castle entertainment in the form of singing and playing musical instruments. Minstrels often would record the deeds of heroic knights in songs giving the knight great publicity and establishing respect and additional status.&lt;br /&gt;
&lt;br /&gt;
MONEYLENDER&lt;br /&gt;
Moneylenders were the Elizabethan bankers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PAGE&lt;br /&gt;
The life of a castle Page would start at a very young age - seven years old. A Page was junior to a Squire. It was the duty of a Page to wait at table, care for the Lord&#039;s clothes and assist them in dressing. The Page was provided with a uniform of the colours and livery of the Lord.&lt;br /&gt;
&lt;br /&gt;
PAINTER&lt;br /&gt;
Elizabethan castles ere highly colorful and the services of painters were often required.&lt;br /&gt;
&lt;br /&gt;
PORTER&lt;br /&gt;
The Janitor, or Porter, was responsible for a Castle entrance and for the guardrooms. The Porter also insured that no one entered or left the castle without permission.&lt;br /&gt;
&lt;br /&gt;
PHYSICIAN&lt;br /&gt;
Physicians were a very highly regarded and respected occupation. Bleeding, lancing and surgical procedures were practised.&lt;br /&gt;
&lt;br /&gt;
POTTER&lt;br /&gt;
Potters were craftsmen of in clay, porcelain and early forms of ceramics. Basically they produced pots for cooking and storage and occasionally worked as sculptors. Potters were members of craft guilds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
REEVE&lt;br /&gt;
The Reeve supervised all work on a lord&#039;s property. The Reeve ensured that everyone began and stopped work on time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCRIBE&lt;br /&gt;
Most Scribes came from religious establishments where reading, writing and comprehension skills were learned.&lt;br /&gt;
&lt;br /&gt;
SCULLION&lt;br /&gt;
Scullions were the lowest of kitchen workers whose duties included washing and cleaning the kitchen.&lt;br /&gt;
&lt;br /&gt;
SHOEMAKER&lt;br /&gt;
A Shoemaker or Cobbler or Cordwainer was a craftsman who made shoes.&lt;br /&gt;
&lt;br /&gt;
SPINSTER&lt;br /&gt;
Spinster was the name of the occupation given to a woman who earned her living spinning yarn. The Spinning Wheel was invented during the Elizabethan era. Later the term Spinster was used to describe any unmarried woman.&lt;br /&gt;
&lt;br /&gt;
STEWARD&lt;br /&gt;
The Steward took care of castle estates and household administration including the events in the Great Hall.&lt;br /&gt;
&lt;br /&gt;
SQUIRE&lt;br /&gt;
A Squire was junior to a Knight. It was the duty of a Squire to learn about the Code of Chivalry, the rules of Heraldry, horsemanship and practise the use of weapons. It was also their duty to enter into court life and learn courtly etiquette, music and dancing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WATCHMAN&lt;br /&gt;
Watchmen was an official at the castle responsible for security. Also night-watchman.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Jobs&amp;diff=19242</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Jobs&amp;diff=19242"/>
		<updated>2017-05-26T08:17:45Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;APOTHECARY&lt;br /&gt;
An Apothecary dispensed remedies made from herbs, plants and roots. Physicians were expensive and a priest often held this occupation, often the only recourse for sick, poor people&lt;br /&gt;
&lt;br /&gt;
ARTIST&lt;br /&gt;
Artists were employed by the aristocracy, especially for portraits.  &lt;br /&gt;
&lt;br /&gt;
ASTROLOGER&lt;br /&gt;
An astrologer studied the stars and planets but regarded as a mystical person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAKER&lt;br /&gt;
Bread was a daily staple of Elizabethan life, and good bakers were employed by Nobles in their castles.&lt;br /&gt;
&lt;br /&gt;
BARBER&lt;br /&gt;
A Barber had many occupations in relation to personal care. Barbers would cut hair but would also serve as dentists, surgeons and blood-letters.&lt;br /&gt;
&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
The Blacksmith was one of the most important, albeit lowly, occupations of the Elizabethan era. Blacksmiths forged weapons, sharpened weapons, repaired armor.&lt;br /&gt;
&lt;br /&gt;
BOTTLER&lt;br /&gt;
A Bottler had a responsible occupation and was in charge of the Bottlery which was intended for storing and dispensing wines and other expensive provisions.&lt;br /&gt;
&lt;br /&gt;
BUTLER&lt;br /&gt;
The Butler was responsible for the castle cellar and was in charge of large butts of beer. The room in the castle called the Buttery was intended for storing and dispensing beverages, especially ale.&lt;br /&gt;
&lt;br /&gt;
BOWER OR BOWYER&lt;br /&gt;
The Bowyer manufactured bows, arrows and crossbows&lt;br /&gt;
	 	&lt;br /&gt;
&lt;br /&gt;
CANDLEMAKER&lt;br /&gt;
The Candlemaker made candles to light a castle or palace. Candles were supplemented by lighting from torches, lanterns and rush dips.&lt;br /&gt;
&lt;br /&gt;
CARPENTER&lt;br /&gt;
The occupation of the Carpenter was diverse. Carpenters built furniture, roofing, and wood panelling. Carpenter: a skilled craftsman who shaped or made things of wood. Carpenters were highly skilled and considered to be elite tradesmen&lt;br /&gt;
&lt;br /&gt;
CHAMBERLAIN&lt;br /&gt;
Chamberlain - The title originated with an officer of a royal household who was responsible for the Chamber, which included the administration of the Queen&#039;s household&#039;s budget. This occupation was later extended to collecting revenues and paying expenses&lt;br /&gt;
&lt;br /&gt;
CHANCELLOR&lt;br /&gt;
A chancellor was a secretary to a Noble or Royal person&lt;br /&gt;
&lt;br /&gt;
CHAPLAIN&lt;br /&gt;
The Chaplain was responsible for the religious activities of a castle servants and Men at arms. The duties might also include that of a clerk and keeping accounts. A Priest would usually looked after the spiritual needs and confessions of the Nobles and their families&lt;br /&gt;
&lt;br /&gt;
CLERK&lt;br /&gt;
A Clerk was employed to keep accounts&lt;br /&gt;
&lt;br /&gt;
CLOTHIER&lt;br /&gt;
Clothiers made clothes for the nobles and required having a knowledge of various fine and expensive materials&lt;br /&gt;
&lt;br /&gt;
CONSTABLE&lt;br /&gt;
Constable was the occupation of the person who had been appointed as Custodian, or in charge of, the castle&lt;br /&gt;
&lt;br /&gt;
COOK&lt;br /&gt;
Cook was employed in the castle kitchens roasting, broiling, and baking food in the fireplaces and ovens.&lt;br /&gt;
&lt;br /&gt;
CORDWAINER&lt;br /&gt;
A Cordwainer was a Shoemaker or Cobbler, a craftsman who made shoes&lt;br /&gt;
&lt;br /&gt;
COTTAR&lt;br /&gt;
A Cottar was one of the lowest peasant occupations, undertaken by the old or infirm, who had a series of low duties including swine-herd,, prison guard and menial tasks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EWERER&lt;br /&gt;
A Ewerer brought and heated water for nobles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FLETCHER&lt;br /&gt;
The Fletcher crafted and manufactured bows and the flights of arrows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GARDENER&lt;br /&gt;
The Elizabethan Gardener needed a knowledge of herbs and plants.&lt;br /&gt;
&lt;br /&gt;
GONG FARMER&lt;br /&gt;
Gong was another name for dung.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HERALD OR HARKER&lt;br /&gt;
A Herald was a knights assistant and an expert advisor on heraldry. The Herald (or Harker) would declare announcements on behalf of the Queen or Noble to the public. Normally this was done on a given day when the public would assemble at the base of a castle tower or in the town square and the Herald would shout out the news&lt;br /&gt;
 &lt;br /&gt;
HERBALIST&lt;br /&gt;
A Herbalist was usually a member of a religious order such as a monk or friar who would plant and maintainmedicinal plants, roots and herbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JANITOR&lt;br /&gt;
The Janitor, or Porter, was responsible for a main Castle entrance and for the guardrooms. The Janitor also insured that no one entered or left the castle without permission&lt;br /&gt;
&lt;br /&gt;
JESTER&lt;br /&gt;
The Jester also referred to as the Fool entertained the Queen and the court&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KEEPER OF THE WARDROBE&lt;br /&gt;
The room in the castle called the wardrobe was intended as a dressing room and storage room for clothes and used by the Queen and Upper Classes. The Keeper of the Wardrobe was in charge of the tailors and laundress.&lt;br /&gt;
&lt;br /&gt;
KNIGHT&lt;br /&gt;
It was the duty of a Knight to learn how to fight and so serve their Queen according to the Code of Chivalry. Weapon practise included enhancing skills in the sword, battle axe, dagger and lance.	 	&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MARSHAL&lt;br /&gt;
Marshal was the officer in charge of a household&#039;s horses, carts, wagons, containers and the transporting of goods.&lt;br /&gt;
&lt;br /&gt;
MESSENGER&lt;br /&gt;
Messengers were lesser diplomats of the lord who carried receipts, letters, and commodities.&lt;br /&gt;
&lt;br /&gt;
MINSTREL&lt;br /&gt;
Minstrels provided Castle entertainment in the form of singing and playing musical instruments. Minstrels often would record the deeds of heroic knights in songs giving the knight great publicity and establishing respect and additional status&lt;br /&gt;
&lt;br /&gt;
MONEYLENDER&lt;br /&gt;
Moneylenders were the Elizabethan bankers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PAGE&lt;br /&gt;
The life of a castle Page would start at a very young age - seven years old. A Page was junior to a Squire. It was the duty of a Page to wait at table, care for the Lord&#039;s clothes and assist them in dressing. The Page was provided with a uniform of the colours and livery of the Lord.&lt;br /&gt;
&lt;br /&gt;
PAINTER&lt;br /&gt;
Elizabethan castles ere highly colorful and the services of painters were often required&lt;br /&gt;
&lt;br /&gt;
PORTER&lt;br /&gt;
The Janitor, or Porter, was responsible for a Castle entrance and for the guardrooms. The Porter also insured that no one entered or left the castle without permission&lt;br /&gt;
&lt;br /&gt;
PHYSICIAN&lt;br /&gt;
Physicians were a very highly regarded and respected occupation. Bleeding, lancing and surgical procedures were practised.&lt;br /&gt;
&lt;br /&gt;
POTTER&lt;br /&gt;
Potters were craftsmen of in clay, porcelain and early forms of ceramics. Basically they produced pots for cooking and storage and occasionally worked as sculptors. Potters were members of craft guilds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
REEVE&lt;br /&gt;
The Reeve supervised all work on a lord&#039;s property. The Reeve ensured that everyone began and stopped work on time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCRIBE&lt;br /&gt;
Most Scribes came from religious establishments where reading, writing and comprehension skills were learned.&lt;br /&gt;
&lt;br /&gt;
SCULLION&lt;br /&gt;
Scullions were the lowest of kitchen workers whose duties included washing and cleaning the kitchen&lt;br /&gt;
&lt;br /&gt;
SHOEMAKER&lt;br /&gt;
A Shoemaker or Cobbler or Cordwainer was a craftsman who made shoes&lt;br /&gt;
&lt;br /&gt;
SPINSTER&lt;br /&gt;
Spinster was the name of the occupation given to a woman who earned her living spinning yarn. The Spinning Wheel was invented during the Elizabethan era. Later the term Spinster was used to describe any unmarried woman&lt;br /&gt;
&lt;br /&gt;
STEWARD&lt;br /&gt;
The Steward took care of castle estates and household administration including the events in the Great Hall.&lt;br /&gt;
&lt;br /&gt;
SQUIRE&lt;br /&gt;
A Squire was junior to a Knight. It was the duty of a Squire to learn about the Code of Chivalry, the rules of Heraldry, horsemanship and practise the use of weapons. It was also their duty to enter into court life and learn courtly etiquette, music and dancing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WATCHMAN&lt;br /&gt;
Watchmen was an official at the castle responsible for security. Also night-watchman&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19241</id>
		<title>Sleeping AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19241"/>
		<updated>2017-05-19T15:54:17Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Sleeping AI are (mostly) working now. They can either put themselves to bed at map start and remain there (unless alerted) or else patrol there, sleep for a while, then patrol again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-patrolling sleepers==&lt;br /&gt;
&lt;br /&gt;
These are defined as sleepers at the start and immediately lay down. They only will get up if alerted.&lt;br /&gt;
&lt;br /&gt;
Set on the AI the spawn arg:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleeping 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Patrol Sleepers==&lt;br /&gt;
&lt;br /&gt;
This is done by targeting a path_sleep entity which then targets a path_wait to define how long they will sleep before getting up again.&lt;br /&gt;
&lt;br /&gt;
==Sleep Location==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 0&#039;&#039; - sleep on the floor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 1&#039;&#039; - sleep on a bed&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
By default, place the AI on the right side of the bed (as you look towards the head of the bed) and &#039;&#039;&#039;facing away&#039;&#039;&#039; from the bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Direction===&lt;br /&gt;
&lt;br /&gt;
If you want the AI to start from the left side of the bed (as you look towards the head of the bed)  then add:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_left 0&#039;&#039;   (note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
===Sleeping position in the bed===&lt;br /&gt;
&lt;br /&gt;
====Head to Toe====&lt;br /&gt;
&lt;br /&gt;
Stand the AI close to the bed facing away from it and about half way between the head and the foot; adjust as needed towards the head or foot direction of the bed.&lt;br /&gt;
&lt;br /&gt;
====Sideways====&lt;br /&gt;
&lt;br /&gt;
The distance the AI slides across onto the bed can be controlled by&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_slide_dist 16&#039;&#039; (default)&lt;br /&gt;
&lt;br /&gt;
(note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
==Monster clip the bed or not?==&lt;br /&gt;
&lt;br /&gt;
Yes, monster clip should not directly effect the sleep animation and the bed should normally be monsterclipped anyway. The only way it might affect it is if the clip sticks out too far and stops the AI getting near enough. In that case reduce narrow the clip close to the bed edge and/or adjust the slide value (see [[#Sleeping position in the bed]])&lt;br /&gt;
&lt;br /&gt;
==Problems, Troubleshooting==&lt;br /&gt;
&lt;br /&gt;
There are a few known problems:&lt;br /&gt;
&lt;br /&gt;
===AI is sinking into the bed or floating high===&lt;br /&gt;
&lt;br /&gt;
AI animate to the same height so if they are slightly high the first thing to check is the bed surface height. Most Dark Mod beds are a standard height which is correct for sleepers. One known bed (at time of writing) is a little high so AI will animate into it so be sunk a little low. This bed can be sunk a little into the floor to compensate. If they are floating slightly high then the bed can be lifted a little and perhaps some wood brushes under the legs make it right.&lt;br /&gt;
&lt;br /&gt;
If the AI are floating &#039;&#039;&#039;very&#039;&#039;&#039; high then this is most likely caused by the AI clipping into the bed at the start so they are lifted up to stand on its edge before they animate. They then animate up even higher. Solution: move them further out at the start. Note: this problem probably only affects AI that start off sleeping rather than patrol to a bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays down too far to one side of the bed===&lt;br /&gt;
&lt;br /&gt;
To move an AI across the bed see [[#Sleeping position in the bed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays wrong way head to foot===&lt;br /&gt;
&lt;br /&gt;
If the AI is laying the wrong way with his head at the foot of the bed and his feet at the head then see [[#Direction]]&lt;br /&gt;
&lt;br /&gt;
==Sleeping While Sitting==&lt;br /&gt;
&lt;br /&gt;
It is also possible to put an AI to sleep on a chair. This requires a more elaborate setup than the regular sleeping while lying down, as the animations of the sleeping behaviour have to be exchanged. In order to achieve this, a dummy entity is required. Up to now, this entity is not part of the core mod, so the following has to be copy/pasted into a def file, that then has to be put into the folder &amp;quot;def&amp;quot; of the mod or the FM that uses it:&lt;br /&gt;
&lt;br /&gt;
 entityDef atdm:animation_sleep_sit {&lt;br /&gt;
     &amp;quot;inherit&amp;quot;        &amp;quot;atdm:prop_base&amp;quot;&lt;br /&gt;
     &amp;quot;editor_usage&amp;quot;    &amp;quot;Used to make AI sleep in a sitting position instead of laying down&amp;quot;&lt;br /&gt;
     &amp;quot;model&amp;quot;            &amp;quot;models/darkmod/misc/system/empty.lwo&amp;quot;&lt;br /&gt;
     &amp;quot;joint&amp;quot;            &amp;quot;RightHand&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_lft&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_rgt&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_lft&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_rgt&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_lft&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_rgt&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;origin&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;angles&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;remove&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 } &lt;br /&gt;
&lt;br /&gt;
The AI has to get the following spawnargs:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot; &amp;quot;atdm:animation_sleep_sit&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot; &amp;quot;hand_r&amp;quot;&lt;br /&gt;
 &amp;quot;lay_down_slide_dist&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The first two spawnargs attach the dummy entity to the AI, while the third spawnarg prevents the AI from sliding into the chair. This method works with both patrol sleepers as well as non-patroling AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method replaces the &amp;quot;sleeping on a bed&amp;quot; behaviour. This means that the spawnarg &amp;quot;sleep_location&amp;quot; has to be set to &amp;quot;1&amp;quot;. Setting it to 0 will still lead to the AI sleeping on the ground. The AI will only be able to sleep in a sitting position as long as the entity &amp;quot;atdm:animation_sleep_sit&amp;quot; is attached to it. Removing the entity will revert the sleeping behaviour, so the AI will sleep on a bed again.&lt;br /&gt;
&lt;br /&gt;
The AI sitting down is part of the sleeping behaviour, much like it is part of &amp;quot;sleeping on the bed&amp;quot;. This means, with this method the AI will sit down and immedaitely go to sleep. It is &#039;&#039;NOT&#039;&#039; possible to play other sitting animations in between.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known bugs==&lt;br /&gt;
&lt;br /&gt;
AI have their eyes closed now while sleeping. This is using the pain anim as a place holder at the moment, since we don&#039;t have a suitable anim yet (sleeping looks like a quite painful experience now...)&lt;br /&gt;
&lt;br /&gt;
Another problem is that the bounding box stays behind and is solid when the AI goes to bed.&lt;br /&gt;
&lt;br /&gt;
When you KO a sleeping AI, they may drop down through the bed, pop back to standing, like they did in Thief, &lt;br /&gt;
&lt;br /&gt;
Also this is probably unrelated but might be contributing to this problem: I&#039;m noticing that KO&#039;d AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO&#039;ing. You can see it if you watch really closely.&lt;br /&gt;
&lt;br /&gt;
There is also a problem when they see the player while laying down - they jump up for a moment, then finsih putting themselves to bed and then finally get up to chase the player.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19240</id>
		<title>Sleeping AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=19240"/>
		<updated>2017-05-19T15:23:38Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Sleeping AI are (mostly) working now. They can either put themselves to bed at map start and remain there (unless alerted) or else patrol there, sleep for a while, then patrol again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-patrolling sleepers==&lt;br /&gt;
&lt;br /&gt;
These are defined as sleepers at the start and immediately lay down. They only will get up if alerted.&lt;br /&gt;
&lt;br /&gt;
Set on the AI the spawn arg:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleeping 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Patrol Sleepers==&lt;br /&gt;
&lt;br /&gt;
This is done by targeting a path_sleep entity which then targets a path_wait to define how long they will sleep before getting up again.&lt;br /&gt;
&lt;br /&gt;
==Sleep Location==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 0&#039;&#039; - sleep on the floor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleep_location 1&#039;&#039; - sleep on a bed&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
By default, place the AI on the right side of the bed (as you look towards the head of the bed) and &#039;&#039;&#039;facing away&#039;&#039;&#039; from the bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Direction===&lt;br /&gt;
&lt;br /&gt;
If you want the AI to start from the left side of the bed (as you look towards the head of the bed)  then add:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_left 0&#039;&#039;   (note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
===Sleeping position in the bed===&lt;br /&gt;
&lt;br /&gt;
====Head to Toe====&lt;br /&gt;
&lt;br /&gt;
Stand the AI close to the bed facing away from it and about half way between the head and the foot; adjust as needed towards the head or foot direction of the bed.&lt;br /&gt;
&lt;br /&gt;
====Sideways====&lt;br /&gt;
&lt;br /&gt;
The distance the AI slides across onto the bed can be controlled by&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_slide_dist 16&#039;&#039; (default)&lt;br /&gt;
&lt;br /&gt;
(note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)&lt;br /&gt;
&lt;br /&gt;
==Monster clip the bed or not?==&lt;br /&gt;
&lt;br /&gt;
Yes, monster clip should not directly effect the sleep animation and the bed should normally be monsterclipped anyway. The only way it might affect it is if the clip sticks out too far and stops the AI getting near enough. In that case reduce narrow the clip close to the bed edge and/or adjust the slide value (see [[#Sleeping position in the bed]])&lt;br /&gt;
&lt;br /&gt;
==Problems, Troubleshooting==&lt;br /&gt;
&lt;br /&gt;
There are a few known problems:&lt;br /&gt;
&lt;br /&gt;
===AI is sinking into the bed or floating high===&lt;br /&gt;
&lt;br /&gt;
AI animate to the same height so if they are slightly high the first thing to check is the bed surface height. Most Dark Mod beds are a standard height which is correct for sleepers. One known bed (at time of writing) is a little high so AI will animate into it so be sunk a little low. This bed can be sunk a little into the floor to compensate. If they are floating slightly high then the bed can be lifted a little and perhaps some wood brushes under the legs make it right.&lt;br /&gt;
&lt;br /&gt;
If the AI are floating &#039;&#039;&#039;very&#039;&#039;&#039; high then this is most likely caused by the AI clipping into the bed at the start so they are lifted up to stand on its edge before they animate. They then animate up even higher. Solution: move them further out at the start. Note: this problem probably only affects AI that start off sleeping rather than patrol to a bed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays down too far to one side of the bed===&lt;br /&gt;
&lt;br /&gt;
To move an AI across the bed see [[#Sleeping position in the bed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI lays wrong way head to foot===&lt;br /&gt;
&lt;br /&gt;
If the AI is laying the wrong way with his head at the foot of the bed and his feet at the head then see [[#Direction]]&lt;br /&gt;
&lt;br /&gt;
==Sleeping While Sitting==&lt;br /&gt;
&lt;br /&gt;
It is also possible to put an AI to sleep on a chair. This requires a more elaborate setup than the regular sleeping while lying down, as the animations of the sleeping behaviour have to be exchanged. In order to achieve this, a dummy entity is required. Up to now, this entity is not part of the core mod, so the following has to be copy/pasted into a def file, that then has to be put into the folder &amp;quot;def&amp;quot; of the mod or the FM that uses it:&lt;br /&gt;
&lt;br /&gt;
 entityDef atdm:animation_sleep_sit {&lt;br /&gt;
     &amp;quot;inherit&amp;quot;        &amp;quot;atdm:prop_base&amp;quot;&lt;br /&gt;
     &amp;quot;editor_usage&amp;quot;    &amp;quot;Used to make AI sleep in a sitting position instead of laying down&amp;quot;&lt;br /&gt;
     &amp;quot;model&amp;quot;            &amp;quot;models/darkmod/misc/system/empty.lwo&amp;quot;&lt;br /&gt;
     &amp;quot;joint&amp;quot;            &amp;quot;RightHand&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_lft&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sit_2_sleep_rgt&amp;quot;    &amp;quot;sit_2_sleep_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle&amp;quot;        &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_lft&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_idle_rgt&amp;quot;    &amp;quot;sit_sleep_idle&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_lft&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
     &amp;quot;replace_anim_sleep_2_sit_rgt&amp;quot;    &amp;quot;sleep_2_sit_on_chair&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;origin&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;angles&amp;quot;         &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
     &amp;quot;remove&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 } &lt;br /&gt;
&lt;br /&gt;
The AI has to get the following spawnargs:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot; &amp;quot;atdm:animation_sleep_sit&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot; &amp;quot;hand_r&amp;quot;&lt;br /&gt;
 &amp;quot;lay_down_slide_dist&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The first two spawnargs attach the dummy entity to the AI, while the third spawnarg prevents the AI from sliding into the chair. This method works with both patrol sleepers as well as non-patroling AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method replaces the &amp;quot;sleeping on a bed&amp;quot; behaviour. This means that the spawnarg &amp;quot;sleep_location&amp;quot; has to be set to &amp;quot;1&amp;quot;. Setting it to 0 will still lead to the AI sleeping on the ground. The AI will only be able to sleep in a sitting position as long as the entity &amp;quot;atdm:animation_sleep_sit&amp;quot; is attached to it. Removing the entity will revert the sleeping behaviour, so the AI will sleep on a bed again.&lt;br /&gt;
&lt;br /&gt;
The AI sitting down is part of the sleeping behaviour, much like it is part of &amp;quot;sleeping on the bed&amp;quot;. This means, with this method the AI will sit down and immedaitely go to sleep. It is &#039;&#039;NOT&#039;&#039; possible to play other sitting animations in between.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known bugs==&lt;br /&gt;
&lt;br /&gt;
AI have their eyes closed now while sleeping. This is using the pain anim as a place holder at the moment, since we don&#039;t have a suitable anim yet (sleeping looks like a quite painful experience now...)&lt;br /&gt;
&lt;br /&gt;
Another problem is that the bounding box stays behind and is solid when the AI goes to bed.&lt;br /&gt;
&lt;br /&gt;
When you KO a sleeping AI, they may drop down through the bed, pop back to standing, like they did in Thief, &lt;br /&gt;
&lt;br /&gt;
Also this is probably unrelated but might be contributing to this problem: I&#039;m noticing that KO&#039;d AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO&#039;ing. You can see it if you watch really closely.&lt;br /&gt;
&lt;br /&gt;
There is also a problem when they see the player while laying down - they jump up for a moment, then finsih putting themselves to bed and then finally get up to chase the player.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Grouping&amp;diff=19185</id>
		<title>Grouping</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Grouping&amp;diff=19185"/>
		<updated>2017-04-22T10:10:02Z</updated>

		<summary type="html">&lt;p&gt;Destined: Created page with &amp;quot;With the release of DarkRadiant 2.2.1 the grouping feature was introduced. This feature lets you group together several individual entities, so they are treated as a single en...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the release of DarkRadiant 2.2.1 the grouping feature was introduced. This feature lets you group together several individual entities, so they are treated as a single entity in DarkRadiant.&lt;br /&gt;
In order to group entities, select all entities, that you want in one group, and then either use the right mouse button and select &amp;quot;Group Selection&amp;quot; or use Edit -&amp;gt; Group Selection in the task bar. The group can be disbandend by using &amp;quot;Ungroup Selection&amp;quot; in the same way. Note that it is not possible to change individual parts of the group without ungrouping.&lt;br /&gt;
&lt;br /&gt;
== Grouping and Prefabs ==&lt;br /&gt;
With the introduction of the grouping feature Prefabs are grouped by default, as they ususally are used as a single entity. There a re examples, where this behaviour is unwanted (e.g. for the key of a chest prefab). It is possible to change this behaviour before inserting the prefab by unticking the Box &amp;quot;Create Group out of Prefab parts&amp;quot; in the &amp;quot;Choose Prefab&amp;quot; window. Please note, that this box remains unticked after inserting the prefab; so if you want to insert a prefab as a group later on, you will have to tick this box again.&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19184</id>
		<title>AI stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19184"/>
		<updated>2017-04-21T12:35:46Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt;THIS PAGE IS A WORK IN PROGRESS&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Spawnargs and Game Mechanics ==&lt;br /&gt;
In order to understand the influence of the spawnargs on game mechanics, I want to give a simple insight into the mechanics. For this I have decided to categorise them into  four subgroups: AI perception, Combat, and Interaction between AIs and player out of combat.&lt;br /&gt;
=== AI perception ===&lt;br /&gt;
In the centre of each stealth game lies the perception of the AIs. This includes the ability of AIs to see, hear, and touch its environment. The chance to percieve anything with the respective sense is multiplied with the respective acuity_* spawnarg at some point. If the AI is drunk all these factors are multiplied with the drunk_acuity_factor (default 0.5), which reduces the chance of the AI to notice the player.&lt;br /&gt;
==== Visual perception ====&lt;br /&gt;
In general, when an object with an AIUse spawnarg comes into the field of vision of an AI, the AI gets a visual STIM. The chancenotice* spawnargs influence if the AI reacts to the STIM and the argument of the AIuse spawnarg (not listed in the table) determines how the AI reacts. For example if the AI gets a visual STIM of another friendly AI it will greet, while it will attack a hostile AI on sight. The chance to spot the player follows a more complex algorithm and is influenced by the brightness of the light gem, the distance to the AI and the visual acuity of the AI (acuity_vis). You can check the [[Visual scan]] article for further information.&lt;br /&gt;
==== Aural perception ====&lt;br /&gt;
Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound&#039;s volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI.&lt;br /&gt;
==== Tactile perception ====&lt;br /&gt;
Tactile perception gets triggered, when the AI collision model touches the player&#039;s collision model.&lt;br /&gt;
==== Perception and Alarms ====&lt;br /&gt;
When an AI perceives anything suspicious, it adds to the AI&#039;s alert level. When this counter exceeds a certain amount (alert_thresh#), the AI will reach the next alert stage. In order to prevent the alert level to ramp up too quickly there is a grace period (alert_gracetime#) during which a new suspicious stim will not further alert the AI. This period can be termintaed if the new stim during the grace period is too strong (exceeds the former addition to the alert level multiplied with the &amp;quot;alert_gracefrac#&amp;quot; value) or if there are too many stims in quick succession (exceeding the alert_gracvecount#). Above the &amp;quot;idle&amp;quot; state (0) there are five alert stages:&lt;br /&gt;
*1: Observant (bark, but otherwise no reaction)&lt;br /&gt;
*2: Suspicious (bark, look, may stop and turn)&lt;br /&gt;
*3: Searching (Investigation)&lt;br /&gt;
*4: Agitated Searching (Investigation, Weapon out, AI is quite sure that there is someone around)&lt;br /&gt;
*5: Combat.&lt;br /&gt;
The AI will stay in this alert state for a time determined by &amp;quot;alert_time#&amp;quot;.  Please note, that as soon as an AI has drawn its weapon it will not recede to the regular idle state, but instead to the &amp;quot;alert idle&amp;quot; state, which results in a hightened senses and possibly different behaviour of the AI (e.g. a former stationary AI starts patroling).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI perception&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|AI aural acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|AI environmental acuity.  How sensitive the AI is to things that have changed in its environment.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|AI generic acuity for scripted events.  You can call this alert type on an entity with entity.Alert( &amp;lt;char *type&amp;gt;, &amp;lt;float amount&amp;gt;).  This will alert the entity by amount * acuity_other in your script.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|AI tactile acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|AI visual acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|Threshold of audibility for the AI.  This is in dB of sound pressure level (SPL).  The real life value for humans is around 20 (a barely heard whisper).  Changing this by even 0.1 has a large effect on sound propagation behavior, because propagated sounds below this volume are not heard at all.  NOTE if this is not set, it gets the value from soundprop global settings.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount#&lt;br /&gt;
|If the number of additional alerts for an AI in alert state # during the grace period exceeds the grace count, the grace period will be terminated.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac#&lt;br /&gt;
|An alert that is higher than the last increase times the grace fraction will terminate the grace period for an AI in alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime#&lt;br /&gt;
|After being alerted, the AI in alert state # will ignore additional alerts during the grace period (in seconds), to avoid adding up the alert level too quickly.&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh#&lt;br /&gt;
|The alert level threshold for reaching alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_time#&lt;br /&gt;
|The time it takes for the alert level to ramp down from the upper to the lower threshold in alert state # (in seconds).&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|Chance to notice the visual stim of blood&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|Chance to notice the visual stim of a broken item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|Chance to notice the visual stim of an open door that should be closed&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|Chance to notice the visual stim of a light that should be on&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|Chance to notice the visual stim of a missing item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|Chance to notice the visual stim of a monster&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|Chance to notice the visual stim of other persons&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|Chance to notice that an object bound to the AI has been stolen&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|Chance to notice the visual stim of a rope created by a rope arrow&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|Chance to notice the visual stim of suspicious items&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|Chance to notice the visual stim on an undead&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|Chance to notice the visual stim of suspicious weapons&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|If the AI is drunk, their acuities (visual, hearing, tactile) will be reduced by this factor.&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|Full field of view in degrees.  Will be used for both horizontal and vertical fov unless vertical is explicitly specified.&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s field of view relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|Full vertical field of view in degrees.  Leave blank or set to -1 to use the same value as the horizontal fov.&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|The chance for random head turning while idle (0 0-1 0)&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|The headturning chance gets multiplied by this amount when the AI is alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Interaction between AI and player ===&lt;br /&gt;
Apart from percieving their surroundings, there are several ways the AIs and the player can interact with each other and the environment. What an AI can do is defined by the &amp;quot;can*&amp;quot; spawnargs. If it is set to &amp;quot;1&amp;quot; an AI can for example use a light switch (like most humans can). If it is set to &amp;quot;0&amp;quot; it cannot do that. For example zombies are not able to operate switches or elevators.&lt;br /&gt;
=== Stealth Combat ===&lt;br /&gt;
A player may want to be sure that AI will not bother him/her any more. . It is possible to knock it out, as long as they are below their &amp;quot;ko_alert_immune_state&amp;quot;. In order to achieve that, the player has to hit the AI with the blackjack in an area around the &amp;quot;ko_zone&amp;quot; (usually the head), that is defined by the two &amp;quot;ko_angle_horiz/vert&amp;quot; spawnargs. This area can change, when the AI is alerted to the values defined via the &amp;quot;ko_angle_alert_horiz/vert&amp;quot; spawnargs. An alternative way to knock out AI is with gas arrows, except if the AI has the spawnarg &amp;quot;gas_immune&amp;quot; set to 1 (e.g. as most undead have). For the more ruthless player, it is also possible to kill AIs. As long as AIs are not alerted (i.e. below the &amp;quot;sneak_attack_alert_state&amp;quot;) the damage of each of the player&#039;s attacks is multiplied with a factor defined in &amp;quot;sneak_attack_mult&amp;quot;, which can lead to one-shot kills, if the hit-zone does not reduce the damage too much. Sneak damage to the head should almost always result in death for the AI. Should the AI not be killed, it will be alerted, of course, and following attacks will not deal additional damage. For a short term distraction of AIs, the player can blind AI with flash bombs or distract them with noise arrows. Note that the flash bombs will only be dropped, when the &amp;quot;use&amp;quot; button in tapped. Holding the button for a longer time will resilt in a farther throwing distance. The AI will be bilnded for a time defined as &amp;quot;blind_time&amp;quot; that is randomized by the &amp;quot;blind_time_fuzzyness&amp;quot;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI interactions with the player and vice versa&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|The time span in seconds the AI is staying in &#039;blinded&#039; state when hit by a flashbomb or -mine.&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|If true, the AI will drown if it gets under water, either by walking in or by being dropped in unconsciously. Set to &#039;0&#039; to make them breathe under water.&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|AI ability to switch on torches&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|AI ability to handle doors&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|AI ability to handle elevators&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|AI ability to operate light switches&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|Whether the AI can conduct a search or not&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|ability to participate in a coordinated search&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0 = not immune, 1 = immune to gas&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|If true, the AI is immune to knockouts when alerted at or above the alert state defined in &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|Alert state number at which immunity behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|Alert state number at which knockout behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|Horizontal knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|Vertical knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|Defines a horizontal cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the vertical cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|Defines a vertical cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the horizontal cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0 = not immune, 1 = immune to blackjack&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s blackjack acceptance cone relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|Defines the center of the head for knockout testing purposes.  Vector offset from the head attachment joint to the desired head center point.  The possible knockout cone extends back from this point.&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : &#039;ko_zone&#039; &#039;&#039;) to make the AI immune to KOs from the blackjack.&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|Incremental alert value to be added to an AI&#039;s current alert level&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|Maximum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|Minimum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|Set this to 1 to let this entity push the player (default is 0).&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|Alert state number at which the AI can no longer be sneak attacked.&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|Damage multiplier applied to ALL damage when AI is damaged at an alert level below that defined in &#039;sneak_attack_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
|Monsters do not actively attack players or monsters with the same team number. For common team numbers see [[AI Relations (Editing)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Open Combat ===&lt;br /&gt;
When stealth fails, the player always has the option to openly fight AIs instead of fleeing. However, combat in TDM is meant as a last resort and will ruin any stealth scores and will most likely kill you, when you face more than one guard. Also, common settings prohibit killing civilians (AI with the spawnarg &amp;quot;is_civilian&amp;quot; set to 1) and even guards on higher difficulties. The difficulty of a melee fight is influenced by three factors (not counting the player&#039;s skills): The combat difficulty setting in the menu (which can be set by the player), the melee skills of the AI (novice, trained, skilled, see Melee sets, are usually set for specific AI, but can be changed by the map author), and the difficulty setting of the current map (also chosen by the player). For a more detailed description on what to keep in mind while fighting, see [[The Dark Mod Gameplay#Combat|Combat]]. A hit by the player will deal damage. The damage reduces the amount of health of the AI by the base damage, scaled by the &amp;quot;damage_scale&amp;quot; of the zone hit.  When the dealt damage surpasses the pain_threshold, the pain animation of the AI will be played. As soon as the health of the AI reaches the health_critical value, the AI will flee.  Each successful hit or parry by the player will render an AI &amp;quot;flatfooted&amp;quot;, which means it will not move for an amount of time defined as flatfooted_time (it can still attack, though). This time can be used to flee from the AI instead of continuing fighting.  If the player gets outside the melee reange of an AI (e.g. by climbing somewhere the AI cannot reach), the AI will start throwing stones at the player if &amp;quot;outofreach_projectile_enabled&amp;quot; is set to &amp;quot;1&amp;quot;. It will wait a random amount of time between &amp;quot;outofreach_projectile_delay_min&amp;quot; and &amp;quot;outofreach_projectile_delay_max&amp;quot; before doing so. The &amp;quot;attack_cone&amp;quot; determines in which region the AI can throw (or shoot in case of bowmen). Additionally, each shot will be offset by a random amount of up to &amp;quot;attack_accuracy&amp;quot; degrees, so not each shot will hit the player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs realted to combat&lt;br /&gt;
|-&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|Type of armor the AI is wearing (may vary depending on hit zone). The damage multipliers are: leather 0.75, chain 0.5, plate 0.&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|Maximum angular offset to randomly offset the monster&#039;s aim when firing missiles&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|Monster can only throw projectile within this cone relative to his direction.&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|If set to true, this entity will bleed, e.g. spawn blood particles and decals when hurt.&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|If set to true, the AI becomes flat-footed in certain combat situations.  This means they&#039;re unable to run at the player, but can still turn to face the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|Damage definition if it damages things it collides with.&lt;br /&gt;
|-&lt;br /&gt;
|damage_zones&lt;br /&gt;
|There are different hit zones for AI that vary the damage recieved from the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale &amp;quot;zone&amp;quot;&lt;br /&gt;
|Factor by which damage in the given zone is multiplied.&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|The defined melee set that describes the fighting skills. The levels are &amp;quot;novice&amp;quot;, &amp;quot;trained&amp;quot;, and &amp;quot;skilled&amp;quot; and are further modiefied by the difficulty of the game.&lt;br /&gt;
|-&lt;br /&gt;
|flatfooted_time&lt;br /&gt;
|The duration in milliseconds that this AI remains flat footed after a combat action triggers this state.&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
|Amount of damage to receive before dying.&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|When the health drops below this value, the AI will flee. Set this to 0 for AI that don&#039;t wet their pants.&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|If true, the AI is a civilian. Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
|move_speed&lt;br /&gt;
|The movement speed of AIs is dependent on their animations and animation rate. The animation rate can be changed with the anim_rate_X (X = animation name).&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|Maximum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|Minimum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|Ability to throw player-out-of-reach projectiles at the player.&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|How much damage monster has to receive in one blow for it to play a pain animation.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need melee weapons to fight. This is usually true for spiders, undead and such. Humans are wimps and need weapons.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need weapons for ranged combat. This is usually true for belchers.&lt;br /&gt;
|}&lt;br /&gt;
== Human AIs ==&lt;br /&gt;
Human AIs are somewhat special as the spawnargs are defined by the entity definition as well as the definition of the head. This leads to a great number of combinations and is the reason that heads are discussed here as well as the various human classes. In order to make this article as clear as possible, in the first table the base values for human AIs are stated. In the class specific tables only changes to these base values are listed.&lt;br /&gt;
=== Base Values ===&lt;br /&gt;
This table lists all base values for human AIs in alphabetical order.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Humanoid AIs&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Base Value&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|18.8&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac1&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac2&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac3&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac4&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh1&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh2&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh4&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh5&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|alert_time1&lt;br /&gt;
|5 +/- 1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_time2&lt;br /&gt;
|8 +/- 2&lt;br /&gt;
|-&lt;br /&gt;
|alert_time3&lt;br /&gt;
|25 +/- 8&lt;br /&gt;
|-&lt;br /&gt;
|alert_time4&lt;br /&gt;
|65 +/- 20&lt;br /&gt;
|-&lt;br /&gt;
|alert_time5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|2.3&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|8 +/- 4&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|0.9&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|damage_zone&lt;br /&gt;
|head, chest, torso_low, left_arm, right_arm, legs&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale head&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale chest&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale torso_low&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale left_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale right_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale legs&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|0 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|is_mantleable&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|4 (as soon as weapon is drawn)&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|0 0 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|2 -2.5 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|head&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage_mod&lt;br /&gt;
|0.6 - 1.4&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicts_proximity&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicted_attack_time&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|melee_rep_attack_time&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|stamina&lt;br /&gt;
|player only&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Heads ===&lt;br /&gt;
Different heads can change the cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please note that even though many AIs wear helmets, this only reduces the cone in which you can knock out the guard. Only the ones with neck protecting elite helmets (see [[Heads Available for AI#Elite Guard Heads|Heads Available for AI]]) are in general immune to being knocked out (i.e. the cone you have to hit with the blackjack is reduced to 0).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heads&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Heads with an eye patch&lt;br /&gt;
|Heads with hoods&lt;br /&gt;
|Head with a straw hat&lt;br /&gt;
|Heads with non-brimmed helmet&lt;br /&gt;
|Heads with non-brimmed saxon helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet&lt;br /&gt;
|Heads with elite helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet and an eye-patch&lt;br /&gt;
|Heads with elite helmet and an eye-patch&lt;br /&gt;
|-&lt;br /&gt;
|Heads&lt;br /&gt;
|[[Heads Available for AI#Builder Guard Heads|Builder Guard Head 6]],[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 2, 12]], [[Heads Available for AI#Commoner Default Heads|Commoner Default Head 12]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Heads 1,10]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Head 3]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 6, 7, 13, 16]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 14, 15]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 1 - 4, 6 - 8]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 1,2]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 5, 10]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 3]]&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|110&lt;br /&gt;
|80&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotaion&lt;br /&gt;
| -30 -20 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
| 0 -30 0&lt;br /&gt;
|-30 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|95&lt;br /&gt;
|100&lt;br /&gt;
| 120&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Builders ===&lt;br /&gt;
=== Guards ===&lt;br /&gt;
=== Mages ===&lt;br /&gt;
=== Moors ===&lt;br /&gt;
=== Pagans ===&lt;br /&gt;
=== Thieves ===&lt;br /&gt;
=== Townsfolk ===&lt;br /&gt;
== Non-human AIs ==&lt;br /&gt;
=== Monster ===&lt;br /&gt;
=== Steambots ===&lt;br /&gt;
=== Undead ===&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Prefabs&amp;diff=19168</id>
		<title>Prefabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Prefabs&amp;diff=19168"/>
		<updated>2017-03-29T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|all|3008}}&lt;br /&gt;
&lt;br /&gt;
(see also [[Prefab Comments]])&lt;br /&gt;
&lt;br /&gt;
A prefab is basically a map file with a different extension (&#039;&#039;&#039;.pfb&#039;&#039;&#039;). It can be used to pack a collection of brushes/patches and entities into a file so that it can be re-used again. This can be useful for complex setups like doors or entities with a complex Stim/Response setup and might save a bit of work.&lt;br /&gt;
&lt;br /&gt;
To create a prefab, just select your items in DarkRadiant and choose &#039;&#039;&#039;File&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Save Selected as Prefab...&#039;&#039;&#039;. It&#039;s recommended to save them into the darkmod/prefabs folder which is the default in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
To import a prefab, go to &amp;lt;code&amp;gt;File &amp;gt; Import Prefab&amp;lt;/code&amp;gt;. (Note that you may need to extract provided Dark Mod prefabs first from the zip file darkmod/tdm_prefabs01.pk4 before they are visible to earlier versions of Dark Radiant.)&lt;br /&gt;
&lt;br /&gt;
If you want to save a collection of entities as a group, you just select them all, go to file-save selected as... save them as a .map, ideally called something appropriate like prefab_myobject.map&lt;br /&gt;
&lt;br /&gt;
This means I can set up something like a streetlight mesh, two particle effects for the electric, a sound speaker, and the light entity for it, and then save it as one prefab object, so mappers can just drop it into their map.&lt;br /&gt;
&lt;br /&gt;
To open the prefab you use file--load rather than file--open.&lt;br /&gt;
&lt;br /&gt;
Notice there&#039;s also a &#039;save selection as prefab&#039; and &#039;load prefab&#039; buttons in the edit menu.&lt;br /&gt;
&lt;br /&gt;
When creating prefabs with multiple components of the same name, eg, a cupboard with two doors, don&#039;t name them eg, door1 &amp;amp; door2 as although the prefab may insert and work correctly you may find the renumbering confusing, especially if they have handles bound to them and targets. door2 handle may work correctly and be bound to the correct door but it might be named handle1. Instead, name them eg, doorA &amp;amp; doorB so if they then get renumbering on insertion doorA2 &amp;amp; doorB2 with handleA2 &amp;amp; handleB2 then there is no confusion as to what goes where.&lt;br /&gt;
&lt;br /&gt;
See also [[Prefab Comments]]&lt;br /&gt;
&lt;br /&gt;
== Grouped Prefabs ==&lt;br /&gt;
With Dark Radiant 2.2.1 it is possible to group multiple entities, so they can be handled as one. As many prefabs are intended to work as one entity, the grouping feature is applied to prefabs upon import from this version on. It is possible to insert prefabs ungrouped by unticking the box labled &amp;quot;Create Group out of Prefab parts&amp;quot; in the bottom left corner of the prefab import screen. It is also possible to ungroup the prefab later on by right-clicking on the group and selecting &amp;quot;Ungroup Selection&amp;quot; or via &amp;quot;Edit -&amp;gt; Ungroup Selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rotating Prefabs ==&lt;br /&gt;
Hit {{key-ctrl}}+{{key|name=R}} to change rotation modes. They&#039;ll collectively use a single axis.&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_2&amp;diff=19117</id>
		<title>A - Z Beginner Full Guide Page 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_2&amp;diff=19117"/>
		<updated>2017-03-07T17:04:56Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backups ==&lt;br /&gt;
&lt;br /&gt;
Many of us have had that sickening feeling when you&#039;ve worked on a document for a long time (hours, weeks, months) and it gets accidentally deleted. Make regular extra backups say every half an hour. The time varies depending on the type of work you are doing and how hard it would be to do it all again. Dark Radiant has a great feature to save a copy in a different name. This means you can keep your main working copy with the same name throughout. This helps a lot in many ways as you will find out. To save a copy use menu &amp;gt; file &amp;gt; Save Copy as. I suggest you make a new subfolder in your folder named eg, backups and save in there. Number your backup and EVERY time you save a backup copy give it a new number so you have a sequence of backups just in case. You can delete old ones to save space but always keep several backups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding Objects, AI ==&lt;br /&gt;
&lt;br /&gt;
Later we are going to extend our room to one or two more but first let&#039;s add a few objects to our room. There are static objects like tables and beds under RMB menu &#039;Create Model&#039; and functioning objects like moveable crates and AI under RMB menu &#039;Create Entity&#039;. That is important to remember : if it is static then use the model list; if it functions, then use the entity list. For instance, do &#039;&#039;not&#039;&#039; select an AI from the static models list or you&#039;ll get an error. And even dead AI, eg, ragdolls, have a function (they can be dragged about) so use the entity list. For more info about objects in general, read [[Objects, General Info for Mission Designers]]. &lt;br /&gt;
&lt;br /&gt;
===Static Models===&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything&lt;br /&gt;
* {{RMB}} menu &amp;gt; Create Model &amp;gt; darkmod &amp;gt; furniture &amp;gt; tables &amp;gt; wtable1&lt;br /&gt;
* Put it where you like in the room and remember {{key|CTRL}}+{{key|TAB}} to get a side view to place it on the ground in the room. Moving brushes or objects always snaps to the current grid so if you can&#039;t quite get an object in line with the floor or whatever then decrease the grid size temporarily in the grid menu or you can use the + and - keys. But remember to restore later back to 8 just for consistency with this tutorial.&lt;br /&gt;
* Add a few more items of furniture of your choice. Not too many. Later we can shuffle them around when we add a doorway to another room then add more objects. I see this as a rough peasant&#039;s house not a grand mansion but choose what you like; put a picture on the wall if you like or a pot on the table. This learning process does not need to make design sense.&lt;br /&gt;
* To turn any object you can experiment with the rotate tool button but for simplicity I will only cover the Resize and Rotate dialog (called the Transform Dialog.) This can be opened via the modify menu &amp;gt; Rotate and Scale. I recommend you assign a shortcut key in the help menu if you use it a lot or keep it open. It is fairly self-explanatory. You will mostly rotate around the vertical Z axis as you will more often be turning furniture around rather than turning it over. Use it to turn your furniture if you wish.&lt;br /&gt;
&lt;br /&gt;
===Functioning Entities===&lt;br /&gt;
Functioning Entities are not all visible objects so don&#039;t worry too much about all the strange items in this list. We&#039;ll just pick out a few...&lt;br /&gt;
&lt;br /&gt;
First, it is very &#039;&#039;&#039;important&#039;&#039;&#039; when placing moveable entities like crates that their collision model &#039;&#039;&#039;does not clip into the surface they stand on&#039;&#039;&#039; else they will sink down when first nudged (see [[Objects, General Info for Mission Designers#Moveable Objects|Moveable Objects]].)&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s look at an AI character...&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything&lt;br /&gt;
* RMB menu &amp;gt; Create Entity &amp;gt; darkmod &amp;gt; AI &amp;gt; Commoners Unarmed &amp;gt; atdm:ai_townsfolk_commoner&lt;br /&gt;
* Put it where you like in the room and remember {{key|CTRL}} + {{key|TAB}} to get a side view to place it on the ground.&lt;br /&gt;
* Turn him around to face whichever way you like.&lt;br /&gt;
* Likewise, under darkmod &amp;gt; moveables &amp;gt; Containers add an atdm_moveable_crate01.&lt;br /&gt;
** Under darkmod &amp;gt; moveables &amp;gt; Kitchen &amp;gt; Utensils add an atdm:moveable_small_spoon_ornamental&lt;br /&gt;
** Under darkmod &amp;gt; moveables &amp;gt; Furniture add an atdm:moveable_chair_dining_2_red.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make the man friendly so he doesn&#039;t hamper our testing...&lt;br /&gt;
&lt;br /&gt;
* Select the AI by pointing at it and {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. This is an exclusive select and automatically deselects everything else.&lt;br /&gt;
* In the Entity Inspector on the panel check the &#039;Show inherited properties&#039; at the top.&lt;br /&gt;
* Scroll down to see the word &#039;team&#039; and select it to highlight it.&lt;br /&gt;
* In the box at the bottom change the team from 3 to 0 which is the player&#039;s &#039;team&#039; and click the check button at its right. This will not change the greyed value itself, but instead create a new line named &amp;quot;team&amp;quot; with the new value. You can easily see it, if you untick the &#039;Show inherited properties&#039; panel.&lt;br /&gt;
* Alternatively you can add/change properties by just typing the name and value in directly - just clear the box and type in team and the value below and click the check button. Yet another way is to right click the classname at the top and select Add property.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a beginning of furnishing our room with objects. In a real mission you would take a lot more time and give it a lot more thought.&lt;br /&gt;
&lt;br /&gt;
{{key|CTRL}}+{{key|S}} to save and feel free to play it in game to see how it&#039;s looking. No need to dmap after adding objects - just use the map command as described before. (pathfinding might fail sometimes if you don&#039;t dmap so don&#039;t worry if the AI characters turn in circles or don&#039;t move while testing.  This may also be the source of the problem if you get the message &amp;quot;Warning AAS32 is out of date!&amp;quot; at the top of the screen after starting the map.)&lt;br /&gt;
&lt;br /&gt;
== Adjusting the Light ==&lt;br /&gt;
if you entered the game again with the map command through Dark Mod then you may have noticed the light was a bit too bright - too harsh. This is how to adjust it...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Select the light&lt;br /&gt;
* You can just use L to call up the Light Inspector or...&lt;br /&gt;
* In Entity Inspector select &#039;_color&#039; (if the _color property is not there you can just type it in at the bottom and 123 in the box below and click the tick(check) button.)&lt;br /&gt;
* At the bottom of Entity Inspector is a coloured panel - off-white in this case showing the brightness and colour of the light currently. Click it and the light inspector will appear.&lt;br /&gt;
* Reduce the &#039;Value&#039;  (brightness) to about 40 and click OK. Note that this is shown as 0.40 0.40 0.40 in the properties of the light in the entity inspector. The three values are the red, green, and blue components of white and are to adjust the colour. You can tweak that. For example, gaslight might be slightly blue and torch light slightly orange but it&#039;s easier to do it in the light inspector in the colour selector.&lt;br /&gt;
* With these temporary lights you can also extend the radius beyond the walls to brighten them up (but more on this later when we place wall torches as it can give problems.) &lt;br /&gt;
* At the end of the day, just use your judgement to adjust the lights how &#039;&#039;you&#039;&#039; want them to help you navigate and test your game.&lt;br /&gt;
&lt;br /&gt;
{{key|CTRL}}+{{key|S}} to save and just use &#039;map&#039; again in DM(Dark Mod) to enter the game - no need to dmap for light changes as they are dynamic in-game. So you can quickly tweak a light value in DR, Ctrl+S to save, then map in DM to immediately see the result.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll adjust this room a little later when we have added some more rooms but for now it is done. Save the mission yet again with a NEW name (unless you have snapshot set in the Preferences.) When saving with a new name always first save it in the old name again then the new so both are uptodate. This is a bit over the top for this simple mission but later you will judge when to save - simply estimate how much work you are willing to lose: the last ten minutes? the last hour?&lt;br /&gt;
&lt;br /&gt;
== New Rooms: Extending the Mission ==&lt;br /&gt;
&lt;br /&gt;
Regard the room we&#039;ve done as a &#039;back room&#039;. We&#039;ll now make a larger front room.&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Ensure the grid size is 8. It shows in the grid menu or in the status bar.&lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to the top grid view&lt;br /&gt;
* Drag out a rectangle starting on the big grid square to the north (upwards on screen) of the first room 448 x 320. The big grids vary with zoom so here&#039;s an image. Don&#039;t worry if yours mission varies from this as so long as you follow the principles it should work...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom2.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to a side view and &#039;&#039;outside&#039;&#039; drag the floor down to the same internal floor level as the first room and drag the ceiling up one big grid size above the first so it should be 192 high and look something like this....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom2B.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* First go back to your small room and point at ONE surface of a wall &#039;&#039;in the camera view&#039;&#039; then select that surface with {{key|CTRL}}+{{key|SHIFT}}+{{LMB}}&lt;br /&gt;
* In the Edit menu are two forms of copy and paste - the normal Windows one and a Dark Radiant exclusive called Copy Shader. Use this to copy the texture and this will include its scale and other adjustments.&lt;br /&gt;
* Set Texture Lock OFF ({{key|SHIFT}}+{{key|T}} or on S&amp;gt;Surface Inspector or [[image:DRtexLock.jpg]] on the top button bar.) This will let the texture align correctly in the new place. (more on this a little later under [[#Texture adjustment|Texture Adjustment]])&lt;br /&gt;
* Esc to DEselect the surface&lt;br /&gt;
* As before, the &#039;&#039;new&#039;&#039; brush is a solid block. Select it again with {{key|SHIFT}}+{{Key|ALT}}+{{LMB}}&lt;br /&gt;
* With the new block selected, paste in the texture we just copied. An alternative is to just select it from the Texture Browser but remember to set its scale to 0.3.&lt;br /&gt;
* By applying this to the whole block it&#039;s quicker than doing the walls one by one after it is hollowed out.&lt;br /&gt;
* Use the Room button on the left button bar as before to hollow it out then texture the floor and ceiling. Look back to [[A - Z Beginner Full Guide Start Here!#Making Your First Room|Making Your First Room]] if in doubt what to do.&lt;br /&gt;
* Put in a temporary light as before.&lt;br /&gt;
* Put a little furniture in as a living room and/or kitchen combo whatever just for quickness and we&#039;ll review it later. You can clone (duplicate) any selection, brush or object or combination by selecting it, and hitting the SPACE bar then drag it away. When you clone ALWAYS immediately move the new selection. If you get distracted for a moment and forget it then it is not obvious it is there and you may forget and leave a table inside a table or a brush inside a brush.&lt;br /&gt;
* {{RMB}} inside the new room and select &#039;Move Player Start here&#039; (check height in a side view.)&lt;br /&gt;
* {{key|CTRL}}+{{key|S}} to save and take a look at it in-game. You will need to dmap first to compile the new terrain and then map. You should be in the new room.&lt;br /&gt;
&lt;br /&gt;
How&#039;d it go? You probably found it too dim. Increase the brightness of the light probably to the full 100 100 100. Then SPACE to clone the light and drag the light to one side somewhere in the room. Make three if you like - one high and one low. We are going to completely review and redo the lights later so just make it reasonable for now.&lt;br /&gt;
&lt;br /&gt;
Well now we have two rooms separated by the void so the next step is a doorway between them...&lt;br /&gt;
&lt;br /&gt;
== Doorways ==&lt;br /&gt;
&lt;br /&gt;
There are many approaches to this. This is just one way.&lt;br /&gt;
&lt;br /&gt;
First we need to know the size of our door (an alternate way is guesstimate the doorframe etc. then adjust after if needed.)&lt;br /&gt;
&lt;br /&gt;
* DEselect everything&lt;br /&gt;
* RMB in grid view and select Create Model&lt;br /&gt;
* Select darkmod/architecture/doors/oversized/old_door_01.lwo&lt;br /&gt;
* By default, the door will be aligned with the south wall which is what we want.&lt;br /&gt;
* Place it in the small room touching the north wall centred in the second big grid from the right. Drag it down to just touch the ground in a side view, decreasing grid size if needed as shown below...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor01.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor02.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This door is static, non-functioning so the next step is to get it to open and close....&lt;br /&gt;
&lt;br /&gt;
== Making the Door Open ==&lt;br /&gt;
&lt;br /&gt;
In most cases in the future you will just create a working door from the create entity menu where there is a wide selection of most common doors already working (or even select a prefab with working handles) but in this case I&#039;m describing how to make this particular model into a working door so you understand the principle.&lt;br /&gt;
&lt;br /&gt;
To make it possible for the player to open the door, this is what you need to do...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything else&lt;br /&gt;
* Select the door &lt;br /&gt;
* In the Entity Inspector select the top line &#039;classname&#039; so it highlights&lt;br /&gt;
* At the bottom of Entity Inspector a button will appear marked &#039;Choose entity class&#039;. Click it and select darkmod/movers/atdm:mover_door then click the check button.&lt;br /&gt;
* The door can now be opened and closed.&lt;br /&gt;
* The door will rotate by default anti-clockwise (viewed from above) by 90 degrees. Because this door is near a corner one might normally change it to rotate the other way into the corner by changing the rotate property from 0 90 0 to 0 -90 0 but in this case I want to put an elevator in that corner later so instead, make the door rotate more widely then people can get in the room more easily. Add/set the property rotate (not rotation) with a value of 0 150 0.&lt;br /&gt;
* This old door has its own pull handle so no need for anything else&lt;br /&gt;
* This door will not block sound yet - we&#039;ll deal with that later.&lt;br /&gt;
* For full details about doors see [[Doors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Doorframe ===&lt;br /&gt;
&lt;br /&gt;
In a rough hovel, wooden hut, cave, or cellar you might just hang an old door without a frame but mostly in even modest houses it looks better with a frame and definitely in a grander place. This house just about qualifies for a frame and anyway, you need to know how!&lt;br /&gt;
&lt;br /&gt;
* Ctrl + TAB for front view and RMB drag scroll zoom to get the front view of the door clearly in the grid view&lt;br /&gt;
* DEselect the door&lt;br /&gt;
* Make the grid size to 2 (grid menu or +- keys)&lt;br /&gt;
* Drag out a brush units = 64 wide x 12 deep x 8 high and place it over the door as the top of the doorframe aligned to the grid as shown in the image below. Drag out two other vertical brushes each 6 wide x 12 deep x 104 high and place them at the side of the door as shown to form the doorframe sides. They penetrate the wall for now but later we shall open out a corridor. Give all three of those entire brushes the texture darkmod/wood/boards/scratched temporarily (we&#039;ll adjust later.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor03.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Depth-wise it should be exactly over the centre of the door exactly against the face of the wall...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor04.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the outer edges of the doorframe align to the big grid it aligns reasonably well with the stonework around see below. Note it just fits under the course of bricks above which is good. (You might have a different wall texture.) Try to avoid cutting half way into bricks like that or worse, leaving a thin sliver of bricks or stone. Think structurally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor05.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But you can see the wood texture alignment is pretty bad and we&#039;ll fix that next.&lt;br /&gt;
&lt;br /&gt;
==Texture adjustment==&lt;br /&gt;
&lt;br /&gt;
The horizontal top of the doorframe in the picture above is aligned wrongly; the grain of wood should be aligned to the length of a beam. Also, this texture is boards (planking) so will show the gaps between which must be aligned out of sight. Wood never really comes in an endless sheet anyway - it comes from trees! With experience we could have made one vertical of the doorframe (whose texture is aligned vertically) aligned it better,  cloned it for the other side, cloned it again, rotated it, and resized it for the horizontal piece.&lt;br /&gt;
&lt;br /&gt;
===Texture Lock===&lt;br /&gt;
&lt;br /&gt;
Texture lock is most important. It is a mode toggle (Shift+T or on S&amp;gt;Surface Inspector or [[image:DRtexLock.jpg]] on the top button bar.)&lt;br /&gt;
&lt;br /&gt;
* When ENABLED it keeps a texture aligned to its surface even when moved or rotated. This means a wooden beam will look just like it would in the real world if you moved or turned it - it would not change relative to the beam.&lt;br /&gt;
* When NOT ENABLED then the texture aligns to the world. This means different surfaces will align together when placed together. So if you cloned a wall and moved the duplicate to one side and a little higher, its stonework would align perfectly with the first wall.&lt;br /&gt;
&lt;br /&gt;
I mostly keep Texture Lock enabled but you need to keep it in mind whenever moving textured brushes: do you wish the brush&#039;s surface textures to align with the world or the brush?&lt;br /&gt;
&lt;br /&gt;
=== Texture Alignment with Surface Inspector ===&lt;br /&gt;
&lt;br /&gt;
This assumes you used the same texture and constructed the doorframe as I described above. If your alignment is different then use your own judgement where to apply the following.....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation...&#039;&#039;&#039;&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Move the camera so you can see the front and top of the doorway in the camera view&lt;br /&gt;
* In the camera view use Ctrl+Shift+LMB to select the front surface of the top horizontal of the doorframe. Make sure you do not select the whole brush with Shift LMB or Shift+Alt LMB.&lt;br /&gt;
* Press S to get Surface Inspector to show/hide or View menu. Tip: Hot keys might not work if you are focused in an input field. Just click somewhere else.&lt;br /&gt;
* In the &#039;&#039;step&#039;&#039; input to the right of &#039;&#039;rotation&#039;&#039; type in 90 if it is not already there.&lt;br /&gt;
* Click the righthand little arrow button to rotate the texture 90 degrees else you can just type 90 right in the rotation input.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifting (scrolling)...&#039;&#039;&#039;&lt;br /&gt;
* Set the step input for Horiz and Vert Shift to about 4.&lt;br /&gt;
* Use the arrows for Horiz and Vert to scroll the texture about.&lt;br /&gt;
* Note that Vert moves the texture horizontally now because we rotated it.&lt;br /&gt;
* Note that the dark lines of the edges of the boards texture scroll in and out.&lt;br /&gt;
* Scroll the texture so the dark lines are not showing and the beam looks OK.&lt;br /&gt;
* Note for the future: When cloning many beams in a row don&#039;t have them all identically aligned but shift for variety.&lt;br /&gt;
&lt;br /&gt;
OK, now in the same way you have to inspect ALL of the visible surfaces of that brush one by one and see how they look. Yes, even on top where the player might never look! (&#039;&#039;someone&#039;&#039; will!) Rotate/Shift where needed (small end pieces might be vertical or horizontal grain or even 45 degrees - use your judgement.) The far side of the brushes will also be visible eventually so do that too (see next paragraph.)&lt;br /&gt;
&lt;br /&gt;
Tip: When inspecting, if any model or brush gets in the way of the view just select it with Shift+Alt+LMB and press H to hide it. So you can rise above the ceiling then &#039;Hide&#039; it below you to look down into the room. Hide the wall so you can get at the back of the doorframe. You can keep hiding more stuff as you go along and use Shift H to reveal them again. Don&#039;t forget them! Another way might be Filter menu &amp;gt; Hide all entities to hide all the furniture in one go.&lt;br /&gt;
&lt;br /&gt;
Likewise do the side brushes of the doorframe.&lt;br /&gt;
&lt;br /&gt;
Finally, Shift H to unHide and give the whole doorframe and door one last inspection. Looking good?&lt;br /&gt;
&lt;br /&gt;
== Corridors, Recesses ==&lt;br /&gt;
&lt;br /&gt;
This will be a small recess rather than a corridor but the principle is the same : you just make a corridor like a small room except you won&#039;t need the ends which will be open to the rooms either end. You could make a solid and hollow it out and then delete the ends or make walls, floor, ceiling as separate brushes yourself. In this case the recess will be the same textures as the big room so another option is to clone the sides from it and reduce them so let&#039;s do that...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Check grid size is 8&lt;br /&gt;
* Set Texture Lock OFF. This will ensure the texture will align to the world not the original brush. In this case it probably would be alright and the worst that can happen is you have to re-align the texture (but you wouldn&#039;t want to do that with an entire house.)&lt;br /&gt;
* Shift+Alt+LMB to select the left wall of the big room. You may find it easier to make these selections in the camera view. Repeated Shift+Alt+LMB will cycle down through different items if they overlap in the grid view.&lt;br /&gt;
* SPACE to clone it. Don&#039;t wait... drag it away immediately so you never forget it&#039;s there. As you drag it away, check that it really did clone and you are not just dragging the original. If so, use Ctrl+Z to undo the drag and try clone again.&lt;br /&gt;
* Drag it in the space between the two rooms near the door.&lt;br /&gt;
* Resize it to 48 x 8 and position it so it fits exactly as shown below between the two walls. It should be just to the left of the doorframe and touching it. The height is OK as it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor06.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Repeat the above with the other wall and put it to the other side of the door&lt;br /&gt;
* Similarly do the same with floor and ceiling. These should become 64 x 56 and fit &#039;&#039;between&#039;&#039; the recess side walls &#039;&#039;touching&#039;&#039; the south wall, but &#039;&#039;intruding&#039;&#039; into the north wall (this will make more sense later.) I have &#039;deliberately&#039; made a mistake with the floor which we&#039;ll correct later so you can see it&#039;s no biggy if you get things wrong - you just adjust later. See the red outline of the floor and ceiling in the image below....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor07.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ctrl+S to resave the mission.&lt;br /&gt;
&lt;br /&gt;
== &#039;Cutting&#039; through walls, Joining Rooms ==&lt;br /&gt;
&lt;br /&gt;
First, a tip: when you are resizing a narrow brush like a wall it sometimes happens that you accidentally move sideways and reduce its narrow width to zero - nothing at all. DON&#039;T LET GO! If you release the mouse at that point it will be deleted! Instead move your mouse to that side so it re-appears. If you are in doubt as to its dimension you might need to Ctrl+Z undo. Get into the habit when resizing to keep your mouse button held down and only release when you know you can see the brush. I personally wish a brush could not be reduced below one grid unit. Later I will describe methods of moving and resizing which stop accidental side movements.&lt;br /&gt;
&lt;br /&gt;
Now, you cannot actually cut holes in brushes - you can only surround a space with smaller brushes so it looks like one big brush with a hole in it. The following is easy but it might sound complicated so just try it and the worst that can happen is you have some undoing or reload your last save. So to cut out our doorway do the following...&lt;br /&gt;
&lt;br /&gt;
* In the small south room face north in camera view looking at your door (this can be done in grid view but it&#039;s easier to be sure what you&#039;re doing.)&lt;br /&gt;
* Shift + H if you have hidden the wall to UNhide it so you can see both door and wall.&lt;br /&gt;
* Esc to DEselect everything (wish someone had nagged me with this when I started and maybe I would not have lost so much.)&lt;br /&gt;
* Select the door and H to hide it.&lt;br /&gt;
* Select the wall.&lt;br /&gt;
* In the grid view, press SPACE to clone the wall&lt;br /&gt;
* Immediately LMB drag towards the right from &#039;&#039;outside&#039;&#039; the left edge of the wall to reduce its length to just past the right doorframe and touching it.&lt;br /&gt;
* I&#039;ll clarify that - you are cloning the wall then moving its left side along past the doorframe like opening a curtain from the left.&lt;br /&gt;
* In camera view you should now see the &#039;&#039;original&#039;&#039; wall to the left of the doorframe and also inside the doorway. To the right of the doorway are &#039;&#039;both&#039;&#039; walls occupying the same space with just the new clone still highlighted&lt;br /&gt;
* Shift+Alt+LMB select the original wall to the left of the door.&lt;br /&gt;
* You are going to reduce this starting from the &#039;&#039;opposite&#039;&#039;&#039; end on the right...&lt;br /&gt;
* LMB drag towards the left from &#039;&#039;outside&#039;&#039; the &#039;&#039;right&#039; edge of this wall to reduce it past the &#039;&#039;left&#039;&#039; edge of the doorway. Again, like opening the other curtain.&lt;br /&gt;
* You should now have two walls; one each side of the doorframe and exactly up to it with a gap over the doorframe.&lt;br /&gt;
&lt;br /&gt;
Now we need to repeat the above for the south wall of the big room. I&#039;ll just summarise: you need to clone the south wall and reduce it to one side of the gap between the short connecting walls of the recess and the same for the original wall. Remember - like dragging curtains aside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor08.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you look south in the camera view from the big north room you will see that all that remains is the gap over the door frame...&lt;br /&gt;
&lt;br /&gt;
* Clone one of the north walls of the little south room&lt;br /&gt;
* reduce its width to 64 and height to 80 and move it up to fit over the door exactly. It&#039;s top corner should just meet the corner edge of the little piece of ceiling we put in the recess. Here is a side view...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor09.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect the section we just put over the doorway.&lt;br /&gt;
* From the north you should see it is the wrong texture for that recess and that big room.&lt;br /&gt;
* Shift+Ctrl+LMB to select its north &#039;&#039;face&#039;&#039; in the recess and re-texture it to the same as the other walls in the recess (same as the big room.) You can copy and paste the texture or get it from the Texture Browser by just clicking it there.&lt;br /&gt;
* You will also need to re-align/rotate the texture on the doorframe if you didn&#039;t do that side before&lt;br /&gt;
&lt;br /&gt;
If you examine what has been done by moving about in the camera view you will see the &#039;deliberate&#039; mistake in the little piece of floor in the recess. Hide the door and you can see there is a gap. Here is a side view.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor10.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just select that side view in the grid view and resize it to close the gap. The doorway should be complete. Zoom around in camera view and check it out.&lt;br /&gt;
&lt;br /&gt;
I suggest you clone a light in that big room and drag it near the recess for now.&lt;br /&gt;
&lt;br /&gt;
{{key|CTRL}}+{{key|S}} to save and then Save As with a new name.&lt;br /&gt;
&lt;br /&gt;
You can now dmap (the new name.) If you get a leak error then use File Menu &amp;gt; Pointfile in Dark Radiant to see a red line pointing the track of the leak. Did you leave a gap? (For details on fixing leaks &amp;amp; pointfile see [[Leaking maps]] and [[Performance: Essential Must-Knows#Build Airtight. Seal out the Void. Avoid Leaks]])&lt;br /&gt;
&lt;br /&gt;
Map to play through and check it looks OK.&lt;br /&gt;
&lt;br /&gt;
== Ambient Light: Gloom not Doom ==&lt;br /&gt;
&lt;br /&gt;
Notice how harsh and black the shadows are in this mission? You need shadows for atmosphere and to hide in a stealth game but seeing nothing at all but blackness is not popular among players so we are going to add ambient light.&lt;br /&gt;
&lt;br /&gt;
Ambient light is a steady background low light casting no shadows. The light has a radius but it does not fade from its centre; it&#039;s brightness is constant throughout its radius. Except for special cases the ambient light should be present throughout a mission as the minimum light when no other light is present. The ambient can also add a little colour so different ambient lights might illuminate a crystal grotto as pale blue; a lava cave with a ruddy glow, and so on. But unless you have special needs like that then one ambient is sufficient for the whole mission.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything (from now on I&#039;ll not mention this. Take care!)&lt;br /&gt;
* From the grid view RMB menu, create a light in the centre of the mission. This might be just below the bottom right corner of the big room by the time we are finished but we cannot put an entity or a light in the void; it will cause a leak error. One might create a tiny room there in isolation just for the light but it does not need to be exactly centred so stick it in the bottom right corner of the big room.&lt;br /&gt;
* Increase its radius to cover both rooms completely either by dragging or adjusting its radius in the Entity Inspector. Keep its centre roughly in the bottom right corner of that room. It only needs to roughly cover the rooms and can stick out on all sides.&lt;br /&gt;
* Check the side view for height.&lt;br /&gt;
&lt;br /&gt;
===ambient_world helps performance===&lt;br /&gt;
&lt;br /&gt;
If the main ambient light is named &#039;&#039;ambient_world&#039;&#039; then Dark Mod provides an option for a virtual ambient light to help performance so it is essential that you do this. It makes a significant difference to low-end system frame rates.&lt;br /&gt;
&lt;br /&gt;
* In the Entity Inspector select the &#039;name&#039; line&lt;br /&gt;
* In the input at the bottom change it to ambient_world. Click the check button&lt;br /&gt;
* Esc to DEselect it&lt;br /&gt;
* Press J to list entities.&lt;br /&gt;
* Click the map in the list and the whole list will open up&lt;br /&gt;
* You should see ambient_world in there.&lt;br /&gt;
* Click it and your light is selected and its radius reveals it clearly&lt;br /&gt;
&lt;br /&gt;
In this way you can name anything you want for your own convenience both so you can identify and find them easily. The list is in ASCII order so capitals first then lower case,thereafter in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
* with the light selected, press L for the Light Inspector&lt;br /&gt;
* Click the white rectangle Colour button and reduce the brightness (Value) to 8 or 10 and click OK.&lt;br /&gt;
* Also in the Light Inspector you will see a list headed &#039;Light Texture&#039; with &#039;fog&#039; and &#039;lights&#039; in the list; click the + sign against &#039;lights&#039; to open up its list&lt;br /&gt;
* In the &#039;lights&#039; list select &#039;lights/ambientLightnfo&#039;; this immediately goes in the properties of the light.&lt;br /&gt;
* L to close the Light Inspector&lt;br /&gt;
&lt;br /&gt;
The actual brightness is a matter of taste. Players should be able to dimly see texture even in the darkest corners. But don&#039;t make the ambient too bright or you get flat, washed out, missions with poor atmosphere and it will be hard for the player to judge where to hide if there are no good shadows. Judge your mission over a few days sometimes on a bright day; sometimes at night before you decide on the best compromise that you like. The player&#039;s in-game brightness setting and personal preferences will also affect how the game appears so it is not an easy thing to judge. Review the guidelines at [[Virtual Darkness]]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, an ambient light of below 3 is going to be too dark; 10 or above rather too light. Thief&#039;s Den was released with an ambient of 4. Also consider does your mission have lots of dark textures? You might raise the ambient a little if so. Your choice.  I shall use 4 for this mission because our main stone walls are quite light. Whatever you choose, reconsider when finished and all the other lights have been placed. I use a brighter ambient in these earlier stages while testing but remember to turn it down when you do the final lighting later.&lt;br /&gt;
&lt;br /&gt;
Tip: Try to avoid large areas of &#039;&#039;only&#039;&#039; ambient light with here and there a &#039;real&#039; light such as a torch. Instead, think of lighting most of your FM plus some shadows to hide in. Yes, it&#039;s not realistic. In real life at night a large house might be completely dark but it&#039;s not good stealth gameplay fun and large areas of ambient lighting look flat. There are exceptions of course but generally lots of light with shadows for the player to hide in looks much more atmospheric and lifts the visual quality (of course avoid too many lights especially if they overlap because they reduce performance.)&lt;br /&gt;
&lt;br /&gt;
Check out your mission now in-game. That ambient lifts it tremendously right? You might even want to remove or reduce some of the other lights. Remember, they are all temporary still and we shall do proper lighting later on.&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19116</id>
		<title>AI stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=AI_stats&amp;diff=19116"/>
		<updated>2017-03-06T07:45:34Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt;THIS PAGE IS A WORK IN PROGRESS&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Spawnargs and Game Mechanics ==&lt;br /&gt;
In order to understand the influence of the spawnargs on game mechanics, I want to give a simple insight into the mechanics. For this I have decided to categorise them into  four subgroups: AI perception, Combat, and Interaction between AIs and player out of combat.&lt;br /&gt;
=== AI perception ===&lt;br /&gt;
In the centre of each stealth game lies the perception of the AIs. This includes the ability of AIs to see, hear, and touch its environment. The chance to percieve anything with the respective sense is multiplied with the respective acuity_* spawnarg at some point. If the AI is drunk all these factors are multiplied with the drunk_acuity_factor (default 0.5), which reduces the chance of the AI to notice the player.&lt;br /&gt;
==== Visual perception ====&lt;br /&gt;
In general, when an object with an AIUse spawnarg comes into the field of vision of an AI, the AI gets a visual STIM. The chancenotice* spawnargs influence if the AI reacts to the STIM and the argument of the AIuse spawnarg (not listed in the table) determines how the AI reacts. For example if the AI gets a visual STIM of another friendly AI it will greet, while it will attack a hostile AI on sight. The chance to spot the player follows a more complex algorithm and is influenced by the brightness of the light gem, the distance to the AI and the visual acuity of the AI (acuity_vis). You can check the [[Visual scan]] article for further information.&lt;br /&gt;
==== Aural perception ====&lt;br /&gt;
Noises made by the player as well as thrown objects or noise arrows produce a propagated sound of a specified volume. The propagated sound&#039;s volume decreases linearly with increasing distance from the source. When it reaches an AI the alert_aud_thresh value is subtracted and the remaining volume (if it is greater than 0) is added to the alert level of an AI.&lt;br /&gt;
==== Tactile perception ====&lt;br /&gt;
Tactile perception gets triggered, when the AI collision model touches the player&#039;s collision model.&lt;br /&gt;
==== Perception and Alarms ====&lt;br /&gt;
When an AI perceives anything suspicious, it adds to the AI&#039;s alert level. When this counter exceeds a certain amount (alert_thresh#), the AI will reach the next alert stage. In order to prevent the alert level to ramp up too quickly there is a grace period (alert_gracetime#) during which a new suspicious stim will not further alert the AI. This period can be termintaed if the new stim during the grace period is too strong (exceeds the former addition to the alert level multiplied with the &amp;quot;alert_gracefrac#&amp;quot; value) or if there are too many stims in quick succession (exceeding the alert_gracvecount#). Above the &amp;quot;idle&amp;quot; state (0) there are five alert stages:&lt;br /&gt;
*1: Observant (bark, but otherwise no reaction)&lt;br /&gt;
*2: Suspicious (bark, look, may stop and turn)&lt;br /&gt;
*3: Searching (Investigation)&lt;br /&gt;
*4: Agitated Searching (Investigation, Weapon out, AI is quite sure that there is someone around)&lt;br /&gt;
*5: Combat.&lt;br /&gt;
The AI will stay in this alert state for a time determined by &amp;quot;alert_time#&amp;quot;.  Please note, that as soon as an AI has drawn its weapon it will not recede to the regular idle state, but instead to the &amp;quot;alert idle&amp;quot; state, which results in a hightened senses and possibly different behaviour of the AI (e.g. a former stationary AI starts patroling).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI perception&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|AI aural acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|AI environmental acuity.  How sensitive the AI is to things that have changed in its environment.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|AI generic acuity for scripted events.  You can call this alert type on an entity with entity.Alert( &amp;lt;char *type&amp;gt;, &amp;lt;float amount&amp;gt;).  This will alert the entity by amount * acuity_other in your script.&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|AI tactile acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|AI visual acuity (in percent)&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|Threshold of audibility for the AI.  This is in dB of sound pressure level (SPL).  The real life value for humans is around 20 (a barely heard whisper).  Changing this by even 0.1 has a large effect on sound propagation behavior, because propagated sounds below this volume are not heard at all.  NOTE if this is not set, it gets the value from soundprop global settings.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount#&lt;br /&gt;
|If the number of additional alerts for an AI in alert state # during the grace period exceeds the grace count, the grace period will be terminated.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac#&lt;br /&gt;
|An alert that is higher than the last increase times the grace fraction will terminate the grace period for an AI in alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime#&lt;br /&gt;
|After being alerted, the AI in alert state # will ignore additional alerts during the grace period (in seconds), to avoid adding up the alert level too quickly.&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh#&lt;br /&gt;
|The alert level threshold for reaching alert state #.&lt;br /&gt;
|-&lt;br /&gt;
|alert_time#&lt;br /&gt;
|The time it takes for the alert level to ramp down from the upper to the lower threshold in alert state # (in seconds).&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|Chance to notice the visual stim of blood&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|Chance to notice the visual stim of a broken item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|Chance to notice the visual stim of an open door that should be closed&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|Chance to notice the visual stim of a light that should be on&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|Chance to notice the visual stim of a missing item&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|Chance to notice the visual stim of a monster&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|Chance to notice the visual stim of other persons&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|Chance to notice that an object bound to the AI has been stolen&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|Chance to notice the visual stim of a rope created by a rope arrow&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|Chance to notice the visual stim of suspicious items&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|Chance to notice the visual stim on an undead&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|Chance to notice the visual stim of suspicious weapons&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|If the AI is drunk, their acuities (visual, hearing, tactile) will be reduced by this factor.&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|Full field of view in degrees.  Will be used for both horizontal and vertical fov unless vertical is explicitly specified.&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s field of view relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|Full vertical field of view in degrees.  Leave blank or set to -1 to use the same value as the horizontal fov.&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|The chance for random head turning while idle (0 0-1 0)&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|The headturning chance gets multiplied by this amount when the AI is alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When stealth fails, the player always has the option to fight AIs instead of fleeing. However, combat in TDM is meant as a last resort and will ruin any stealth scores and will most likely kill you, when you face more than on guard. Also, common settings prohibit killing civilians (AI with the spawnarg &amp;quot;is_civilian&amp;quot; set to 1) and even guards on higher difficulties. The difficulty of a melee fight is influenced by two factors (not counting the player&#039;s skills): The difficulty setting in the menu (which can be set by the player) and the difficulty setting of the AI (novice, trained, skilled, see Melee sets, can be set by the map author). For a more detailed description on what to keep in mind while fighting, see [[The Dark Mod Gameplay#Combat|Combat]]. A hit by the player will deal damage. The damage reduces the amount of health of the AI by the base damage, scaled by the &amp;quot;damage_scale&amp;quot; of the zone hit.  When the dealt damage surpasses the pain_threshold, the pain animation of the AI will be played. As soon as the health of the AI reaches the health_critical value, the AI will flee.  Each successful hit or parry by the player will render an AI &amp;quot;flatfooted&amp;quot;, which means it will not move for an amount of time defined as flatfooted_time (it can still attack, though). This time can be used to flee from the AI instead of continuing fighting.  If the player gets outside the melee reange of an AI (e.g. by climbing somewhere the AI cannot reach), the AI will start throwing stones at the player if &amp;quot;outofreach_projectile_enabled&amp;quot; is set to &amp;quot;1&amp;quot;. It will wait a random amount of time between &amp;quot;outofreach_projectile_delay_min&amp;quot; and &amp;quot;outofreach_projectile_delay_max&amp;quot; before doing so. The &amp;quot;attack_cone&amp;quot; determines in which region the AI can throw (or shoot in case of bowmen). Additionally, each shot will be offset by a random amount of up to &amp;quot;attack_accuracy&amp;quot; degrees, so not each shot will hit the player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs realted to combat&lt;br /&gt;
|-&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|Type of armor the AI is wearing (may vary depending on hit zone). The damage multipliers are: leather 0.75, chain 0.5, plate 0.&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|Maximum angular offset to randomly offset the monster&#039;s aim when firing missiles&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|Monster can only throw projectile within this cone relative to his direction.&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|If set to true, this entity will bleed, e.g. spawn blood particles and decals when hurt.&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|If set to true, the AI becomes flat-footed in certain combat situations.  This means they&#039;re unable to run at the player, but can still turn to face the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|Damage definition if it damages things it collides with.&lt;br /&gt;
|-&lt;br /&gt;
|damage_zones&lt;br /&gt;
|There are different hit zones for AI that vary the damage recieved from the player.&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale &amp;quot;zone&amp;quot;&lt;br /&gt;
|Factor by which damage in the given zone is multiplied.&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|The defined melee set that describes the fighting skills. The levels are &amp;quot;novice&amp;quot;, &amp;quot;trained&amp;quot;, and &amp;quot;skilled&amp;quot; and are further modiefied by the difficulty of the game.&lt;br /&gt;
|-&lt;br /&gt;
|flatfooted_time&lt;br /&gt;
|The duration in milliseconds that this AI remains flat footed after a combat action triggers this state.&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
|Amount of damage to receive before dying.&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|When the health drops below this value, the AI will flee. Set this to 0 for AI that don&#039;t wet their pants.&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|If true, the AI is a civilian. Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
|move_speed&lt;br /&gt;
|The movement speed of AIs is dependent on their animations and animation rate. The animation rate can be changed with the anim_rate_X (X = animation name).&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|Maximum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|Minimum period to wait between throwing player-out-of-reach projectiles in seconds&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|Ability to throw player-out-of-reach projectiles at the player.&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|How much damage monster has to receive in one blow for it to play a pain animation.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need melee weapons to fight. This is usually true for spiders, undead and such. Humans are wimps and need weapons.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|Set this to 1 when this type of AI doesn&#039;t need weapons for ranged combat. This is usually true for belchers.&lt;br /&gt;
|}&lt;br /&gt;
=== Interaction between AI and player ===&lt;br /&gt;
Apart from combat there are other ways the AIs and the player can interact with each other and the environment. The player can blind or knock out an AI, the AI can get alerted (through seeing the player as well as other clues that someone is sneaking about) and both can switch lights on or off, etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spawnargs related to AI interactions with the player and vice versa&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|The time span in seconds the AI is staying in &#039;blinded&#039; state when hit by a flashbomb or -mine.&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|If true, the AI will drown if it gets under water, either by walking in or by being dropped in unconsciously. Set to &#039;0&#039; to make them breathe under water.&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|AI ability to switch on torches&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|AI ability to handle doors&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|AI ability to handle elevators&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|AI ability to operate light switches&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|Whether the AI can conduct a search or not&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|ability to participate in a coordinated search&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0 = not immune, 1 = immune to gas&lt;br /&gt;
|-&lt;br /&gt;
|is_mantleable&lt;br /&gt;
|If set to 1, this entity is not mantleable by the player. Defaults to 0.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|If true, the AI is immune to knockouts when alerted at or above the alert state defined in &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|Alert state number at which immunity behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|Alert state number at which knockout behavior changes.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|Horizontal knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|Vertical knockout cone angle when the AI is alerted at or above &#039;ko_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|Defines a horizontal cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the vertical cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|Defines a vertical cone angle extending backwards from the direction AI is looking.  Anywhere within this cone and the horizontal cone is a valid KO.&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0 = not immune, 1 = immune to blackjack&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|A vector of 3 space-delimited angles applied to rotate the AI&#039;s blackjack acceptance cone relative to their head joint.  For most heads, the angles are: yaw pitch roll.&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|Defines the center of the head for knockout testing purposes.  Vector offset from the head attachment joint to the desired head center point.  The possible knockout cone extends back from this point.&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : &#039;ko_zone&#039; &#039;&#039;) to make the AI immune to KOs from the blackjack.&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|Incremental alert value to be added to an AI&#039;s current alert level&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|Maximum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|Minimum delay before reacting to a picked pocket in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|Set this to 1 to let this entity push the player (default is 0).&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|Alert state number at which the AI can no longer be sneak attacked.&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|Damage multiplier applied to ALL damage when AI is damaged at an alert level below that defined in &#039;sneak_attack_alert_state&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
|Monsters do not actively attack players or monsters with the same team number. For common team numbers see [[AI Relations (Editing)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Human AIs ==&lt;br /&gt;
Human AIs are somewhat special as the spawnargs are defined by the entity definition as well as the definition of the head. This leads to a great number of combinations and is the reason that heads are discussed here as well as the various human classes. In order to make this article as clear as possible, in the first table the base values for human AIs are stated. In the class specific tables only changes to these base values are listed.&lt;br /&gt;
=== Base Values ===&lt;br /&gt;
This table lists all base values for human AIs in alphabetical order.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Humanoid AIs&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Base Value&lt;br /&gt;
|-&lt;br /&gt;
|acuity_aud&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_env&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_other&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_tact&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|acuity_vis&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|alert_aud_thresh&lt;br /&gt;
|18.8&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracecount4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac1&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac2&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac3&lt;br /&gt;
|1.2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracefrac4&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|alert_gracetime4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh1&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh2&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh4&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|alert_thresh5&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|alert_time1&lt;br /&gt;
|5 +/- 1.5&lt;br /&gt;
|-&lt;br /&gt;
|alert_time2&lt;br /&gt;
|8 +/- 2&lt;br /&gt;
|-&lt;br /&gt;
|alert_time3&lt;br /&gt;
|25 +/- 8&lt;br /&gt;
|-&lt;br /&gt;
|alert_time4&lt;br /&gt;
|65 +/- 20&lt;br /&gt;
|-&lt;br /&gt;
|alert_time5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|armor&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|attack_accuracy&lt;br /&gt;
|2.3&lt;br /&gt;
|-&lt;br /&gt;
|attack_cone&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|bleed&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|blind_time&lt;br /&gt;
|8 +/- 4&lt;br /&gt;
|-&lt;br /&gt;
|can_be_flatfooted&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|can_drown&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canlighttorches&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperatedoors&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateelevators&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|canoperateswitchlights&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearch&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cansearchcooperatively&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeblood&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticebrokenitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticedoor&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticelight&lt;br /&gt;
|0.9&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemissingitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticemonster&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeperson&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticepickedpocket&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticerope&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticesuspiciousitem&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeundead&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|chancenoticeweapon&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|damage_zone&lt;br /&gt;
|head, chest, torso_low, left_arm, right_arm, legs&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale head&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale chest&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale torso_low&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale left_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale right_arm&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|damage_scale legs&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|def_melee_set&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|drunk_acuity_factor&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotation&lt;br /&gt;
|0 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|gas_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|headturn_chance_idle&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|headturn_factor_alerted&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|health_critical&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|is_civilian&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|is_mantleable&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_state&lt;br /&gt;
|4 (as soon as weapon is drawn)&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
|ko_immune&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_rotation&lt;br /&gt;
|0 0 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_spot_offset&lt;br /&gt;
|2 -2.5 0&lt;br /&gt;
|-&lt;br /&gt;
|ko_zone&lt;br /&gt;
|head&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage&lt;br /&gt;
|variable&lt;br /&gt;
|-&lt;br /&gt;
|melee_damage_mod&lt;br /&gt;
|0.6 - 1.4&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicts_proximity&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee_predicted_attack_time&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|melee_rep_attack_time&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_max&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_delay_min&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|outofreach_projectile_enabled&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pain_threshold&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_alert&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|pickpocket_delay_max&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|picpocket_delay_min&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|push_player&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_alert_state&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|sneak_attack_mult&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|stamina&lt;br /&gt;
|player only&lt;br /&gt;
|-&lt;br /&gt;
|team&lt;br /&gt;
| variable&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_melee&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed_ranged&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Heads ===&lt;br /&gt;
Different heads can change the cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please note that even though many AIs wear helmets, this only reduces the cone in which you can knock out the guard. Only the ones with neck protecting elite helmets (see [[Heads Available for AI#Elite Guard Heads|Heads Available for AI]]) are in general immune to being knocked out (i.e. the cone you have to hit with the blackjack is reduced to 0).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heads&lt;br /&gt;
|Spawnarg&lt;br /&gt;
|Heads with an eye patch&lt;br /&gt;
|Heads with hoods&lt;br /&gt;
|Head with a straw hat&lt;br /&gt;
|Heads with non-brimmed helmet&lt;br /&gt;
|Heads with non-brimmed saxon helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet&lt;br /&gt;
|Heads with elite helmet&lt;br /&gt;
|Heads with brimmed City Watch helmet and an eye-patch&lt;br /&gt;
|Heads with elite helmet and an eye-patch&lt;br /&gt;
|-&lt;br /&gt;
|Heads&lt;br /&gt;
|[[Heads Available for AI#Builder Guard Heads|Builder Guard Head 6]],[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 2, 12]], [[Heads Available for AI#Commoner Default Heads|Commoner Default Head 12]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Heads 1,10]]&lt;br /&gt;
|[[Heads Available for AI#Commoner Default Heads|Commoner Default Head 3]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 6, 7, 13, 16]]&lt;br /&gt;
|[[Heads Available for AI#Generic Guard Heads|Commoner Default Heads 14, 15]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 1 - 4, 6 - 8]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 1,2]]&lt;br /&gt;
|[[Heads Available for AI#City Watch Heads|City Watch Heads 5, 10]]&lt;br /&gt;
|[[Heads Available for AI#Elite Guard Heads|Elite Guard Heads 3]]&lt;br /&gt;
|-&lt;br /&gt;
|fov&lt;br /&gt;
|110&lt;br /&gt;
|80&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|fov_rotaion&lt;br /&gt;
| -30 -20 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -35 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
|0 -30 0&lt;br /&gt;
| 0 -30 0&lt;br /&gt;
|-30 -20 0&lt;br /&gt;
|-&lt;br /&gt;
|fov_vert&lt;br /&gt;
|120&lt;br /&gt;
|95&lt;br /&gt;
|100&lt;br /&gt;
| 120&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_horiz&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_alert_vert&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_horiz&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|110&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_angle_vert&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|360&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|180&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ko_alert_immune_state&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|4&lt;br /&gt;
|all&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Builders ===&lt;br /&gt;
=== Guards ===&lt;br /&gt;
=== Mages ===&lt;br /&gt;
=== Moors ===&lt;br /&gt;
=== Pagans ===&lt;br /&gt;
=== Thieves ===&lt;br /&gt;
=== Townsfolk ===&lt;br /&gt;
== Non-human AIs ==&lt;br /&gt;
=== Monster ===&lt;br /&gt;
=== Steambots ===&lt;br /&gt;
=== Undead ===&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19103</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19103"/>
		<updated>2017-03-02T19:28:35Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Folder Structure == &lt;br /&gt;
&lt;br /&gt;
[Added by Destined]&lt;br /&gt;
This section was added later and overlaps with the contents of the section &amp;quot;Dmap: Compiling the Mission&amp;quot;&lt;br /&gt;
* All main resources and executables are stored in the TDM root folder (this is where you have installed The Dark Mod, e.g. C:/Darkmod). The recources are stored in pk4-files. These are simply renamed zip-files and can be opened with any common unpacking program like Winzip, Winrar or 7zip.&lt;br /&gt;
* The &amp;quot;maps&amp;quot; folder is where Dark Radiant saves maps by default.&lt;br /&gt;
* All fan missions are stored in the &amp;quot;fms&amp;quot; folder as pk4-files. Upon installing a mission in-game, a sub-folder is created and the pk4-file as well as the readme.txt, the description file, and any savegames belonging to this mission are saved there.&lt;br /&gt;
* If you open a mission pk4-file (e.g. the Training Mission or Tears of St. Lucia), you can see the folder structure used for fan missions. It contains folders like &amp;quot;maps&amp;quot;, &amp;quot;textures&amp;quot;, or &amp;quot;materials&amp;quot;, that you need for custom assets in your mission.&lt;br /&gt;
* Create a folder for your new map in &amp;quot;fms&amp;quot; and name it accordingly (e.g. Tut), then create a sub-folder &amp;quot;maps&amp;quot; and open Dark Radiant.&lt;br /&gt;
* With File-&amp;gt;Select Game... you can open a window to configure basic settings (this might open automatically when you start Dark Radiant for the first time).&lt;br /&gt;
* For &amp;quot;Select a Game&amp;quot; choose &amp;quot;The Dark Mod 2.0 (Standalone).&lt;br /&gt;
* For &amp;quot;Engine Path&amp;quot; browse to the root folder of your installation (e.g. C:/Darkmod).&lt;br /&gt;
* &amp;quot;Mod(fs_game)&amp;quot; is the path to your current FM (e.g. fms/Tut). This path is relative to the given &amp;quot;Engine Path&amp;quot;.&lt;br /&gt;
* Now the editor will use resources you point to in this folder. Otherwise a pk4-package in the root folder would be needed.&lt;br /&gt;
* In order to have these new settings take effect, restart Dark Radiant.&lt;br /&gt;
* Save the blank file under fms/yourmapfolder/maps (e.g. fms/Tut/maps). It is recommended to choose a short name for your mission as you will type it a lot in the game console.&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to TheDarkMod.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Darkmod\TheDarkMod.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19102</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19102"/>
		<updated>2017-03-02T19:26:21Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Folder Structure == &lt;br /&gt;
&lt;br /&gt;
[Added by Destined]&lt;br /&gt;
This section was added later and overlaps with the contents of the section &amp;quot;Dmap: Compiling the Mission&amp;quot;&lt;br /&gt;
* All main resources and executables are stored in the TDM root folder (this is where you have installed The Dark Mod, e.g. C:/Darkmod). The recources are stored in pk4-files. These are simply renamed zip-files and can be opened with any common unpacking program like Winzip, Winrar or 7zip.&lt;br /&gt;
* The &amp;quot;maps&amp;quot; folder is where Dark Radiant saves maps by default.&lt;br /&gt;
* All fan missions are stored in the &amp;quot;fms&amp;quot; folder as pk4-files. Upon installing a mission in-game, a sub-folder is created and the pk4-file as well as the readme.txt, the description file, and any savegames belonging to this mission are saved there.&lt;br /&gt;
* If you open a mission pk4-file (e.g. the Training Mission or Tears of St. Lucia), you can see the folder structure used for fan missions. It contains folders like &amp;quot;maps&amp;quot;, &amp;quot;textures&amp;quot;, or &amp;quot;materials&amp;quot;, that you need for custom assets in your mission.&lt;br /&gt;
* Create a folder for your new map in &amp;quot;fms&amp;quot; and name it accordingly (e.g. Tut), then create a sub-folder &amp;quot;maps&amp;quot; and open Dark Radiant.&lt;br /&gt;
* With File-&amp;gt;Select Game... you can open a window to configure basic settings (this might open automatically when you start Dark Radiant for the first time).&lt;br /&gt;
* For &amp;quot;Select a Game&amp;quot; choose &amp;quot;The Dark Mod 2.0 (Standalone).&lt;br /&gt;
* For &amp;quot;Engine Path&amp;quot; browse to the root folder of your installation (e.g. C:/Darkmod).&lt;br /&gt;
* &amp;quot;Mod(fs_game)&amp;quot; is the path to your current FM (e.g. fms/Tut). This path is relative to the given &amp;quot;Engine Path&amp;quot;.&lt;br /&gt;
* Now the editor will use resources you point to in this folder. Otherwise a pk4-package in the root folder would be needed.&lt;br /&gt;
* In order to have these new settings take effect, restart Dark Radiant.&lt;br /&gt;
* Save the blank file under fms/yourmapfolder/maps (e.g. fms/Tut/maps). It is recommended to choose a short name for your mission as you will type it a lot in the game console.&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19101</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19101"/>
		<updated>2017-03-01T21:04:02Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Folder Structure == &lt;br /&gt;
&lt;br /&gt;
[Added by Destined]&lt;br /&gt;
&lt;br /&gt;
All main resources and executables are stored in the TDM root folder (this is where you have installed The Dark Mod, e.g. C:/Darkmod). The recources are stored in pk4-files. These are simply renamed zip-files and can be opened with any common unpacking program like Winzip, Winrar or 7zip. The &amp;quot;maps&amp;quot; folder is where Dark Radiant saves maps by default. All fan missions are stored in the &amp;quot;fms&amp;quot; folder as pk4-files. Upon installing a mission in-game, a sub-folder is created and the pk4-file as well as the readme.txt, the description file, and any savegames belonging to this mission are saved there. If you open a mission pk4-file (e.g. the Training Mission or Tears of St. Lucia), you can see the folder structure used for fan missions. It contains folders like &amp;quot;maps&amp;quot;, &amp;quot;textures&amp;quot;, or &amp;quot;materials&amp;quot;, that you need for custom assets in your mission. Create a folder for your new map in &amp;quot;fms&amp;quot; and name it accordingly (e.g. Tut). Create a sub-folder &amp;quot;maps&amp;quot; and open Dark Radiant. With File-&amp;gt;Select Game... you can open a window to configure basic settings (this might open automatically when you start Dark Radiant for the first time). For &amp;quot;Select a Game&amp;quot; choose &amp;quot;The Dark Mod 2.0 (Standalone). For &amp;quot;Engine Path&amp;quot; browse to the root folder of your installation (e.g. C:/Darkmod). &amp;quot;Mod(fs_game)&amp;quot; is the path to your current FM (e.g. fms/Tut). This path is relative to the given &amp;quot;Engine Path&amp;quot;. Now the editor will use resources you point to in this folder. Otherwise a pk4-package in the root folder would be needed. In order to have these new settings take effect, restart Dark Radiant. Save the blank file under fms/yourmapfolder/maps (e.g. fms/Tut/maps). Choose a short name for your mission as you will type it a lot in the game console.&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19100</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19100"/>
		<updated>2017-03-01T21:03:34Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Folder Structure == [Added by Destined]&lt;br /&gt;
&lt;br /&gt;
All main resources and executables are stored in the TDM root folder (this is where you have installed The Dark Mod, e.g. C:/Darkmod). The recources are stored in pk4-files. These are simply renamed zip-files and can be opened with any common unpacking program like Winzip, Winrar or 7zip. The &amp;quot;maps&amp;quot; folder is where Dark Radiant saves maps by default. All fan missions are stored in the &amp;quot;fms&amp;quot; folder as pk4-files. Upon installing a mission in-game, a sub-folder is created and the pk4-file as well as the readme.txt, the description file, and any savegames belonging to this mission are saved there. If you open a mission pk4-file (e.g. the Training Mission or Tears of St. Lucia), you can see the folder structure used for fan missions. It contains folders like &amp;quot;maps&amp;quot;, &amp;quot;textures&amp;quot;, or &amp;quot;materials&amp;quot;, that you need for custom assets in your mission. Create a folder for your new map in &amp;quot;fms&amp;quot; and name it accordingly (e.g. Tut). Create a sub-folder &amp;quot;maps&amp;quot; and open Dark Radiant. With File-&amp;gt;Select Game... you can open a window to configure basic settings (this might open automatically when you start Dark Radiant for the first time). For &amp;quot;Select a Game&amp;quot; choose &amp;quot;The Dark Mod 2.0 (Standalone). For &amp;quot;Engine Path&amp;quot; browse to the root folder of your installation (e.g. C:/Darkmod). &amp;quot;Mod(fs_game)&amp;quot; is the path to your current FM (e.g. fms/Tut). This path is relative to the given &amp;quot;Engine Path&amp;quot;. Now the editor will use resources you point to in this folder. Otherwise a pk4-package in the root folder would be needed. In order to have these new settings take effect, restart Dark Radiant. Save the blank file under fms/yourmapfolder/maps (e.g. fms/Tut/maps). Choose a short name for your mission as you will type it a lot in the game console.&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19099</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19099"/>
		<updated>2017-03-01T21:03:02Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Folder Structure [Added by Destined]&lt;br /&gt;
&lt;br /&gt;
All main resources and executables are stored in the TDM root folder (this is where you have installed The Dark Mod, e.g. C:/Darkmod). The recources are stored in pk4-files. These are simply renamed zip-files and can be opened with any common unpacking program like Winzip, Winrar or 7zip. The &amp;quot;maps&amp;quot; folder is where Dark Radiant saves maps by default. All fan missions are stored in the &amp;quot;fms&amp;quot; folder as pk4-files. Upon installing a mission in-game, a sub-folder is created and the pk4-file as well as the readme.txt, the description file, and any savegames belonging to this mission are saved there. If you open a mission pk4-file (e.g. the Training Mission or Tears of St. Lucia), you can see the folder structure used for fan missions. It contains folders like &amp;quot;maps&amp;quot;, &amp;quot;textures&amp;quot;, or &amp;quot;materials&amp;quot;, that you need for custom assets in your mission. Create a folder for your new map in &amp;quot;fms&amp;quot; and name it accordingly (e.g. Tut). Create a sub-folder &amp;quot;maps&amp;quot; and open Dark Radiant. With File-&amp;gt;Select Game... you can open a window to configure basic settings (this might open automatically when you start Dark Radiant for the first time). For &amp;quot;Select a Game&amp;quot; choose &amp;quot;The Dark Mod 2.0 (Standalone). For &amp;quot;Engine Path&amp;quot; browse to the root folder of your installation (e.g. C:/Darkmod). &amp;quot;Mod(fs_game)&amp;quot; is the path to your current FM (e.g. fms/Tut). This path is relative to the given &amp;quot;Engine Path&amp;quot;. Now the editor will use resources you point to in this folder. Otherwise a pk4-package in the root folder would be needed. In order to have these new settings take effect, restart Dark Radiant. Save the blank file under fms/yourmapfolder/maps (e.g. fms/Tut/maps). Choose a short name for your mission as you will type it a lot in the game console.&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19098</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=19098"/>
		<updated>2017-03-01T19:58:20Z</updated>

		<summary type="html">&lt;p&gt;Destined: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. Nor does it advise how to design for good gameplay, etc. For that you should go to [[Mission Design Tips]] after you have mastered the basics. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to [http://www.thedarkmod.com The Dark Mod] website for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid ([[Image:DRsnapGrid.jpg]], {{key|CTRL}}+{{key|G}}) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use &#039;&#039;Change views&#039;&#039; tool ([[Image:DRnextViewBut.jpg]], {{key|CTRL}}+{{key|Tab}}) to toggle between top (XY), front (XZ), and side (YZ) views (you can open aditional windows using menu &amp;lt;tt&amp;gt;View &amp;gt; New XY view&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view (XY) in the grid view (toggle with [[Image:DRnextViewBut.jpg]]).&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* Select the &#039;&#039;Resize&#039;&#039; tool ([[Image:DRdragResize.jpg]], {{key|Q}}).&lt;br /&gt;
* Now left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* Left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* Use [[Image:DRnextViewBut.jpg]] ({{key|CTRL}}+{{key|Tab}}) to switch to side (YZ) or front (XZ) view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* If you have only one face selected (more about this later) you can set Horiz and Vert scale. Value like 0.3 makes it harder for the player to see any pattern repetition (in this situation and in my opinion - use your own judgement with other textures and wall sizes.) In the mean time you can use arrow buttons to adjust the scale for the whole selected brush. Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu &amp;lt;tt&amp;gt;View &amp;gt; Show &amp;gt; Show Angles&amp;lt;/tt&amp;gt; will reveal it. You can rotate the player by selecting &#039;&#039;Rotate&#039;&#039; tool ([[Image:DRrotate.jpg]], {{key|R}}) and dragging with the mouse.&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to switch to the side view (YZ) and use LMB to drag the &#039;&#039;inside&#039;&#039; of the player start box so its base is on the floor of the room (you can also use &#039;&#039;Translate&#039;&#039; tool, [[Image:DRtranslate.jpg]], {{key|W}}). Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB dragging on the &#039;&#039;outside&#039;&#039; of the box does nothing (unless you have selected the &#039;&#039;Translate&#039;&#039; tool).&lt;br /&gt;
* RMB in the grid view again and you will see there is now a &#039;&#039;Move player start here&#039;&#039; option so you can quickly move its position while testing different areas of your mission. But always remember to check both the side and top view when moving things around, to make sure the vertical position is also valid. (Also note that &#039;&#039;Move player start here&#039;&#039; does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, or {{key|N}} to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* {{key|CTRL}}+{{key|TAB}} to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it protrudes outside the walls (we&#039;re setting radius - so the light diameter will be twice that size). We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
* You can now toggle light rendering in the preview using {{Key|F3}} (or an icon in the preview toolbar) to see how the light affects the walls.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called &#039;Lum:&#039; (luminosity) and should default to 100. Reduce it to 90, by overtyping it or using the slider to the far right. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a {{key|CTRL}}+{{key|S}} to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
[Edit by Destined:]&lt;br /&gt;
*Save your map in the folder &amp;quot;maps&amp;quot; in your Dark Mod folder (e.g. C:\Darkmod\maps\). The console will have this folder set as a staring point by default&lt;br /&gt;
[End of Edit]&lt;br /&gt;
* Start up The Dark Mod. From any Dark Mod menu go to the console. By default, the console is {{key|CTRL}}+{{key|ALT}}+{{key|~}} (US Keyboards) or {{key|CTRL}}+{{key|ALT}}+{{key|&#039;}} (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Destined</name></author>
	</entry>
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