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	<updated>2026-04-30T07:41:53Z</updated>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=IdTech4_Open_Source&amp;diff=13696</id>
		<title>IdTech4 Open Source</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=IdTech4_Open_Source&amp;diff=13696"/>
		<updated>2011-12-30T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;id Software has a long history making the code to their engines open source after a while. Even after being sold to Zenimax, this trend continued. The source code can be found [ftp://ftp.idsoftware.com/idstuff/source/ on the officiel FTP server] from id software.&lt;br /&gt;
&lt;br /&gt;
So there is hope that idTech4 (the engine behind Doom 3 and Quake 4) will also be open sourced. For The Dark Mod this means that we can fix a long list of issues that are currently not possible.&lt;br /&gt;
&lt;br /&gt;
Here is a small, incomplete list, in no particular order:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 cellspacing=0 cellpadding=2 width=100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Category&lt;br /&gt;
!bgcolor=#d0d0e0|Issue&lt;br /&gt;
!bgcolor=#d0d0e0|Possible outcome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Sound&lt;br /&gt;
|EAX does not work under Linux.&lt;br /&gt;
|Works there, too.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Sound&lt;br /&gt;
|Vis-portals do not diminish sound while opened.&lt;br /&gt;
|Open vis-portals would also diminish sound.  Sound loss would scale with the size of the portal up to a certain size, where it would then be large enough to have not require sound loss.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|The lightgem needs to render to a texture and transfer this texture back to the CPU via a complicated in-memory file scheme.&lt;br /&gt;
|Performance increase.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|No instancing. Multiple instances of the same model are all rendered one by one, instead of uploading it once and then telling the graphic card to render them all in one go.&lt;br /&gt;
|Performance increase.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|No access to the Z-Buffer. Without access to this data, any depth-based fragment shader effects like SSAO or Depth of Field require an extremely expensive z-pass render.&lt;br /&gt;
|Performance increase. More effect options.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Coding&lt;br /&gt;
|Single-threaded coding. It may be possible to divide the sub-systems into separate execution threads for processing on separate cores once the source code is available. The game Prey has implemented this type of change to Id Tech 4. On the extreme side of this concept, OpenCL could be used to perform AI path-finding, or physics calculations.&lt;br /&gt;
|Performance increase.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|Shadow Volumes are calculated on the CPU. Moving to a GPU calculated Shadow Volume or a Shadow Mapping technique like Parallel Split Variance Shadow Maps would allow more on-screen geometry with active lighting applied. Soft shadows would also be MUCH less expensive than the current Z-Buffer render and Post-Process method.&lt;br /&gt;
|Performance increase. Higher poly-counts. More active lights. Soft shadows.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|No access to Vertex positions. For vertex shader or geometry shader (DX10+ hardware) operations like R2VB, Vertex Texturing or Tessellation the correct Vertex locations will be needed. Fur shaders would also be possible...&lt;br /&gt;
|Performance increase, Fur shaders, Higher poly-counts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Mapping&lt;br /&gt;
|Brushes cannot have Vertex Colors or Vertex Normals. Adding these attributes would give Brushes near feature parity with Models and allow for more seamless mixtures of the two construction methods. Brushes could have Patch style smoothing and curves yet could be properly scissored by a Visportal. Translucency could be applied to Brush-work prefabs.&lt;br /&gt;
|Performance. Ease of use for mappers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|Support for Light-Maps or Deluxe-Maps. While static lighting methods are not really an ideal usage for this engine, these features can have their utility. You could bake ambient bounced lights for areas that are predominantly statically lit. To make these methods more Doom 3 compatible, these could be implemented as an Ambient Light (3D texture support?) as a more robust extension of the Strombine method that is currently available (but very cumbersome). Maps made in other engines (without game specific assets) could be more easily migrated? &lt;br /&gt;
|Performance increase. Graphic enhancement. Migrated content?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|LATC2 Normal Map compression support (AKA OpenGL 3Dc) See: http://www.opengl.org/registry/specs/EXT/texture_compression_latc.txt ... Reduced Normal Map memory requirements both on the storage volume and in graphic RAM.&lt;br /&gt;
|Performance increase. Graphic enhancement. Bigger maps for less RAM.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|Local Cubemaps. (See HL2 env_cubemap.) Granting the ability to have reflective materials more accurately reflect their environment. It may be possible to setup scripted material fades (shaderparm?) to implement this with the current SDK framework but it would be yet another CPU dependent operation. The Skin changing in the LOD system could also be used perhaps? This one is definitely questionable about &#039;&#039;requiring&#039;&#039; Open Source, but is may be beneficial to set this up in the renderer.&lt;br /&gt;
|More accurate reflective materials. Gold loot (etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Animation&lt;br /&gt;
|GPU Skinning. Having the GPU stretch and transform the mesh would be tremendous performance enhancement for animations and would allow for extremely detailed facial animations like Team Fortress 2.&lt;br /&gt;
|Better animations. Performance Increase.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|GUI&lt;br /&gt;
|Font rendering is buggy (only alpha map,  [http://bugs.angua.at/view.php?id=2812 misses character 0xFF], no Unicode etc.).&lt;br /&gt;
|Better looking GUI and easier translations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|GUI&lt;br /&gt;
|The GUI is 4:3 (640x480), but covers always the entire screen and is thus [http://bugs.angua.at/view.php?id=2703 distorted on 16:9].&lt;br /&gt;
|GUI looks better on 16:9 and on multi-monitor setups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|GUI&lt;br /&gt;
|Language support (via &#039;&#039;&#039;&#039;sys_lang&#039;&#039;&#039;&#039;) is limited to a fixed set of languages. Also the GUI refues to use non-ASCII strings for choices or values.&lt;br /&gt;
|Unicode support, better i18n support and UI translateable to more languages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Sound&lt;br /&gt;
|Determine why &amp;quot;no_dups&amp;quot; doesn&#039;t always work and correct it. Remove the SDK workaround for this problem.&lt;br /&gt;
|Better sound randomization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Entities&lt;br /&gt;
|Correct the occasional bad &amp;quot;trace&amp;quot; the engine performs.&lt;br /&gt;
|Eliminate spatial relationship problems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Mapping&lt;br /&gt;
|Eliminate as many hard-coded limits as possible.&lt;br /&gt;
|Reduce mapper frustration.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Coding&lt;br /&gt;
|Grant the ability to create NEW material keywords&lt;br /&gt;
|Allow per-material effects that do not require every surface to include the keyword stage. Example: Fur Shaders, Anisotropic Material, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|Add the ability to have multiple dynamic LightFalloffImage stages&lt;br /&gt;
|Use &#039;&#039;Texture Sheets&#039;&#039; to render multiple light passes and maximize the work allocated to each light render. (Less waste.) Animated light texture effects can have all 3 axis of movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Graphic&lt;br /&gt;
|Add keywords for Cubemap light method and 3D texture light methods&lt;br /&gt;
|Extend the Doom 3 light method to more projection types without the need to replace or upgrade existing maps and assets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/source/ FTP Server from id software] &lt;br /&gt;
* [http://www.thedarkmod.com/downloads.php Download the source code for TDM]&lt;br /&gt;
* [http://www.doom3world.org/phpbb2/viewtopic.php?t=23491 Doom3world Wish List for Open Source Doom 3]&lt;br /&gt;
* [http://www.humus.name/index.php?page=3D&amp;amp;&amp;amp;start=0 Humus Demo&#039;s. Many useful graphic techniques that would require access to the renderer]&lt;br /&gt;
&lt;br /&gt;
{{coding}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.06&amp;diff=13156</id>
		<title>What&#039;s new in TDM 1.06</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.06&amp;diff=13156"/>
		<updated>2011-06-19T11:58:27Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* GUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- keywords whats new --&amp;gt;&lt;br /&gt;
See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=52 Changelog]&lt;br /&gt;
{{released|1.06|2011-06-19}}&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=541 #541]: AI should turn on lights while searching nearby (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1623 #1623]: AI don&#039;t notice lights going out in front of them (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2133 #2133]: Add random tips to loading screen (GUI) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2202 #2202]: Campaign Support (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2264 #2264]: Need a persistent data structure to store info between multiple maps (Coding) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2449 #2449]: Torch-carriers need pain modification (AI) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2457 #2457]: Special search animations for torch-bearers (Animation) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2518 #2518]: Mac OS X Support (Design/Coding) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2603 #2603]: AI do not play &amp;quot;notice_lights&amp;quot; bark (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2613 #2613]: Add more aspect ratios (Coding) (tels)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2620 #2620]: Add alarm bark (Sound) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2655 #2655]: Werebeast crawler can cause damage above his height (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2704 #2704]: model models/darkmod/loot/coins/coin_pile.lwo has too many verts for a poly (Models) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2715 #2715]: Add option to switch off main menu background music (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2717 #2717]: An AI can think he&#039;s reached a goal that&#039;s on the floor above him (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2723 #2723]: tdm_update&#039;s differential updater leaves a corrupt tdm_game02.pk4 (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2728 #2728]: Rats interfering with AI movement (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2731 #2731]: AI playing default footsteps on straw mat? (Sound) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2732 #2732]: AI leaves one of locked double doors unlocked (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2734 #2734]: Inaccurate AAS data can lead to a hang. (Coding) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2739 #2739]: Some stim/responses are being overwritten by others (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2740 #2740]: AI weapons sometimes cause bad pathfinding (AI) (grayman)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2744 #2744]: Still getting &amp;quot;Cannot find attachment X to destroy&amp;quot; error (Coding) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2746 #2746]: &amp;quot;Wait until Ready&amp;quot; GUI to be displayed when the mission is ready to start (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2747 #2747]: Crashes after a &amp;quot;Doom 3 Blue Window&amp;quot; type of game shutdown (Coding) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2748 #2748]: Add lighting animations to female characters (AI) (Springheel)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2750 #2750]: In-Game Downloader stops when switching pages (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2751 #2751]: Stale download progress info when requeing downloads (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2757 #2757]: Downloaded missions don&#039;t appear until full restart (GUI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2762 #2762]: New path_corner type: &amp;quot;Follow this Actor&amp;quot; (AI) (greebo)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2767 #2767]: Savegame Compression (Coding) (stgatilov)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2768 #2768]: More portable lightgem - getting rid of named pipe / shared memory (Coding) (stgatilov &amp;amp; JC Denton)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2774 #2774]: Restart Mission crashes after saving and dying when a weapon is drawn (Coding) (greebo)&lt;br /&gt;
&lt;br /&gt;
== Campaign Support ==&lt;br /&gt;
&lt;br /&gt;
* Maps can now be strung together to make multi-mission [[Setting_up_Campaigns | Campaigns]]. &lt;br /&gt;
&lt;br /&gt;
A number of new Campaign specific systems have be built.&lt;br /&gt;
&lt;br /&gt;
* Multiple Briefings&lt;br /&gt;
* Multiple Briefing Videos&lt;br /&gt;
* De-Briefing Videos&lt;br /&gt;
* Conditional Objectives that span missions&lt;br /&gt;
* Inventory and Loot management for mult-mission setup&lt;br /&gt;
&lt;br /&gt;
== OSX Support ==&lt;br /&gt;
&lt;br /&gt;
* This will be the first Dark Mod release to officially ship with a Mac OSX binary.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
&lt;br /&gt;
* A dozen new animations added, including eat_carrot, sit_talk_gesture (x3), bang_door, walk_alert_torch, sit_turnpage, idle_ponder, and lift_skirt (Springheel)&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* AI can now be made to notice whether specific lights have been extinguished or &amp;quot;switched off&amp;quot; and will now [[Relighting_Lights | RELIGHT]] them.&lt;br /&gt;
* AI can now be made to follow behind other (Leader) AI with an easier spawnarg method.&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* In fixing #2613 a new CVAR &amp;quot;r_fovRatio&amp;quot; was added (Tels), this defines the ratio between X and Y FOV and can be used setup arbitrary wide-screen or multi-monitor resolutions:&lt;br /&gt;
&lt;br /&gt;
:[[Image:Fov_16_10.jpg|340px|FOV 16:10 on 1920x600]] [[Image:Fov_32_10.jpg|340px|FOV 32:10 on 1920x600 (TDM v1.06)]]&lt;br /&gt;
&lt;br /&gt;
* The menu supports now a couple more resolutions (&#039;&#039;&#039;1360x768&#039;&#039;&#039;, &#039;&#039;&#039;1600x900&#039;&#039;&#039;, etc.) and two more aspect ratios (&#039;&#039;&#039;5:4&#039;&#039;&#039; and &#039;&#039;&#039;16:9 TV&#039;&#039;&#039;) (Tels)&lt;br /&gt;
&lt;br /&gt;
* The menu supports an optional bow aimer(Dram, New Horizon)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Savegames ==&lt;br /&gt;
&lt;br /&gt;
* Savegames are now compressed on-the-fly, which reduces their size further by a factor of 2..4 depending on the mission. For example, saving at the start of &amp;quot;Heart&amp;quot; yielded &#039;&#039;&#039;85 Mbyte with v1.03&#039;&#039;&#039;, &#039;&#039;&#039;11 Mbyte with v1.04&#039;&#039;&#039; and will yield &#039;&#039;&#039;2.5 Mbyte with v1.06&#039;&#039;&#039;. (stgatilov)&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
&lt;br /&gt;
* New character head (Springheel)&lt;br /&gt;
* New hanging wheel chandelier model (Springheel)&lt;br /&gt;
* New door handle model (Springheel)&lt;br /&gt;
* New AI characters: Builder Forger / Engineer/ BlackSmith  (Springheel)&lt;br /&gt;
* New AI characters: Inventor Scientist / Gentleman scientist (Springheel)&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
* New scattered paper decals x3 (Springheel)&lt;br /&gt;
&lt;br /&gt;
{{whatsnew|sort=194}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12701</id>
		<title>Virtual Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12701"/>
		<updated>2011-04-12T16:08:16Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Ambient Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &#039;&#039;&#039;[[Location Settings]]&#039;&#039;&#039; article shows you an easy-to-use and general system to get different ambient light levels and colors for each location/zone the player is in. Since this system also covers different ambient sounds and script calls at zone boundaries, you should really use it.&lt;br /&gt;
&lt;br /&gt;
This article here is just a general introduction into &amp;quot;ambient light settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Being a stealth game system and as its name implies, most Dark Mod missions will take place at night and require darkness as cover. Generally, absolute blackness is unpopular in this type of game and is not recommended. It can make navigation difficult, uncomfortable, and gives an impoverished visual display. Instead, very low ambient light is used to represent blackness. We call this virtual darkness. This main ambient light should not be so dark that the player cannot make out some detail of nearby surfaces textures. Yet because it represents complete darkness it should not be so light that it seems strange that in-game characters cannot see you (see later.)&lt;br /&gt;
&lt;br /&gt;
Ambient light can be coloured to provide atmosphere and realism depending on the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brightness Standard ==&lt;br /&gt;
&lt;br /&gt;
From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to standardise their gamma and brightness settings. I emphasise that this does &#039;&#039;&#039;not&#039;&#039;&#039; force all missions to be the exact same brightness. What it does is provide a standard setting so everyone can know what a particular mission is intended to look like. If a player then prefers to generally have their settings darker or brighter then at least they know. Likewise, if a mapper wants to produce a darker or brighter mission then they are free to do so but at least they will not do it without knowing. The advantages of all this is that in most cases players will not have to keep fiddling with the brightness setting for every individual mission.&lt;br /&gt;
&lt;br /&gt;
==Ambient Light==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike normal lights, ambient light does not by default fade to the edge of its radius but is the same constant brightness throughout. Rich variation of fading or patterning can be introduced with a light texture. For general use, ambientLightnfo is recommended as it has no patterning and so its brightness is consistent throughout its volume. Regard it as the one to use by default.&lt;br /&gt;
&lt;br /&gt;
The main ambient light &#039;&#039;&#039;ambient_world&#039;&#039;&#039; illuminates the player like a regular light.  If you&#039;re using the recommended &#039;&#039;&#039;low level of 6&#039;&#039;&#039;, there should only be a negligible effect.  The AI characters will not see the player too easily, the lightgem will provide a bonus for crouching, and thus complete darkness is simulated without blinding the player.&lt;br /&gt;
&lt;br /&gt;
Mappers are not bound to an ambient_world of 6 though, higher settings are possible.  Settings of 7 or 8 are not all that visually different from a setting of 6 to the player though, so a player might find that the AI are reacting too quickly, and spotting the player far too easily...even though it feels like they are lit the same as they were in the previous mission with a 6 ambient_world.  In these cases, a &#039;&#039;&#039;lightgem_offset&#039;&#039;&#039; can be placed on a piece of &#039;&#039;&#039;worldspawn&#039;&#039;&#039; to offset the lightgem and bring balance back to the gameplay.  For an &#039;&#039;&#039;ambient_world&#039;&#039;&#039; setting of 7, a lightgem_adjust seting of &#039;&#039;&#039;-1&#039;&#039;&#039; should be sufficient. For ambient_world of 8, a lightgem_adjust of &#039;&#039;&#039;-1.5&#039;&#039;&#039;.  If a mapper wanted to go as high as an ambient_world of 9, a lightgem_adjust of -2 would be required.  Ambient_world of 10 and above should not be offset as this is entering a realm where the brightness is not believable for hiding.&lt;br /&gt;
&lt;br /&gt;
Other local ambient lights can be used to produce highlights, mood, or any purpose the mapper can imagine so can be any brightness.&lt;br /&gt;
&lt;br /&gt;
==Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All lights in Dark Mod are dynamic, real-time, having the potential to vary in-game and cast shadows. Naturally this affects performance and having too many lights close together is likely to reduce frame rates so care must be taken. This applies to the main ambient light too which naturally covers all surfaces.&lt;br /&gt;
&lt;br /&gt;
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously during gameplay. Players can select either method so those with faster machines can use the true ambient light which gives better quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enabling Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All that mappers need to do to allow players to select virtual ambient light is to name their main ambient light &#039;&#039;&#039;&amp;quot;ambient_world&amp;quot;&#039;&#039;&#039;. That&#039;s it. If the player selects this feature then Dark Mod takes the color/brightness values of that light and passes it to all the textures then switches off that ambient light. It is therefore important for mappers to do this to provide the best performance for players with slower machines.&lt;br /&gt;
&lt;br /&gt;
Note: Some special materials have a background texture plus detail that is only visible with a real ambient light, for example, darkmod/stone/sculpted/corpse. The mapper can place normal lights or local ambient light for those surfaces where possible or leave them with their background texture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* The [[Location Settings]] article.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-lighting}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12699</id>
		<title>Virtual Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12699"/>
		<updated>2011-04-12T14:07:53Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Ambient Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &#039;&#039;&#039;[[Location Settings]]&#039;&#039;&#039; article shows you an easy-to-use and general system to get different ambient light levels and colors for each location/zone the player is in. Since this system also covers different ambient sounds and script calls at zone boundaries, you should really use it.&lt;br /&gt;
&lt;br /&gt;
This article here is just a general introduction into &amp;quot;ambient light settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Being a stealth game system and as its name implies, most Dark Mod missions will take place at night and require darkness as cover. Generally, absolute blackness is unpopular in this type of game and is not recommended. It can make navigation difficult, uncomfortable, and gives an impoverished visual display. Instead, very low ambient light is used to represent blackness. We call this virtual darkness. This main ambient light should not be so dark that the player cannot make out some detail of nearby surfaces textures. Yet because it represents complete darkness it should not be so light that it seems strange that in-game characters cannot see you (see later.)&lt;br /&gt;
&lt;br /&gt;
Ambient light can be coloured to provide atmosphere and realism depending on the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brightness Standard ==&lt;br /&gt;
&lt;br /&gt;
From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to standardise their gamma and brightness settings. I emphasise that this does &#039;&#039;&#039;not&#039;&#039;&#039; force all missions to be the exact same brightness. What it does is provide a standard setting so everyone can know what a particular mission is intended to look like. If a player then prefers to generally have their settings darker or brighter then at least they know. Likewise, if a mapper wants to produce a darker or brighter mission then they are free to do so but at least they will not do it without knowing. The advantages of all this is that in most cases players will not have to keep fiddling with the brightness setting for every individual mission.&lt;br /&gt;
&lt;br /&gt;
==Ambient Light==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike normal lights, ambient light does not by default fade to the edge of its radius but is the same constant brightness throughout. Rich variation of fading or patterning can be introduced with a light texture. For general use, ambientLightnfo is recommended as it has no patterning and so its brightness is consistent throughout its volume. Regard it as the one to use by default.&lt;br /&gt;
&lt;br /&gt;
The main ambient light (ambient_world)illuminates the player like a regular light.  If you&#039;re using the recommended low level of 6, there should only be a negligible effect.  The AI characters should not see the player very easily, the lightgem should still provide a bonus for crouching, and thus complete darkness is simulated without blinding the player.&lt;br /&gt;
&lt;br /&gt;
Mappers are not bound to an ambient_world of 6...higher settings are possible, but when using settings of 7, 8, or 9 a mapper might find that the AI are reacting too quickly, and spotting the player far too easily.  In these cases, a lightgem_offset can be placed on a piece of worldspawn to offset the lightgem and balance the gameplay.  For an ambient_world setting of 7, a lightgem_adjust seting of -1 should be sufficient. For ambient_world of 8, a lightgem_adjust of -1.5, and finally for ambient_world of 9, a lightgem_adjust of -2.  Ambient_world of 10 and above should not be offset as this is entering a realm where the brightness is not believable.&lt;br /&gt;
&lt;br /&gt;
Other local ambient lights can be used to produce highlights, mood, or any purpose the mapper can imagine so can be any brightness.&lt;br /&gt;
&lt;br /&gt;
==Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All lights in Dark Mod are dynamic, real-time, having the potential to vary in-game and cast shadows. Naturally this affects performance and having too many lights close together is likely to reduce frame rates so care must be taken. This applies to the main ambient light too which naturally covers all surfaces.&lt;br /&gt;
&lt;br /&gt;
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously during gameplay. Players can select either method so those with faster machines can use the true ambient light which gives better quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enabling Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All that mappers need to do to allow players to select virtual ambient light is to name their main ambient light &#039;&#039;&#039;&amp;quot;ambient_world&amp;quot;&#039;&#039;&#039;. That&#039;s it. If the player selects this feature then Dark Mod takes the color/brightness values of that light and passes it to all the textures then switches off that ambient light. It is therefore important for mappers to do this to provide the best performance for players with slower machines.&lt;br /&gt;
&lt;br /&gt;
Note: Some special materials have a background texture plus detail that is only visible with a real ambient light, for example, darkmod/stone/sculpted/corpse. The mapper can place normal lights or local ambient light for those surfaces where possible or leave them with their background texture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* The [[Location Settings]] article.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-lighting}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12695</id>
		<title>Virtual Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=12695"/>
		<updated>2011-04-11T21:36:55Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Ambient Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &#039;&#039;&#039;[[Location Settings]]&#039;&#039;&#039; article shows you an easy-to-use and general system to get different ambient light levels and colors for each location/zone the player is in. Since this system also covers different ambient sounds and script calls at zone boundaries, you should really use it.&lt;br /&gt;
&lt;br /&gt;
This article here is just a general introduction into &amp;quot;ambient light settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Being a stealth game system and as its name implies, most Dark Mod missions will take place at night and require darkness as cover. Generally, absolute blackness is unpopular in this type of game and is not recommended. It can make navigation difficult, uncomfortable, and gives an impoverished visual display. Instead, very low ambient light is used to represent blackness. We call this virtual darkness. This main ambient light should not be so dark that the player cannot make out some detail of nearby surfaces textures. Yet because it represents complete darkness it should not be so light that it seems strange that in-game characters cannot see you (see later.)&lt;br /&gt;
&lt;br /&gt;
Ambient light can be coloured to provide atmosphere and realism depending on the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brightness Standard ==&lt;br /&gt;
&lt;br /&gt;
From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to standardise their gamma and brightness settings. I emphasise that this does &#039;&#039;&#039;not&#039;&#039;&#039; force all missions to be the exact same brightness. What it does is provide a standard setting so everyone can know what a particular mission is intended to look like. If a player then prefers to generally have their settings darker or brighter then at least they know. Likewise, if a mapper wants to produce a darker or brighter mission then they are free to do so but at least they will not do it without knowing. The advantages of all this is that in most cases players will not have to keep fiddling with the brightness setting for every individual mission.&lt;br /&gt;
&lt;br /&gt;
==Ambient Light==&lt;br /&gt;
&lt;br /&gt;
The main ambient light does illuminate the player but if kept to the recommended low levels (5,6, 7, or 8) this should a negligible amount in which AI characters cannot see the player and thus represents complete darkness without blinding the player.  If you find that an ambient_world level of 6 or 7 is causing higher alerts than you care for in your map, then set a lightgem_adjust on a piece of worldspawn to offset the ambient_world by a small amount.  A seting of -1 should be sufficient. &lt;br /&gt;
&lt;br /&gt;
Unlike normal lights, ambient light does not by default fade to the edge of its radius but is the same constant brightness throughout. Rich variation of fading or patterning can be introduced with a light texture. For general use, ambientLightnfo is recommended as it has no patterning and so its brightness is consistent throughout its volume. Regard it as the one to use by default.&lt;br /&gt;
&lt;br /&gt;
Other local ambient lights can be used to produce highlights, mood, or any purpose the mapper can imagine so can be any brightness.&lt;br /&gt;
&lt;br /&gt;
==Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All lights in Dark Mod are dynamic, real-time, having the potential to vary in-game and cast shadows. Naturally this affects performance and having too many lights close together is likely to reduce frame rates so care must be taken. This applies to the main ambient light too which naturally covers all surfaces.&lt;br /&gt;
&lt;br /&gt;
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously during gameplay. Players can select either method so those with faster machines can use the true ambient light which gives better quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enabling Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All that mappers need to do to allow players to select virtual ambient light is to name their main ambient light &#039;&#039;&#039;&amp;quot;ambient_world&amp;quot;&#039;&#039;&#039;. That&#039;s it. If the player selects this feature then Dark Mod takes the color/brightness values of that light and passes it to all the textures then switches off that ambient light. It is therefore important for mappers to do this to provide the best performance for players with slower machines.&lt;br /&gt;
&lt;br /&gt;
Note: Some special materials have a background texture plus detail that is only visible with a real ambient light, for example, darkmod/stone/sculpted/corpse. The mapper can place normal lights or local ambient light for those surfaces where possible or leave them with their background texture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* The [[Location Settings]] article.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-lighting}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11796</id>
		<title>What&#039;s new in TDM 1.03</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11796"/>
		<updated>2010-12-22T12:37:43Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* GUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- keywords whats new --&amp;gt;&lt;br /&gt;
See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=43 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Release Date ==&lt;br /&gt;
Version 1.03 of The Dark Mod has been released on December 22nd, 2010.&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=837 #837]: Arrows don&#039;t stick into attachments on living AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1181 #1181]: When mantling onto a moving object the mantle process is stationary, often the object is long gone (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1254 #1254]: Cannot see objectives or why failed after mission end (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1421 #1421]: Arrows can stick in broken arrows (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1422 #1422]: Arrows can stick in arrows sticking in AI (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1697 #1697]: AI errors when alerted by melee damage (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1851 #1851]: Bug when &amp;quot;using&amp;quot; AI with &amp;quot;shoulderable&amp;quot; set to &amp;quot;0&amp;quot;. (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1960 #1960]: No error message when failing to install FM package (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2065 #2065]: Discarding articles when sorting Missions in the &amp;quot;New Mission&amp;quot;-menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2169 #2169]: Strange AI behaviour/death when underwater (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2198 #2198]: Finish &amp;quot;reaction&amp;quot; soundshaders (Sound)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2210 #2210]: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2218 #2218]: &amp;quot;idle_animations_torso&amp;quot; causes crash (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2225 #2225]: path_anim won&#039;t work without an &amp;quot;angle&amp;quot; property (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2226 #2226]: Lanternbots turn invisible when slain (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2229 #2229]: Conversations only playing once (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2236 #2236]: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2237 #2237]: Need generic text guis for signs etc (Feature proposal)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2241 #2241]: gameLocal.m_StimTimer is not cleared between maps (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2242 #2242]: Stim/Response Code Cleanup (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2243 #2243]: Crash in func_shooter entity when def_projectile is wrong (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2257 #2257]: Curtain prefab and fabrics (Textures)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2258 #2258]: Climbing chains sounds like rope (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2260 #2260]: Easier override option for main menu music (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2261 #2261]: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2262 #2262]: Restart Game button for settings menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2265 #2265]: Console commands to mark missions as played/completed (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2270]: Ambient music volume levels (Sound system)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2287 #2287]: no_random_headturning Not Working (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2308 #2308]: Mission Download Manager (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2309 #2309]: Support for replace_anim_* spawnargs directly on AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2319 #2319]: Bump tdm_lg_crouch_modifier to -2 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2324 #2324]: Water should decrease visibility: add Lightgem modifier (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2326 #2326]: Location settings broken if player enters undefined area (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2337 #2337]: Add a falloff to the dynamic ambient light (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2341]: &amp;quot;No_dups&amp;quot; not working for vocal barks (Sound engine)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2342]: idRotator reverses direction each time it is triggered (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2343 #2343]: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2344 #2344]: Elevator button double firing (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2352 #2352]: Arrows stick into player head (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2362 #2362]: Water texture/wobble is too fast (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2369 #2369]: Horse - skins (Graphis)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2377 #2377]: Add Sotha&#039;s skybox decals (Textures/Materials)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2379 #2379]: New golden Ingots as loot items (Models)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2380 #2380]: CObjectiveLocation doesn&#039;t recognize absence of deleted entities. (Design/Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2385 #2385]: AI playing cards: some sit_down_angles unusable (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2392 #2392]: Patrolling AI get up immediately after path_sleep (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2396 #2396]: Add the Bloom settings to the menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2408 #2408]: Sleepers &amp;quot;seeing&amp;quot; bodies (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2414 #2414]: Problems caused by interleaved thinking (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2417 #2417]: Ambient sounds lost after loading (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2424 #2424]: Click in menu causes game action (Coding/GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2426 #2426]: TDM Updater improvements (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2430 #2430]: If shouldered entity is removed from game, stuck shouldering forever (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2438 #2438]: Norman shield texture error (Textures)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2440 #2440]: Unlit electric lights not switchable (stay dark) (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2443 #2443]: Sconscript deprecation warnings (Design/Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2446 #2446]: Double check spider death animation (AI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2450 #2450]: Unknown Pause before Purchase Menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2458 #2458]: Test female sleeping behaviour (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2461 #2461]: Black wheelbarrow (Models)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2465 #2465]: Wench eyes not closing when asleep (Animation)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== LOD (Level of Detail) ==&lt;br /&gt;
&lt;br /&gt;
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LODE (Level of Detail Entity manager) ==&lt;br /&gt;
&lt;br /&gt;
To be written.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behavior (ceiling hang) and quieter footsteps&lt;br /&gt;
* Three new female characters:  noblewoman, wench, and rogue.  [http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/]&lt;br /&gt;
* New animations for female characters&lt;br /&gt;
* Lowered volume of zombie foot-drag (again)&lt;br /&gt;
* Implemented run animation for characters with weapons (so they don&#039;t stab their head while running)&lt;br /&gt;
* New &amp;quot;Werebeast&amp;quot; monster added&lt;br /&gt;
* several varied pain animations&lt;br /&gt;
* Horse AI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;Restart game&amp;quot; button now in the &amp;quot;Settings menu&amp;quot; (Greebo)&lt;br /&gt;
* The &amp;quot;New mission&amp;quot; menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)&lt;br /&gt;
* Built-in version check, so TDM can tell you when an update is available. (Greebo)&lt;br /&gt;
* The &amp;quot;Actions/Inventory&amp;quot; menu has been split into &amp;quot;Actions&amp;quot; and &amp;quot;Inventory&amp;quot; (Tels). This makes room for:&lt;br /&gt;
** It is now possible to bind keys for &amp;quot;Spyglass&amp;quot; and &amp;quot;Cycle Readables&amp;quot; from the menu (Tels)&lt;br /&gt;
* The &amp;quot;Video Settings&amp;quot; menu has been split into &amp;quot;General&amp;quot; and &amp;quot;Advanced&amp;quot; (New Horizon). This makes room for:&lt;br /&gt;
* Three ambient methods (New Horizon):&lt;br /&gt;
** &#039;&#039;&#039;Simple&#039;&#039;&#039; (our original texture based ambient)&lt;br /&gt;
** &#039;&#039;&#039;Normal&#039;&#039;&#039; (uses interaction shader to calculate ambient),&lt;br /&gt;
** &#039;&#039;&#039;Enhanced&#039;&#039;&#039; (JC&#039;s enhanced texture based ambient),&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* &amp;lt;s&amp;gt;Added a new Builder vocal set -- the Strong Builder&amp;lt;/s&amp;gt; -- Postponed -- (Mortem Desino)&lt;br /&gt;
* Added two new vocal sets: &amp;quot;Wench&amp;quot; and &amp;quot;Lady&amp;quot;&lt;br /&gt;
* AI no longer play the same vocal bark twice in a row, and play a wider range of vocals (you should notice quite a change!)&lt;br /&gt;
* several footstep sounds have been modified&lt;br /&gt;
* ambient sound will no longer be lost on reloading&lt;br /&gt;
* AI vocals have been adjusted to allow for better ability to determine direction of the sound&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Textures/Skins ==&lt;br /&gt;
&lt;br /&gt;
* A new yellow skin for the lily model has been added (Tels)&lt;br /&gt;
* Yellow and brown skins for our grass, as well as a dense and a &#039;&#039;colored&#039;&#039; variant of these has been added (Tels)&lt;br /&gt;
* Grass skins can now be used on all bush models, turning them into grass or plants with long leaves.&lt;br /&gt;
* It is possible to set a list of skins, from which one will be chosen &#039;&#039;&#039;randomly&#039;&#039;&#039; at entity spawn time, see: [[random_skin]]&lt;br /&gt;
* A few building/tree skybox facade textures (Sotha)&lt;br /&gt;
* Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)&lt;br /&gt;
* Two higher res loose stone wall textures (Seperntine)&lt;br /&gt;
* The red-shingles-with-stripes texture has now twice the resolution and much better details (Arcturus)&lt;br /&gt;
* New ladder variants with sounds for chain, foliage (ivy) rope, metal, nosound (silent)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Three lilies.jpg|200px|Three lilies]]&lt;br /&gt;
|[[Image:grass_skins.jpg|200px|Grass variants]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
* Aphrodite statue (Arcturus)&lt;br /&gt;
* New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them&lt;br /&gt;
* Gold bar model with various sizes (Fidcal &amp;amp; Greebo)&lt;br /&gt;
* a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] &lt;br /&gt;
|[[Image:Ingame side by side.jpg|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|[[Image:Lily_after_colorcorrect.png|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&lt;br /&gt;
Formerly, mantling (jump, grab ledge, then pull yourself up) only worked for stationary or moving (translating) objects. Ishtvan now implemented mantling onto rotating objects, too. This [http://www.youtube.com/watch?v=EMyHMeuikc8 video] demonstrates nicely the effect and possibilities. Btw, the map is called [http://thedarkmod.com/fmdetails.php?id=33 Swing] and is a contest map that confines the player into a 1280x1280 (unlimited height) cube, and if you watch the video, you will see that the map certainly feels way bigger. A clever trick :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;id Software&#039;&#039;&#039; had the habit to add a small class for almost each feature needed, instead of combining the features into one class. This leads to situation where one entity can do X, the next can do Y, but none can do X and Y at the same time. Before we only added code to the code base, and fixed bugs. With v1.03 we also &lt;br /&gt;
started an effort on C++ code cleanup. That means:&lt;br /&gt;
&lt;br /&gt;
* combining features into one spawnclass instead of distributing it over or duplicating it at several&lt;br /&gt;
* removing unnec. classes (idFuncRadioChatter, idDoor, idElevator, idTarget_EnableStamina, idAFEntity_ClawFourFingers, anything related to the PDA, idTarget_Tip etc.)&lt;br /&gt;
* adding small utility functions (like ToString() to the idBounds class)&lt;br /&gt;
* improving the performance of idlib classes (the idList class has seen improvements upon adding another list to it, f.i.)&lt;br /&gt;
* We also no longer include and use some AI scripts from the base,working towards our goal of a D3-free TDM&lt;br /&gt;
&lt;br /&gt;
This is ongoing work, but it will contribute to making TDM better overall, in small steps.&lt;br /&gt;
&lt;br /&gt;
{{whatsnew}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=11402</id>
		<title>Performance Tweaks</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=11402"/>
		<updated>2010-10-06T12:31:11Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* The game is very slow! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article relates to performance issues &#039;&#039;for players&#039;&#039;. For performance information &#039;&#039;for mappers&#039;&#039;, see [[Performance: Essential Must-Knows]]&lt;br /&gt;
&lt;br /&gt;
== Show FPS ==&lt;br /&gt;
&lt;br /&gt;
First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:&lt;br /&gt;
&lt;br /&gt;
 com_showFPS 1&lt;br /&gt;
&lt;br /&gt;
== Optimizing the performance ==&lt;br /&gt;
&lt;br /&gt;
=== Stop running programs in the background ===&lt;br /&gt;
&lt;br /&gt;
Programs running in the background might either eat up memory that is needed for Doom3, and thus cause swapping to the hard disk, or they might consume CPU time or other resources. This can cause either general slowdowns or &#039;&#039;hickups&#039;&#039; during game play.&lt;br /&gt;
&lt;br /&gt;
=== Run Doom3 in fullscreen ===&lt;br /&gt;
&lt;br /&gt;
Running Doom3 in windowed mode might be quite a bit slower than fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
=== Reduce your resolution! ===&lt;br /&gt;
&lt;br /&gt;
On older cards, Doom3&#039;s render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most. For instance, at 1600x1200 the game needs to draw &#039;&#039;&#039;four times&#039;&#039;&#039; as many pixels as when running 800x600. The result with 800x600 will not look as bad as one might think &amp;amp;ndash; but the frame rate improvements might make it much more playable.&lt;br /&gt;
&lt;br /&gt;
If you cannot set the resolution you want in the settings menu then enter it in doomconfig.cfg.&lt;br /&gt;
&lt;br /&gt;
To edit doomconfig.cfg:&lt;br /&gt;
&lt;br /&gt;
* Uninstall any current mission in the New Mission menu.&lt;br /&gt;
* Close Dark Mod&lt;br /&gt;
* Edit doomconfig.cfg in the darkmod folder&lt;br /&gt;
* Re-install the mission.&lt;br /&gt;
* Whenever you UNinstall and install another mission, these changes will migrate to those FMs as well.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, edit both the doomconfig in the darkmod folder AND the one in the current FM game folder, eg, doom3\chalice.)&lt;br /&gt;
&lt;br /&gt;
Search down for these cvars first and replace them with the values shown:&lt;br /&gt;
&lt;br /&gt;
 seta r_mode &amp;quot;-1&amp;quot;&lt;br /&gt;
 seta r_customHeight &amp;quot;640&amp;quot;&lt;br /&gt;
 seta r_customWidth &amp;quot;480&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Set the ambient shading to &amp;quot;Faster&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den demo&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Inside the settings, change the ambient rendering method to &amp;quot;Faster&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Set the interaction.vfp to &#039;Standard&#039; ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den&#039;&#039;&#039; demo.)&lt;br /&gt;
In the video settings menu, change the interaction shader to Standard.  Ambient lighting will not look as good, but you may gain a few frames per second.&lt;br /&gt;
&lt;br /&gt;
== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ==&lt;br /&gt;
&lt;br /&gt;
If you get less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image downsizing ===&lt;br /&gt;
&lt;br /&gt;
As a last resort, you may enable image downsizing:  at the console, set &#039;&#039;&#039;image_downSize&#039;&#039;&#039; to &#039;&#039;&#039;1&#039;&#039;&#039; and then set a limit with &#039;&#039;&#039;image_downSizeLimit&#039;&#039;&#039;, e.g., &#039;&#039;&#039;&amp;quot;image_downSizeLimit&amp;quot; &amp;quot;256&amp;quot;&#039;&#039;&#039;.  This reduces texture memory requirements and may completely alleviate hard drive thrashing.  There are similar cvars for bump and specular maps as well. &lt;br /&gt;
&#039;&#039;&#039;Note: This may result in very blurry briefing and menu screens.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Drop in Frame Rates when Viewing Water===&lt;br /&gt;
&lt;br /&gt;
Some players have reported a drastic drop in performance when an agitated water surface is in view. This on a Radeon card. Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...&lt;br /&gt;
&lt;br /&gt;
 set r_skipPostProcess &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blurry Briefing and Menu Screens==&lt;br /&gt;
&lt;br /&gt;
If you get blurry briefing and menu screens then in DoomConfig.cfg make sure you do NOT have image_downSize 0. Instead set it to 1. But see also [[#Image downsizing]]&lt;br /&gt;
&lt;br /&gt;
==Field of View Decrease==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.&lt;br /&gt;
&lt;br /&gt;
You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console or in your doomconfig.cfg...&lt;br /&gt;
&lt;br /&gt;
g_fov 85&lt;br /&gt;
&lt;br /&gt;
In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine, you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...&lt;br /&gt;
&lt;br /&gt;
g_fov 50&lt;br /&gt;
&lt;br /&gt;
Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc. Not noticed any problem with restricted view.&lt;br /&gt;
&lt;br /&gt;
== Player Shadow==&lt;br /&gt;
&lt;br /&gt;
The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console: &lt;br /&gt;
&lt;br /&gt;
 g_showplayershadow 0&lt;br /&gt;
&lt;br /&gt;
Or, in doomconfig (see above) change the following line from &amp;quot;1&amp;quot; to &amp;quot;0&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 seta g_showplayershadow &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Player Lantern Shadow==&lt;br /&gt;
&lt;br /&gt;
You may notice a drop in performance while using the player lantern.&lt;br /&gt;
&lt;br /&gt;
Add &amp;quot;noshadows&amp;quot; &amp;quot;1&amp;quot; to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows. This helps improve performance slightly when using the lantern.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Performance Tips==&lt;br /&gt;
&lt;br /&gt;
If you have done everything else you can and performance is still poor then one or two things you might do in game to help:&lt;br /&gt;
&lt;br /&gt;
* Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.&lt;br /&gt;
* Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)&lt;br /&gt;
* Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.&lt;br /&gt;
* Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.&lt;br /&gt;
&lt;br /&gt;
== Last resort: Upgrade your hardware ==&lt;br /&gt;
&lt;br /&gt;
Modern games need a lot of computing power, and while you don&#039;t need the absolutely newest hardware to play them, upgrading single components of your machine can help tremendously:&lt;br /&gt;
&lt;br /&gt;
* If you got &#039;&#039;&#039;less than 2 GByte&#039;&#039;&#039; main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.&lt;br /&gt;
* If you got a graphic card from NVidia older than the GF 7x00 series, consider upgrading it.&lt;br /&gt;
&lt;br /&gt;
Upgrading your CPU will be quite complicated and the cost might be so sadly high that you could rather buy a new complete computer. Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
See also the [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=11401</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=11401"/>
		<updated>2010-10-06T12:29:43Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* The game is very slow! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
The following versions of windows have been tested and are known to work : Windows 2000, Windows XP, Windows Vista, Windows 7, Windows Server 2008, Windows Server 2003 in both 32bit and 64bit flavours.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For TDM after 1.0, this step should be &#039;&#039;&#039;no&#039;&#039;&#039; longer neccessary:&lt;br /&gt;
&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Yes. It&#039;s not &amp;quot;officially&amp;quot; supported (the team doesn&#039;t test it specifically), however several users have reported success running TDM under Gentoo.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this doesn&#039;t resolve the error and you have an old version of GCC, then you may have to upgrade. It has been [http://modetwo.net/darkmod/index.php?/topic/9982-the-dark-mod-doom3-in-linux/ confirmed] that, at least under Gentoo, GCC 4.1 does not work with TDM but GCC 4.3 and GCC 4.4 are compatible.&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800&lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater (tdm_update.exe) closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FM won&#039;t install manually===&lt;br /&gt;
&lt;br /&gt;
If you are running Dark Mod under Linux and have edited the file darkmod/currentfm.txt this might prevent the FM from installing. This may be fixed in an update but apparently editing using notepad under Wine works OK.&lt;br /&gt;
&lt;br /&gt;
=== FMs downloaded but don&#039;t show in menu list===&lt;br /&gt;
&lt;br /&gt;
You have download some FMs but they don&#039;t show on Dark Mod&#039;s New Missions list. Possible causes:&lt;br /&gt;
&lt;br /&gt;
* You must not extract the pk4s or zip files but put them into the darkmod/fms folder (or alternatively you can create the FM folder in there eg, darkmod/fms/chalice for chalice.pk4 or chalice.zip.&lt;br /&gt;
* Early versions of Dark Mod cannot handle zip suffixes. Solution: rename to .pk4 or run tdm_update to get the latest version of Dark Mod.&lt;br /&gt;
* If you are running Linux then Doom 3 MUST be installed in a .doom3 folder. Note the dot before .doom3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and in early versions of Dark Mod MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back if running an early version of Dark Mod else run tdm_update to update and then zip files are OK.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* Exit Dark Mod&lt;br /&gt;
* Delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs.&lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
Try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, shadows are pitch black ===&lt;br /&gt;
&lt;br /&gt;
Try disabling the AGP surface accelerator in DXDIAG&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== The Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
Bloom has been removed as a default option, if you wish to use it try using r_bloom 1/0; The reasoning behind the change is that it creates lighting situations which are unintended and result in over-bright lights or problems with water textures etc - It is strongly discouraged to use it and should be disabled if you are running an old build from when it was a default. If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, you can either turn off Catalyst AI if you have an ati card or try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catylist control panel, go to &#039;graphics&#039; up the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select the &#039;AI&#039;&lt;br /&gt;
Now select the &#039;Disable Catalyst A.I.&#039; checkbox.&lt;br /&gt;
&lt;br /&gt;
To turn off bloom, enter the console and type &amp;quot;set r_bloom 0&amp;quot; (remove quotes)&lt;br /&gt;
Then type &amp;quot;vid_restart&amp;quot; (remove quotes) to refresh the graphics.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
Changing the following settings to 0 will also reduce loading time, but be warned...if you have a lower end system, poor graphics card, or low ram...you will likely notice a performance hit ingame since you will now be using uncompressed textures.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
The following problems :&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Are often resolved by disabling EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;COULD NOT FIND TDMLAUNCHER&amp;quot; when installing an FM===&lt;br /&gt;
&lt;br /&gt;
If you receive this error message you should check the start-arguments of DOOM3.exe / tdmlauncher.exe. Arguments are stored in darkmod/dmargs.txt and a faulty syntax e.g. a missing &amp;quot;+&amp;quot; before a &amp;quot;set&amp;quot;-command, will lead to this error message. Steam-users are advised to remove any launch-options from Doom.&lt;br /&gt;
&lt;br /&gt;
===The sound lags behind the picture===&lt;br /&gt;
&lt;br /&gt;
This seems to happen on Linux with certain ALSA drivers. You can try to disable &amp;quot;Dolby Surround&amp;quot; (switch to &amp;quot;Stereo&amp;quot;) or just use OSS instead:&lt;br /&gt;
&lt;br /&gt;
Put the following setting on your tdmlauncher.linux command line:&lt;br /&gt;
&lt;br /&gt;
 +set s_driver oss&lt;br /&gt;
&lt;br /&gt;
and use &amp;quot;Stereo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On some Ubuntu systems, applications using ALSA are re-directed to &amp;quot;pulseaudio&amp;quot; which causes a lack of syncrony between sound and image. Simply removing &amp;quot;pulseaudio&amp;quot; should get your sound back in syncrony:&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get purge pulseaudio&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
&lt;br /&gt;
These changes require a restart of Doom to work.&lt;br /&gt;
&lt;br /&gt;
=== Steam launches D3, not TDM ===&lt;br /&gt;
&lt;br /&gt;
Whenever you start Steam and it does launch vanilla Doom instead of TDM, make sure you&lt;br /&gt;
follow this advice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=11400</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=11400"/>
		<updated>2010-10-06T12:28:20Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Slow loading times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
The following versions of windows have been tested and are known to work : Windows 2000, Windows XP, Windows Vista, Windows 7, Windows Server 2008, Windows Server 2003 in both 32bit and 64bit flavours.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For TDM after 1.0, this step should be &#039;&#039;&#039;no&#039;&#039;&#039; longer neccessary:&lt;br /&gt;
&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Yes. It&#039;s not &amp;quot;officially&amp;quot; supported (the team doesn&#039;t test it specifically), however several users have reported success running TDM under Gentoo.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this doesn&#039;t resolve the error and you have an old version of GCC, then you may have to upgrade. It has been [http://modetwo.net/darkmod/index.php?/topic/9982-the-dark-mod-doom3-in-linux/ confirmed] that, at least under Gentoo, GCC 4.1 does not work with TDM but GCC 4.3 and GCC 4.4 are compatible.&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800&lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater (tdm_update.exe) closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FM won&#039;t install manually===&lt;br /&gt;
&lt;br /&gt;
If you are running Dark Mod under Linux and have edited the file darkmod/currentfm.txt this might prevent the FM from installing. This may be fixed in an update but apparently editing using notepad under Wine works OK.&lt;br /&gt;
&lt;br /&gt;
=== FMs downloaded but don&#039;t show in menu list===&lt;br /&gt;
&lt;br /&gt;
You have download some FMs but they don&#039;t show on Dark Mod&#039;s New Missions list. Possible causes:&lt;br /&gt;
&lt;br /&gt;
* You must not extract the pk4s or zip files but put them into the darkmod/fms folder (or alternatively you can create the FM folder in there eg, darkmod/fms/chalice for chalice.pk4 or chalice.zip.&lt;br /&gt;
* Early versions of Dark Mod cannot handle zip suffixes. Solution: rename to .pk4 or run tdm_update to get the latest version of Dark Mod.&lt;br /&gt;
* If you are running Linux then Doom 3 MUST be installed in a .doom3 folder. Note the dot before .doom3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and in early versions of Dark Mod MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back if running an early version of Dark Mod else run tdm_update to update and then zip files are OK.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* Exit Dark Mod&lt;br /&gt;
* Delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs.&lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
Try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, shadows are pitch black ===&lt;br /&gt;
&lt;br /&gt;
Try disabling the AGP surface accelerator in DXDIAG&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== The Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
Bloom has been removed as a default option, if you wish to use it try using r_bloom 1/0; The reasoning behind the change is that it creates lighting situations which are unintended and result in over-bright lights or problems with water textures etc - It is strongly discouraged to use it and should be disabled if you are running an old build from when it was a default. If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, you can either turn off Catalyst AI if you have an ati card or try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catylist control panel, go to &#039;graphics&#039; up the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select the &#039;AI&#039;&lt;br /&gt;
Now select the &#039;Disable Catalyst A.I.&#039; checkbox.&lt;br /&gt;
&lt;br /&gt;
To turn off bloom, enter the console and type &amp;quot;set r_bloom 0&amp;quot; (remove quotes)&lt;br /&gt;
Then type &amp;quot;vid_restart&amp;quot; (remove quotes) to refresh the graphics.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
Changing the following settings to 0 will also reduce loading time, but be warned...if you have a lower end system, poor graphics card, or low ram...you will likely notice a performance hit ingame since you will now be using uncompressed textures.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
The following problems :&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Are often resolved by disabling EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;COULD NOT FIND TDMLAUNCHER&amp;quot; when installing an FM===&lt;br /&gt;
&lt;br /&gt;
If you receive this error message you should check the start-arguments of DOOM3.exe / tdmlauncher.exe. Arguments are stored in darkmod/dmargs.txt and a faulty syntax e.g. a missing &amp;quot;+&amp;quot; before a &amp;quot;set&amp;quot;-command, will lead to this error message. Steam-users are advised to remove any launch-options from Doom.&lt;br /&gt;
&lt;br /&gt;
===The sound lags behind the picture===&lt;br /&gt;
&lt;br /&gt;
This seems to happen on Linux with certain ALSA drivers. You can try to disable &amp;quot;Dolby Surround&amp;quot; (switch to &amp;quot;Stereo&amp;quot;) or just use OSS instead:&lt;br /&gt;
&lt;br /&gt;
Put the following setting on your tdmlauncher.linux command line:&lt;br /&gt;
&lt;br /&gt;
 +set s_driver oss&lt;br /&gt;
&lt;br /&gt;
and use &amp;quot;Stereo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On some Ubuntu systems, applications using ALSA are re-directed to &amp;quot;pulseaudio&amp;quot; which causes a lack of syncrony between sound and image. Simply removing &amp;quot;pulseaudio&amp;quot; should get your sound back in syncrony:&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get purge pulseaudio&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
&lt;br /&gt;
These changes require a restart of Doom to work.&lt;br /&gt;
&lt;br /&gt;
=== Steam launches D3, not TDM ===&lt;br /&gt;
&lt;br /&gt;
Whenever you start Steam and it does launch vanilla Doom instead of TDM, make sure you&lt;br /&gt;
follow this advice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=10610</id>
		<title>Performance Tweaks</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=10610"/>
		<updated>2010-08-22T23:30:08Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Remove the custom interaction.vfp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article relates to performance issues &#039;&#039;for players&#039;&#039;. For performance information &#039;&#039;for mappers&#039;&#039;, see [[Performance: Essential Must-Knows]]&lt;br /&gt;
&lt;br /&gt;
== Show FPS ==&lt;br /&gt;
&lt;br /&gt;
First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:&lt;br /&gt;
&lt;br /&gt;
 com_showFPS 1&lt;br /&gt;
&lt;br /&gt;
== Optimizing the performance ==&lt;br /&gt;
&lt;br /&gt;
=== Stop running programs in the background ===&lt;br /&gt;
&lt;br /&gt;
Programs running in the background might either eat up memory that is needed for Doom3, and thus cause swapping to the hard disk, or they might consume CPU time or other resources. This can cause either general slowdowns or &#039;&#039;hickups&#039;&#039; during game play.&lt;br /&gt;
&lt;br /&gt;
=== Run Doom3 in fullscreen ===&lt;br /&gt;
&lt;br /&gt;
Running Doom3 in windowed mode might be quite a bit slower than fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
=== Reduce your resolution! ===&lt;br /&gt;
&lt;br /&gt;
On older cards, Doom3&#039;s render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most. For instance, at 1600x1200 the game needs to draw &#039;&#039;&#039;four times&#039;&#039;&#039; as many pixels as when running 800x600. The result with 800x600 will not look as bad as one might think &amp;amp;ndash; but the frame rate improvements might make it much more playable.&lt;br /&gt;
&lt;br /&gt;
If you cannot set the resolution you want in the settings menu then enter it in doomconfig.cfg.&lt;br /&gt;
&lt;br /&gt;
To edit doomconfig.cfg:&lt;br /&gt;
&lt;br /&gt;
* Uninstall any current mission in the New Mission menu.&lt;br /&gt;
* Close Dark Mod&lt;br /&gt;
* Edit doomconfig.cfg in the darkmod folder&lt;br /&gt;
* Re-install the mission.&lt;br /&gt;
* Whenever you UNinstall and install another mission, these changes will migrate to those FMs as well.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, edit both the doomconfig in the darkmod folder AND the one in the current FM game folder, eg, doom3\chalice.)&lt;br /&gt;
&lt;br /&gt;
Search down for these cvars first and replace them with the values shown:&lt;br /&gt;
&lt;br /&gt;
 seta r_mode &amp;quot;-1&amp;quot;&lt;br /&gt;
 seta r_customHeight &amp;quot;640&amp;quot;&lt;br /&gt;
 seta r_customWidth &amp;quot;480&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Set the ambient shading to &amp;quot;Faster&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den demo&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Inside the settings, change the ambient rendering method to &amp;quot;Faster&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Set the interaction.vfp to &#039;Standard&#039; ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den&#039;&#039;&#039; demo.)&lt;br /&gt;
In the video settings menu, change the interaction shader to Standard.  Ambient lighting will not look as good, but you may gain a few frames per second.&lt;br /&gt;
&lt;br /&gt;
== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ==&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image downsizing ===&lt;br /&gt;
&lt;br /&gt;
As a last resort, you may enable image downsizing:  at the console, set &#039;&#039;&#039;image_downSize&#039;&#039;&#039; to &#039;&#039;&#039;1&#039;&#039;&#039; and then set a limit with &#039;&#039;&#039;image_downSizeLimit&#039;&#039;&#039;, e.g., &#039;&#039;&#039;&amp;quot;image_downSizeLimit&amp;quot; &amp;quot;256&amp;quot;&#039;&#039;&#039;.  This reduces texture memory requirements and may completely alleviate hard drive thrashing.  There are similar cvars for bump and specular maps as well. &lt;br /&gt;
&#039;&#039;&#039;Note: This may result in very blurry briefing and menu screens.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Drop in Frame Rates when Viewing Water===&lt;br /&gt;
&lt;br /&gt;
Some players have reported a drastic drop in performance when an agitated water surface is in view. This on a Radeon card. Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...&lt;br /&gt;
&lt;br /&gt;
 set r_skipPostProcess &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blurry Briefing and Menu Screens==&lt;br /&gt;
&lt;br /&gt;
If you get blurry briefing and menu screens then in DoomConfig.cfg make sure you do NOT have image_downSize 0. Instead set it to 1. But see also [[#Image downsizing]]&lt;br /&gt;
&lt;br /&gt;
==Field of View Decrease==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.&lt;br /&gt;
&lt;br /&gt;
You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console or in your doomconfig.cfg...&lt;br /&gt;
&lt;br /&gt;
g_fov 85&lt;br /&gt;
&lt;br /&gt;
In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine, you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...&lt;br /&gt;
&lt;br /&gt;
g_fov 50&lt;br /&gt;
&lt;br /&gt;
Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc. Not noticed any problem with restricted view.&lt;br /&gt;
&lt;br /&gt;
== Player Shadow==&lt;br /&gt;
&lt;br /&gt;
The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console: &lt;br /&gt;
&lt;br /&gt;
 g_showplayershadow 0&lt;br /&gt;
&lt;br /&gt;
Or, in doomconfig (see above) change the following line from &amp;quot;1&amp;quot; to &amp;quot;0&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 seta g_showplayershadow &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Player Lantern Shadow==&lt;br /&gt;
&lt;br /&gt;
You may notice a drop in performance while using the player lantern.&lt;br /&gt;
&lt;br /&gt;
Add &amp;quot;noshadows&amp;quot; &amp;quot;1&amp;quot; to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows. This helps improve performance slightly when using the lantern.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Performance Tips==&lt;br /&gt;
&lt;br /&gt;
If you have done everything else you can and performance is still poor then one or two things you might do in game to help:&lt;br /&gt;
&lt;br /&gt;
* Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.&lt;br /&gt;
* Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)&lt;br /&gt;
* Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.&lt;br /&gt;
* Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.&lt;br /&gt;
&lt;br /&gt;
== Last resort: Upgrade your hardware ==&lt;br /&gt;
&lt;br /&gt;
Modern games need a lot of computing power, and while you don&#039;t need the absolutely newest hardware to play them, upgrading single components of your machine can help tremendously:&lt;br /&gt;
&lt;br /&gt;
* If you got &#039;&#039;&#039;less than 2 GByte&#039;&#039;&#039; main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.&lt;br /&gt;
* If you got a graphic card from NVidia older than the GF 7x00 series, consider upgrading it.&lt;br /&gt;
&lt;br /&gt;
Upgrading your CPU will be quite complicated and the cost might be so sadly high that you could rather buy a new complete computer. Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
See also the [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod&amp;diff=9835</id>
		<title>How to add Textures to The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod&amp;diff=9835"/>
		<updated>2010-03-24T14:43:35Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: Undo revision 9833 by New Horizon (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Create your texture ==&lt;br /&gt;
This is mostly artwork. Be sure to start off with useful raw material with a reasonably high resolution.  Where possible, work from photo-references. A basic guide can be found here: [[Texture Creation - Basic Tutorial]].&lt;br /&gt;
&lt;br /&gt;
A few things to remember:  Make sure your texture dimensions are a power of 2 (eg, 128, 256, 512, 1024, etc).  Other common mistakes can be found here:  [[Common Texture Mistakes]]&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Use good source material&lt;br /&gt;
* All image dimensions must be powers of two: 64, 128, 256, 512, 1024 (don&#039;t go beyond 1024).&lt;br /&gt;
* Avoid lighting baked into the diffusemap&lt;br /&gt;
* Keep your PSD/Gimp working version safe!}}&lt;br /&gt;
== Save your Texture in the correct Format == &lt;br /&gt;
Save the diffusemap, the normalmap and an optional specularmap to a TGA file. The &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039; will help you choosing the correct resolution. A TGA version of your diffusemap is supposed to be uploaded to our hi-res repository for future reference (see below).&lt;br /&gt;
&lt;br /&gt;
Once your TGA file is saved, you will have to create DDS files for the diffuse and specular (not the normalmap) as well. These are smaller in size and can be loaded faster by the engine. Follow the &#039;&#039;&#039;[[DDS creation]]&#039;&#039;&#039; guide to learn how to create the DDS files in the correct formats.&lt;br /&gt;
&lt;br /&gt;
Also, create an editor image out of your diffusemap. The editor image dimension should be 256x256 pixels and the file should be saved in the JPG format. Add the &#039;&#039;&#039;_ed&#039;&#039;&#039; postfix to the filename name (like &amp;lt;code&amp;gt;mytexture_ed.jpg&amp;lt;/code&amp;gt;).&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Most textures don&#039;t need speculars&lt;br /&gt;
* Create DDS for your diffusemap and specularmap.&lt;br /&gt;
* Keep TGA version of your diffusemap and specularmap.&lt;br /&gt;
* Create a TGA version of your normalmap (uncompressed, no RLE).&lt;br /&gt;
* Create a JPG editor image (max. 256px)}}&lt;br /&gt;
== Name your Texture ==&lt;br /&gt;
The following convention should be used for naming all new texture additions to TDM (many existing textures do not follow this convention, and over time effort will be made to update them).  The goal is consistency among material names based on ordered characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some or all&#039;&#039;&#039; of the following may apply to any given material:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Object Type&#039;&#039;&#039; descriptor first (mostly for very specific-use textures) - it&#039;s a window, a door, a chest...&lt;br /&gt;
# &#039;&#039;&#039;Material&#039;&#039;&#039; descriptor next - made from marble, wood, mud...&lt;br /&gt;
# &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor next - it is large, small...&lt;br /&gt;
# &#039;&#039;&#039;Quality&#039;&#039;&#039; descriptors next - texture-wise, it is rough, new, cracked...&lt;br /&gt;
# &#039;&#039;&#039;Color&#039;&#039;&#039; descriptors next - what color is it? red, green...&lt;br /&gt;
# &#039;&#039;&#039;Number Increment&#039;&#039;&#039; next - which of the list is it? 001, 002...&lt;br /&gt;
# &#039;&#039;&#039;Tiling&#039;&#039;&#039; and &#039;&#039;&#039;Image Type&#039;&#039;&#039; descriptors, if needed (file only, not material definition - see below)&lt;br /&gt;
&lt;br /&gt;
If establishing precedent (creating a new &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor, e.g., &amp;quot;huge&amp;quot;), try to avoid ambiguity and unnecessary overlapping with other descriptors (e.g., &amp;quot;enormous&amp;quot;), and set a good example others will follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;slate_large_cracked_grey_001&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This name omits an &#039;&#039;&#039;Object Type&#039;&#039;&#039; descriptor, instead starting with the &#039;&#039;&#039;Material&#039;&#039;&#039; descriptor - it is a general, non-specialized texture.&lt;br /&gt;
&lt;br /&gt;
Why is this preferred? Some existing materials are named by quality descriptor first (e.g., &#039;cracked_slate...&#039;). This is an inconvenience for the user, because they were looking for a &#039;slate&#039;, not a &#039;cracked&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;door_wood_battered_005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This name omits a &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor and a &#039;&#039;&#039;Color&#039;&#039;&#039; descriptor.&lt;br /&gt;
&lt;br /&gt;
Why is this preferred? In the case of a model name (which this convention also covers), or a specific object type texture like the above, some existing assets are named by quality descriptor first (e.g., &#039;battered_wood...&#039;). This is an inconvenience for the user, because they were looking for a &#039;door&#039;, not a &#039;battered&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to rename all your DDS file extensions to a &#039;&#039;&#039;lowercase&#039;&#039;&#039; &#039;&#039;&#039;.dds&#039;&#039;&#039; (the Compressonator always creates files with uppercase extension, TDM requires them to be lowercase).&lt;br /&gt;
&lt;br /&gt;
If your texture tiles only in one direction, include the phrase &#039;&#039;&#039;tiling_1d&#039;&#039;&#039; at the end of the name.  If your texture does not tile (repeat) at all, add the phrase &#039;&#039;&#039;nontiling&#039;&#039;&#039;. So, a normalmap could be names as &#039;&#039;&#039;concrete_dirt01_tiling1d_local.tga&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Diffusemaps should have no extension to their name.  Normalmaps should have a &#039;&#039;&#039;_local&#039;&#039;&#039; extension at the end of their name.  Specular maps should have a  &#039;&#039;&#039;_s&#039;&#039;&#039; extension, the editor images go with an &#039;&#039;&#039;_ed&#039;&#039;&#039; extension.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Choose descriptive names for your texture, while following TDM convention&lt;br /&gt;
* Add the suffix &#039;&#039;&#039;tiling_1d&#039;&#039;&#039;/&#039;&#039;&#039;nontiling&#039;&#039;&#039; to the filename where appropriate&lt;br /&gt;
* Diffusemap: &#039;&#039;&#039;mytexture.dds&#039;&#039;&#039; (note the &#039;&#039;&#039;lowercase&#039;&#039;&#039;)&lt;br /&gt;
* Normalmap: &#039;&#039;&#039;mytexture_local.tga&#039;&#039;&#039;&lt;br /&gt;
* Editor image: &#039;&#039;&#039;mytexture_ed.jpg&#039;&#039;&#039; (max. 256 pixels in size)&lt;br /&gt;
* (Optional) Specularmap: &#039;&#039;&#039;mytexture_s.dds&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== Move the Texture to the right Location ==&lt;br /&gt;
When you upload textures, be sure to upload the files to the right spot. The &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039; can help you finding the right folder for your texture.&lt;br /&gt;
&lt;br /&gt;
The .dds diffuse and specular go in the &#039;&#039;&#039;dds/textures/&#039;&#039;&#039; folder structure.  The .tga normalmap goes in the &#039;&#039;&#039;textures/&#039;&#039;&#039; folder structure. Note that there is a peculiarity of the Doom 3 engine not being able to load DDS textures that are more than five folders deep. The deepest level allowed would be something along the lines of dds/textures/darkmod/door/metal/. This is something to be watched out for.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Move the DDS textures into the &#039;&#039;&#039;dds/textures/...&#039;&#039;&#039; tree.&lt;br /&gt;
* Move the TGA and JPG files into the &#039;&#039;&#039;textures/...&#039;&#039;&#039; tree.&lt;br /&gt;
* Don&#039;t save DDS files into folders more than 5 levels deep.}}&lt;br /&gt;
== Create your Shader Definition (Material) ==&lt;br /&gt;
Your material entry should be added to the .mtr file that has the same name as the folder your texture is saved in.  For example, the material entry for a texture saved in &#039;&#039;&#039;textures/darkmod/wood/panels&#039;&#039;&#039; should be saved in the .mtr file, &#039;&#039;&#039;tdm_wood_panels.mtr&#039;&#039;&#039;. See also the [[Material File Naming Convention]].&lt;br /&gt;
&lt;br /&gt;
You should name your material entry the same name as your diffuse texture, including the folder path structure (eg, &amp;quot;textures/darkmod/wood/panels/rectangle_oak_face&amp;quot;).  (Do not add .tga or .dds to the end, and also skip the dds/ folder prefix.)&lt;br /&gt;
&lt;br /&gt;
The only exception is when multiple shaders are using the same diffusemap, or when your texture doesn&#039;t tile (or tiles in only one direction).  In the latter case, you would add &#039;&#039;&#039;/nontiling/&#039;&#039;&#039; or &amp;quot;/tiling_1d/&#039;&#039;&#039; to the end of the shader folder (a &#039;virtual&#039; folder, essentially).  &#039;&#039;(The textures used to be separated like that in the actual folder structure, but due to D3&#039;s inability to read .dds files five folders deep, they had to be moved.)&#039;&#039;&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Create your shader in the correct file (tdm_xxx_yyy.mtr) following the [[Material File Naming Convention]]&lt;br /&gt;
* The shader name for tiling textures is the same as the diffusemap&lt;br /&gt;
* Nontiling/tiling_1d textures go into a &amp;quot;virtual&amp;quot; subfolder nontiling/ or tiling_1d/&lt;br /&gt;
* You don&#039;t need to specify file extensions (.dds/.tga/.jpg) to the material defs, this is automatically guessed by the engine.&lt;br /&gt;
* You don&#039;t need the &#039;&#039;&#039;dds/&#039;&#039;&#039; folder prefix to reference the DDS textures.&lt;br /&gt;
* Be sure to include the frob highlight code (see [[Basic Material File#Add_the_Frob_Highlight_Stage|Basic Material File]])&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; include Dark Mod&#039;s ambient light stage (see [[Virtual Ambient Light Textures]])}}&lt;br /&gt;
&lt;br /&gt;
== Upload the Textures == &lt;br /&gt;
Once, you have checked your texture in-game (and are pleased with the results), you&#039;ll need to upload the files to our SVN repository. This requires that you have a valid username/password for SVN, which you can request from sparhawk.&lt;br /&gt;
&lt;br /&gt;
The .tga of the diffuse and specular is needed as well in case we ever want to make modifications to the texture or new textures based on the old.  Opening and resaving .dds files results in loss of detail, so all new versions of textures should be made from the .tga files. So, additional to the textures needed for the engine and editor (diffuse/normal/specular/editorimage) you&#039;re encouraged to upload the uncompressed textures to the hires repository.&lt;br /&gt;
&lt;br /&gt;
The hires repository is located at &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;https://&amp;lt;InsertDarkmodServerHere&amp;gt;/svn/darkmod_hires/trunk/tga_backup/&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;. As only diffuse/speculars are compressed in DDS format, these are the only two that need to be uploaded in TGA format. The TGA files should be named just like the DDS versions and should be located in the analogous folder than they are in the main repository, but below the tga_backup/ folder. For instance tga_backup/textures/darkmod/stone/etc. &lt;br /&gt;
&lt;br /&gt;
The hires TGA can be RLE-compressed to save some space, but this is not too important. Uncompressed TGAs are only important for the textures used by the engine itself.&lt;br /&gt;
&lt;br /&gt;
As last part, it would be nice to have the actual working versions (Photoshop/Gimp source files) stored on the server too. This is of course a large upload, but having the source files is very valuable. For this purpose, there is another repository &#039;&#039;&#039;texture_src&#039;&#039;&#039; installed at &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;https://&amp;lt;InsertDarkmodServerHere&amp;gt;/svn/texture_src/&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Upload the diffuse, normal, (specular,) and editor image to the regular darkmod SVN.&lt;br /&gt;
* Upload the (RLE-compressed) TGA diffusemap and specularmap to the darkmod_hires SVN repository (into the &#039;&#039;&#039;tga_backup&#039;&#039;&#039; subfolder).&lt;br /&gt;
* Upload the working source file (PSD/Gimp) to the &#039;&#039;&#039;texture_src&#039;&#039;&#039; repository.}}&lt;br /&gt;
{{tutorial-textures}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Creation_-_Basic_Tutorial&amp;diff=9834</id>
		<title>Texture Creation - Basic Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Creation_-_Basic_Tutorial&amp;diff=9834"/>
		<updated>2010-03-24T14:42:23Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: Undo revision 9832 by New Horizon (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}} {{Original_Reference|SneaksieDave|3814}}&lt;br /&gt;
A game like this needs a TON of textures. So I wanted to try to learn how to do this mysterious, wonderous, magick...&lt;br /&gt;
&lt;br /&gt;
Erm, well, it&#039;s not magick. Far from it, in fact. This tutorial isn&#039;t for those of you who already know how to do this*, and already know it&#039;s not magick. This tutorial is for the rest of us, those who have been too scared or lazy to even bother asking &amp;quot;how do I?&amp;quot;, like me. (It&#039;s the former, honest!)&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You can use Gimp or Photoshop on Windows, for Linux you should use Gimp. So you&#039;ll need either of the two programs Gimp/Photoshop and the corresponding set of plugins:&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia normal map plugin]&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/normalmap/ GIMP normalmap plugin]&lt;br /&gt;
* [http://www.manucornet.net/Informatique/Texturize.php#download GIMP texturize plugin]&lt;br /&gt;
* [http://registry.gimp.org/plugin?id=4816 Gimp DDS plugin]&lt;br /&gt;
&lt;br /&gt;
If you are using Kubuntu/Ubuntu, you can also install the &amp;lt;code&amp;gt;gimp-texturize&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;gimp-resynthesizer&amp;lt;/code&amp;gt; packages.&lt;br /&gt;
&lt;br /&gt;
To compile Gimp plugins from source, install the following packages and their dependecies:&lt;br /&gt;
&lt;br /&gt;
* libgimp2.0-dev&lt;br /&gt;
* libgtk1.2-dev&lt;br /&gt;
* libglut3-dev (for the DDS plugin)&lt;br /&gt;
&lt;br /&gt;
== Get your source picture ==&lt;br /&gt;
&lt;br /&gt;
This could be anything from a photograph you took, to a free texture download from the internet (see [[Texture Sources]]), to a hand drawn picture, if you&#039;re one of those fortunate enough to possess that skill - though we generally prefer to work from photo-reference when possible.&lt;br /&gt;
&lt;br /&gt;
If you do want to take photos, some tips:&lt;br /&gt;
* try to shoot on an overcast day; the diffuse light will remove most unwanted shadows&lt;br /&gt;
* try to take the photo as perfectly face-on to the surface as you can manage. &lt;br /&gt;
If your end result isn&#039;t perfect, don&#039;t worry, there are ways to fix it (transform-&amp;gt;skew, to name one)&lt;br /&gt;
* Make sure that all parts of your photo you want to use as texture are in focus (e.g. sharp). Unsharp parts cannot be fixed later, at least not without a big quality loss!&lt;br /&gt;
* try to select an area that will be tile-able (if that&#039;s what you want)&lt;br /&gt;
* try to capture a large area such that you&#039;ll have enough to work with, but not so big that your resolution on the final product will suffer&lt;br /&gt;
&lt;br /&gt;
== Create the diffuse map ==&lt;br /&gt;
&lt;br /&gt;
The diffuse map is a tilable (usally) image which gives the color infomation, but does not contain lighting or height information for the texture. It is stored as dds with dxt1 or dxt3 compression for use in Doom 3 and as 24 bit TGA (with or without RLE) for the hires repository.&lt;br /&gt;
&lt;br /&gt;
If your image has lighting baked in (shadows/highlights), you should remove it: [[Remove Shadows in Source Images]].&lt;br /&gt;
&lt;br /&gt;
This is just a basic tutorial for creating textures. For further information about creating Diffusemaps, read [[Advanced Tips for Creating Diffusemaps]].&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
Inspect the source image. If you&#039;re going to tile it, try to find a regular repeating area. This is only to make your job easier. You can tile anything, really, but it depends on how much work you want to give yourself. If you don&#039;t know what I mean here, at the next step you will.&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve chosen a rough tile-able area (from here forward I&#039;m going to assume you are doing a tiled texture), crop that area out, and size your image to the desired size ratio. I wouldn&#039;t go lower than 1024 resolution at this stage of the work, or you&#039;ll start losing picture quality quickly. So set it to 2048X1024, or 1024X1024, etc. The reason we need to fix the size ratio (not the final size) at this stage is for the next step.&lt;br /&gt;
&lt;br /&gt;
==== Set the offset ====&lt;br /&gt;
&lt;br /&gt;
Go to Filter-&amp;gt;Other-&amp;gt;Offset. You want to set the horizontal and vertical to be exactly half of your cropped picture&#039;s width and height. That will make the opposite edges of the texture meet each other in the middle of the view, so you can make it really tile-able.&lt;br /&gt;
&lt;br /&gt;
==== Make the seams disappear ====&lt;br /&gt;
See those seams running right down the middle of the pic, vertically and horizontally? You have to make them disappear. Get to know the clone tool. (Google...) There are many other ways to shuffle pixels too, but I&#039;ll leave the specifics up to you. This is usually the hardest, most time consuming step.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve blended the lines away, run the Offset filter again to restore the correct layout of your pic, and save it out in a nice high quality (but not too big to manage) format. This is the &amp;quot;diffuse&amp;quot; image. We&#039;re using 24bit TGA for TDM.&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
Use the &amp;lt;code&amp;gt;texturizer&amp;lt;/code&amp;gt; or the &amp;lt;code&amp;gt;resynthezier&amp;lt;/code&amp;gt; plugin - these are very easy to work with and make manual work almost needless.&lt;br /&gt;
&lt;br /&gt;
== Create a normal map ==&lt;br /&gt;
&lt;br /&gt;
The Normalmap tells the renderer in which direction a corresponding place on the diffusemap is facing, so that it can be shaded according to the present lightsources in the scene. It is stored as uncompressed 24 bit TGA (no RLE!) for use in Doom 3. You will learn the basics about creating Normalmaps here. For further information: [[Normalmaps, How to Make Good Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
Now that the diffuse is done, using that same pic, open Filter-&amp;gt;Nvidia Tools-&amp;gt;NormalMapFilter. You&#039;ll probably have to play with the values for a while to get a feel for it, and to get a normal map you are happy with. This is a rough approximation method, by no means as accurate as actually modelling a texture (see [[Wall Texture Tutorial]] or [[Creating Textures with Normals out of Models]]), but it works pretty good in most cases. Basically, it will make light areas &amp;quot;high&amp;quot; and dark areas &amp;quot;low&amp;quot;. Learn how to manipulate color levels in Photoshop, and you&#039;ll be making good normal maps with the Nvidia filter in no time.  Generally, use values of 3 or 4 for simple things like woodgrain or nails.  Values of 12 or higher can be used for more 3d effects.&lt;br /&gt;
&lt;br /&gt;
If you think about it, there are countless ways to adjust the image (in fact, you&#039;re not even restricted to using the diffuse image as the base of the normal map...) to get desired results - inverting colors, brightness and contrast controls, painting over areas, gradients, etc. It&#039;s a &amp;quot;feel&amp;quot; thing, so you&#039;ll have to develop that for yourself. After creating your desired normal map (try not to make it too blurry, or too sharp, or too bumpy - yuck), save it out as you did with the diffuse image, with &amp;quot;_local&amp;quot; appended.&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
This is a rough guide by a non-expert as I (fidcal) do it so at least there is something here. It assumes you have made a temporary greyscale image file saved as say nameGrey.tga with the brighter areas representing the high ground and darker means low as described elsewhere ready to make your make normal map. It assumes you&#039;ve just downloaded Gimp and its Normalmap plugin (ESSENTIAL!), maybe configured it a bit so don&#039;t know much about it but just want a dumb list to follow.&lt;br /&gt;
&lt;br /&gt;
* Open Gimp&lt;br /&gt;
* Gimp consists of separate floating windows with no main window so select the toolbar window &amp;gt;  file menu &amp;gt; and open your greyscale image file.&lt;br /&gt;
* You can enlarge/maximize the window and zoom with the mouse wheel if you want.&lt;br /&gt;
* Menu &amp;gt; filters &amp;gt; map &amp;gt; normalmap&lt;br /&gt;
* On the normal map dialog, Click 3D map preview; it will make more sense then.&lt;br /&gt;
* On the normal map dialog, in the &#039;scale&#039; box there is zero by default which is useless as a default as this seems to be the scale of depth. Enter 50 for a start.&lt;br /&gt;
* On the 3D preview dialog there is a window with a panel in it. Grab the panel with your left mouse button and drag it around. Now you should see a rough 3D impression of your image.&lt;br /&gt;
* If you have no idea what you&#039;re doing (like me) leave the scale at 50 as a reasonable value, otherwise adjust it according to your knowledge. Maybe come back here later if you feel your final result is not deep enough or too deep. Similarly leave the other controls or adjust if you know what you are doing.&lt;br /&gt;
* On the normal map dialog click OK.&lt;br /&gt;
* On Gimp&#039;s image window you should now see your greyscale image has been converted probably blue looking with depressions, eg inverted the heights; that&#039;s OK.&lt;br /&gt;
* Save as name_local.tga in the correct dark mod texture folder where your main texture is.&lt;br /&gt;
* A mini dialog pops up : RLE compression - set this UNchecked, and &#039;origin at bottom left&#039; - leave this checked. Click OK.&lt;br /&gt;
* I had a lot of programs open including Doom so it seemed to hang a long time but eventually saved.&lt;br /&gt;
* You close Gimp by closing that toolbar window so I guess that&#039;s its nearest thing to a main window.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
== Create an editor image ==&lt;br /&gt;
As the diffusemap is very large it takes some time loading it into the editor, this is why DarkRadiant/DoomEd support the display of lowres editor images replacements. Just resize the diffusemap down to max. 256 pixels and save it in JPG format, but be sure to attach the &#039;&#039;&#039;_ed&#039;&#039;&#039; suffix.&lt;br /&gt;
&lt;br /&gt;
== Add a specular map ==&lt;br /&gt;
The specularmap tells the renderer how shiny a corresponding place on the diffusemap is. It is stored as dds and its dimensions are typically scaled down to be half as big as those of the diffusemap.&lt;br /&gt;
&lt;br /&gt;
If you want a specular map, the process is even more subjective. There are countless ways in Photoshop to adjust color and light level and even invert everything or parts or mask out areas. Specular maps work as such: Darker is rendered as dull, lighter is rendered as shiny. Get it? Think of the possibilities, and have fun with it. You can get some pretty amazing results with just minutes of work. Save that image out as you did the diffuse, &#039;&#039;&#039;with &amp;quot;_s&amp;quot; appended&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that most surface types don&#039;t need a specular map.  Only shiny surfaces, like metal or wet stone, really need one, while wood, cobbles, canvas, leaves, dirt etc. should not have a specular map.&lt;br /&gt;
&lt;br /&gt;
== Create your material file ==&lt;br /&gt;
&lt;br /&gt;
Create a material for the texture. In the materials folder, locate the material file where you texture fits in best. Then add the following:&lt;br /&gt;
&lt;br /&gt;
 textures/your_desired_editor_texture_folder/your_texture_name&lt;br /&gt;
 {&lt;br /&gt;
    // Use one of the predefined surface types like stone, glass, wood&lt;br /&gt;
    stone&lt;br /&gt;
    // or use this:&lt;br /&gt;
    // surfaceType 15&lt;br /&gt;
    // and make the first word in the description below your texture type,&lt;br /&gt;
    // like so:&lt;br /&gt;
    // description   &amp;quot;foliage&amp;quot; (This is a grass texture)&lt;br /&gt;
 &lt;br /&gt;
    description      &amp;quot;Add here a little description of your texture&amp;quot;&lt;br /&gt;
    qer_editorimage  textures/your_file_folder/your_texture_name_ed&lt;br /&gt;
 &lt;br /&gt;
    bumpmap          textures/your_file_folder/your_texture_name_local&lt;br /&gt;
    diffusemap       textures/your_file_folder/your_texture_name&lt;br /&gt;
    specularmap      textures/your_file_folder/your_texture_name_s&lt;br /&gt;
 &lt;br /&gt;
    // This is the code required for frob highlighting this texture&lt;br /&gt;
    {&lt;br /&gt;
        if ( parm11 &amp;gt; 0 )&lt;br /&gt;
        blend       gl_dst_color, gl_one&lt;br /&gt;
        map         _white.tga&lt;br /&gt;
        rgb         0.40 * parm11&lt;br /&gt;
    }&lt;br /&gt;
    {&lt;br /&gt;
        if ( parm11 &amp;gt; 0 )&lt;br /&gt;
        blend       add&lt;br /&gt;
        map         textures/your_file_folder/your_texture_name&lt;br /&gt;
        rgb         0.15 * parm11&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Oh, and on Windows, use Wordpad, not Notepad. That&#039;s it. Your new texture should appear in both the editor and in-game.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
So you see, it&#039;s really quite simple:&lt;br /&gt;
* Crop the desired area&lt;br /&gt;
* Make it tileable if necessary&lt;br /&gt;
* Generate a normal map&lt;br /&gt;
* Generate an editor image&lt;br /&gt;
* Create a specular map if you want one&lt;br /&gt;
* Include it in a material file&lt;br /&gt;
* DONE&lt;br /&gt;
&lt;br /&gt;
The most important thing though, is to obey the [[Texture Guidelines]].&lt;br /&gt;
&lt;br /&gt;
== Further Information ==&lt;br /&gt;
&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[How to add Textures to The Dark Mod]]&lt;br /&gt;
* [[Texture Folder Structure]]&lt;br /&gt;
* [[Basic Material File]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html nVidia Normal Map PlugIn]&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/normalmap/ GIMP normalmap plugin]&lt;br /&gt;
* [http://www.manucornet.net/Informatique/Texturize.php#download GIMP texturize plugin *THIS IS AMAZING*]&lt;br /&gt;
* [http://registry.gimp.org/plugin?id=4816 Gimp DDS plugin]&lt;br /&gt;
&lt;br /&gt;
=== Assorted tutorials ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.doom3world.org/phpbb2/viewtopic.php?t=11893 Doom3World texture tutorials]&lt;br /&gt;
* [http://www.quake3bits.com/htm/tutorials/creating_bumpmaps_from_images.htm Kat&#039;s normal-map making tutorial]&lt;br /&gt;
* [http://www.gimp.org/tutorials/Tileable_Textures/ Quick GIMP tutorial for tileable textures]&lt;br /&gt;
* [http://www.stormvision.net/index.cfm/act/tutorials/tutorial_ID/1 Another tileable texture tutorial]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod&amp;diff=9833</id>
		<title>How to add Textures to The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod&amp;diff=9833"/>
		<updated>2010-03-24T13:21:01Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Save your Texture in the correct Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Create your texture ==&lt;br /&gt;
This is mostly artwork. Be sure to start off with useful raw material with a reasonably high resolution.  Where possible, work from photo-references. A basic guide can be found here: [[Texture Creation - Basic Tutorial]].&lt;br /&gt;
&lt;br /&gt;
A few things to remember:  Make sure your texture dimensions are a power of 2 (eg, 128, 256, 512, 1024, etc).  Other common mistakes can be found here:  [[Common Texture Mistakes]]&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Use good source material&lt;br /&gt;
* All image dimensions must be powers of two: 64, 128, 256, 512, 1024 (don&#039;t go beyond 1024).&lt;br /&gt;
* Avoid lighting baked into the diffusemap&lt;br /&gt;
* Keep your PSD/Gimp working version safe!}}&lt;br /&gt;
== Save your Texture in the correct Format == &lt;br /&gt;
Save the diffusemap, the normalmap and an optional specularmap to a TGA file. The &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039; will help you choosing the correct resolution. A TGA version of your diffusemap is supposed to be uploaded to our hi-res repository for future reference (see below).&lt;br /&gt;
&lt;br /&gt;
Once your TGA file is saved, you will have to create DDS files for the diffuse and specular (not the normalmap) as well. These are smaller in size and can be loaded faster by the engine. Follow the &#039;&#039;&#039;[[DDS creation]]&#039;&#039;&#039; guide to learn how to create the DDS files in the correct formats.&lt;br /&gt;
&lt;br /&gt;
Also, create an editor image out of your diffusemap. The editor image dimension should be 256x256 pixels and the file should be saved in the JPG format. Add the &#039;&#039;&#039;_ed&#039;&#039;&#039; postfix to the filename name (like &amp;lt;code&amp;gt;mytexture_ed.jpg&amp;lt;/code&amp;gt;).&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Most textures don&#039;t need speculars&lt;br /&gt;
* Create DDS for your diffusemap and specularmap.&lt;br /&gt;
* Keep TGA version of your diffusemap and specularmap(uncompressed, no RLE).&lt;br /&gt;
* Create a TGA version of your normalmap (uncompressed, no RLE).&lt;br /&gt;
* Create a JPG editor image (max. 256px)}}&lt;br /&gt;
&lt;br /&gt;
== Name your Texture ==&lt;br /&gt;
The following convention should be used for naming all new texture additions to TDM (many existing textures do not follow this convention, and over time effort will be made to update them).  The goal is consistency among material names based on ordered characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some or all&#039;&#039;&#039; of the following may apply to any given material:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Object Type&#039;&#039;&#039; descriptor first (mostly for very specific-use textures) - it&#039;s a window, a door, a chest...&lt;br /&gt;
# &#039;&#039;&#039;Material&#039;&#039;&#039; descriptor next - made from marble, wood, mud...&lt;br /&gt;
# &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor next - it is large, small...&lt;br /&gt;
# &#039;&#039;&#039;Quality&#039;&#039;&#039; descriptors next - texture-wise, it is rough, new, cracked...&lt;br /&gt;
# &#039;&#039;&#039;Color&#039;&#039;&#039; descriptors next - what color is it? red, green...&lt;br /&gt;
# &#039;&#039;&#039;Number Increment&#039;&#039;&#039; next - which of the list is it? 001, 002...&lt;br /&gt;
# &#039;&#039;&#039;Tiling&#039;&#039;&#039; and &#039;&#039;&#039;Image Type&#039;&#039;&#039; descriptors, if needed (file only, not material definition - see below)&lt;br /&gt;
&lt;br /&gt;
If establishing precedent (creating a new &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor, e.g., &amp;quot;huge&amp;quot;), try to avoid ambiguity and unnecessary overlapping with other descriptors (e.g., &amp;quot;enormous&amp;quot;), and set a good example others will follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;slate_large_cracked_grey_001&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This name omits an &#039;&#039;&#039;Object Type&#039;&#039;&#039; descriptor, instead starting with the &#039;&#039;&#039;Material&#039;&#039;&#039; descriptor - it is a general, non-specialized texture.&lt;br /&gt;
&lt;br /&gt;
Why is this preferred? Some existing materials are named by quality descriptor first (e.g., &#039;cracked_slate...&#039;). This is an inconvenience for the user, because they were looking for a &#039;slate&#039;, not a &#039;cracked&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;door_wood_battered_005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This name omits a &#039;&#039;&#039;Size&#039;&#039;&#039; descriptor and a &#039;&#039;&#039;Color&#039;&#039;&#039; descriptor.&lt;br /&gt;
&lt;br /&gt;
Why is this preferred? In the case of a model name (which this convention also covers), or a specific object type texture like the above, some existing assets are named by quality descriptor first (e.g., &#039;battered_wood...&#039;). This is an inconvenience for the user, because they were looking for a &#039;door&#039;, not a &#039;battered&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to rename all your DDS file extensions to a &#039;&#039;&#039;lowercase&#039;&#039;&#039; &#039;&#039;&#039;.dds&#039;&#039;&#039; (the Compressonator always creates files with uppercase extension, TDM requires them to be lowercase).&lt;br /&gt;
&lt;br /&gt;
If your texture tiles only in one direction, include the phrase &#039;&#039;&#039;tiling_1d&#039;&#039;&#039; at the end of the name.  If your texture does not tile (repeat) at all, add the phrase &#039;&#039;&#039;nontiling&#039;&#039;&#039;. So, a normalmap could be names as &#039;&#039;&#039;concrete_dirt01_tiling1d_local.tga&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Diffusemaps should have no extension to their name.  Normalmaps should have a &#039;&#039;&#039;_local&#039;&#039;&#039; extension at the end of their name.  Specular maps should have a  &#039;&#039;&#039;_s&#039;&#039;&#039; extension, the editor images go with an &#039;&#039;&#039;_ed&#039;&#039;&#039; extension.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Choose descriptive names for your texture, while following TDM convention&lt;br /&gt;
* Add the suffix &#039;&#039;&#039;tiling_1d&#039;&#039;&#039;/&#039;&#039;&#039;nontiling&#039;&#039;&#039; to the filename where appropriate&lt;br /&gt;
* Diffusemap: &#039;&#039;&#039;mytexture.dds&#039;&#039;&#039; (note the &#039;&#039;&#039;lowercase&#039;&#039;&#039;)&lt;br /&gt;
* Normalmap: &#039;&#039;&#039;mytexture_local.tga&#039;&#039;&#039;&lt;br /&gt;
* Editor image: &#039;&#039;&#039;mytexture_ed.jpg&#039;&#039;&#039; (max. 256 pixels in size)&lt;br /&gt;
* (Optional) Specularmap: &#039;&#039;&#039;mytexture_s.dds&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== Move the Texture to the right Location ==&lt;br /&gt;
When you upload textures, be sure to upload the files to the right spot. The &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039; can help you finding the right folder for your texture.&lt;br /&gt;
&lt;br /&gt;
The .dds diffuse and specular go in the &#039;&#039;&#039;dds/textures/&#039;&#039;&#039; folder structure.  The .tga normalmap goes in the &#039;&#039;&#039;textures/&#039;&#039;&#039; folder structure. Note that there is a peculiarity of the Doom 3 engine not being able to load DDS textures that are more than five folders deep. The deepest level allowed would be something along the lines of dds/textures/darkmod/door/metal/. This is something to be watched out for.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Move the DDS textures into the &#039;&#039;&#039;dds/textures/...&#039;&#039;&#039; tree.&lt;br /&gt;
* Move the TGA and JPG files into the &#039;&#039;&#039;textures/...&#039;&#039;&#039; tree.&lt;br /&gt;
* Don&#039;t save DDS files into folders more than 5 levels deep.}}&lt;br /&gt;
== Create your Shader Definition (Material) ==&lt;br /&gt;
Your material entry should be added to the .mtr file that has the same name as the folder your texture is saved in.  For example, the material entry for a texture saved in &#039;&#039;&#039;textures/darkmod/wood/panels&#039;&#039;&#039; should be saved in the .mtr file, &#039;&#039;&#039;tdm_wood_panels.mtr&#039;&#039;&#039;. See also the [[Material File Naming Convention]].&lt;br /&gt;
&lt;br /&gt;
You should name your material entry the same name as your diffuse texture, including the folder path structure (eg, &amp;quot;textures/darkmod/wood/panels/rectangle_oak_face&amp;quot;).  (Do not add .tga or .dds to the end, and also skip the dds/ folder prefix.)&lt;br /&gt;
&lt;br /&gt;
The only exception is when multiple shaders are using the same diffusemap, or when your texture doesn&#039;t tile (or tiles in only one direction).  In the latter case, you would add &#039;&#039;&#039;/nontiling/&#039;&#039;&#039; or &amp;quot;/tiling_1d/&#039;&#039;&#039; to the end of the shader folder (a &#039;virtual&#039; folder, essentially).  &#039;&#039;(The textures used to be separated like that in the actual folder structure, but due to D3&#039;s inability to read .dds files five folders deep, they had to be moved.)&#039;&#039;&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Create your shader in the correct file (tdm_xxx_yyy.mtr) following the [[Material File Naming Convention]]&lt;br /&gt;
* The shader name for tiling textures is the same as the diffusemap&lt;br /&gt;
* Nontiling/tiling_1d textures go into a &amp;quot;virtual&amp;quot; subfolder nontiling/ or tiling_1d/&lt;br /&gt;
* You don&#039;t need to specify file extensions (.dds/.tga/.jpg) to the material defs, this is automatically guessed by the engine.&lt;br /&gt;
* You don&#039;t need the &#039;&#039;&#039;dds/&#039;&#039;&#039; folder prefix to reference the DDS textures.&lt;br /&gt;
* Be sure to include the frob highlight code (see [[Basic Material File#Add_the_Frob_Highlight_Stage|Basic Material File]])&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; include Dark Mod&#039;s ambient light stage (see [[Virtual Ambient Light Textures]])}}&lt;br /&gt;
&lt;br /&gt;
== Upload the Textures == &lt;br /&gt;
Once, you have checked your texture in-game (and are pleased with the results), you&#039;ll need to upload the files to our SVN repository. This requires that you have a valid username/password for SVN, which you can request from sparhawk.&lt;br /&gt;
&lt;br /&gt;
The .tga of the diffuse and specular is needed as well in case we ever want to make modifications to the texture or new textures based on the old.  Opening and resaving .dds files results in loss of detail, so all new versions of textures should be made from the .tga files. So, additional to the textures needed for the engine and editor (diffuse/normal/specular/editorimage) you&#039;re encouraged to upload the uncompressed textures to the hires repository.&lt;br /&gt;
&lt;br /&gt;
The hires repository is located at &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;https://&amp;lt;InsertDarkmodServerHere&amp;gt;/svn/darkmod_hires/trunk/tga_backup/&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;. As only diffuse/speculars are compressed in DDS format, these are the only two that need to be uploaded in TGA format. The TGA files should be named just like the DDS versions and should be located in the analogous folder than they are in the main repository, but below the tga_backup/ folder. For instance tga_backup/textures/darkmod/stone/etc. &lt;br /&gt;
&lt;br /&gt;
The hires TGA can be RLE-compressed to save some space, but this is not too important. Uncompressed TGAs are only important for the textures used by the engine itself.&lt;br /&gt;
&lt;br /&gt;
As last part, it would be nice to have the actual working versions (Photoshop/Gimp source files) stored on the server too. This is of course a large upload, but having the source files is very valuable. For this purpose, there is another repository &#039;&#039;&#039;texture_src&#039;&#039;&#039; installed at &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;https://&amp;lt;InsertDarkmodServerHere&amp;gt;/svn/texture_src/&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
{{Things-To-Remember|&lt;br /&gt;
* Upload the diffuse, normal, (specular,) and editor image to the regular darkmod SVN.&lt;br /&gt;
* Upload the (RLE-compressed) TGA diffusemap and specularmap to the darkmod_hires SVN repository (into the &#039;&#039;&#039;tga_backup&#039;&#039;&#039; subfolder).&lt;br /&gt;
* Upload the working source file (PSD/Gimp) to the &#039;&#039;&#039;texture_src&#039;&#039;&#039; repository.}}&lt;br /&gt;
{{tutorial-textures}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Creation_-_Basic_Tutorial&amp;diff=9832</id>
		<title>Texture Creation - Basic Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Creation_-_Basic_Tutorial&amp;diff=9832"/>
		<updated>2010-03-24T13:18:53Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Create the diffuse map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}} {{Original_Reference|SneaksieDave|3814}}&lt;br /&gt;
A game like this needs a TON of textures. So I wanted to try to learn how to do this mysterious, wonderous, magick...&lt;br /&gt;
&lt;br /&gt;
Erm, well, it&#039;s not magick. Far from it, in fact. This tutorial isn&#039;t for those of you who already know how to do this*, and already know it&#039;s not magick. This tutorial is for the rest of us, those who have been too scared or lazy to even bother asking &amp;quot;how do I?&amp;quot;, like me. (It&#039;s the former, honest!)&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You can use Gimp or Photoshop on Windows, for Linux you should use Gimp. So you&#039;ll need either of the two programs Gimp/Photoshop and the corresponding set of plugins:&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia normal map plugin]&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/normalmap/ GIMP normalmap plugin]&lt;br /&gt;
* [http://www.manucornet.net/Informatique/Texturize.php#download GIMP texturize plugin]&lt;br /&gt;
* [http://registry.gimp.org/plugin?id=4816 Gimp DDS plugin]&lt;br /&gt;
&lt;br /&gt;
If you are using Kubuntu/Ubuntu, you can also install the &amp;lt;code&amp;gt;gimp-texturize&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;gimp-resynthesizer&amp;lt;/code&amp;gt; packages.&lt;br /&gt;
&lt;br /&gt;
To compile Gimp plugins from source, install the following packages and their dependecies:&lt;br /&gt;
&lt;br /&gt;
* libgimp2.0-dev&lt;br /&gt;
* libgtk1.2-dev&lt;br /&gt;
* libglut3-dev (for the DDS plugin)&lt;br /&gt;
&lt;br /&gt;
== Get your source picture ==&lt;br /&gt;
&lt;br /&gt;
This could be anything from a photograph you took, to a free texture download from the internet (see [[Texture Sources]]), to a hand drawn picture, if you&#039;re one of those fortunate enough to possess that skill - though we generally prefer to work from photo-reference when possible.&lt;br /&gt;
&lt;br /&gt;
If you do want to take photos, some tips:&lt;br /&gt;
* try to shoot on an overcast day; the diffuse light will remove most unwanted shadows&lt;br /&gt;
* try to take the photo as perfectly face-on to the surface as you can manage. &lt;br /&gt;
If your end result isn&#039;t perfect, don&#039;t worry, there are ways to fix it (transform-&amp;gt;skew, to name one)&lt;br /&gt;
* Make sure that all parts of your photo you want to use as texture are in focus (e.g. sharp). Unsharp parts cannot be fixed later, at least not without a big quality loss!&lt;br /&gt;
* try to select an area that will be tile-able (if that&#039;s what you want)&lt;br /&gt;
* try to capture a large area such that you&#039;ll have enough to work with, but not so big that your resolution on the final product will suffer&lt;br /&gt;
&lt;br /&gt;
== Create the diffuse map ==&lt;br /&gt;
&lt;br /&gt;
The diffuse map is a tilable (usally) image which gives the color infomation, but does not contain lighting or height information for the texture. It is stored as dds with dxt1 or dxt3 compression for use in Doom 3 and as 24 bit TGA (without RLE) for the hires repository.&lt;br /&gt;
&lt;br /&gt;
If your image has lighting baked in (shadows/highlights), you should remove it: [[Remove Shadows in Source Images]].&lt;br /&gt;
&lt;br /&gt;
This is just a basic tutorial for creating textures. For further information about creating Diffusemaps, read [[Advanced Tips for Creating Diffusemaps]].&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
Inspect the source image. If you&#039;re going to tile it, try to find a regular repeating area. This is only to make your job easier. You can tile anything, really, but it depends on how much work you want to give yourself. If you don&#039;t know what I mean here, at the next step you will.&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve chosen a rough tile-able area (from here forward I&#039;m going to assume you are doing a tiled texture), crop that area out, and size your image to the desired size ratio. I wouldn&#039;t go lower than 1024 resolution at this stage of the work, or you&#039;ll start losing picture quality quickly. So set it to 2048X1024, or 1024X1024, etc. The reason we need to fix the size ratio (not the final size) at this stage is for the next step.&lt;br /&gt;
&lt;br /&gt;
==== Set the offset ====&lt;br /&gt;
&lt;br /&gt;
Go to Filter-&amp;gt;Other-&amp;gt;Offset. You want to set the horizontal and vertical to be exactly half of your cropped picture&#039;s width and height. That will make the opposite edges of the texture meet each other in the middle of the view, so you can make it really tile-able.&lt;br /&gt;
&lt;br /&gt;
==== Make the seams disappear ====&lt;br /&gt;
See those seams running right down the middle of the pic, vertically and horizontally? You have to make them disappear. Get to know the clone tool. (Google...) There are many other ways to shuffle pixels too, but I&#039;ll leave the specifics up to you. This is usually the hardest, most time consuming step.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve blended the lines away, run the Offset filter again to restore the correct layout of your pic, and save it out in a nice high quality (but not too big to manage) format. This is the &amp;quot;diffuse&amp;quot; image. We&#039;re using 24bit TGA for TDM.&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
Use the &amp;lt;code&amp;gt;texturizer&amp;lt;/code&amp;gt; or the &amp;lt;code&amp;gt;resynthezier&amp;lt;/code&amp;gt; plugin - these are very easy to work with and make manual work almost needless.&lt;br /&gt;
&lt;br /&gt;
== Create a normal map ==&lt;br /&gt;
&lt;br /&gt;
The Normalmap tells the renderer in which direction a corresponding place on the diffusemap is facing, so that it can be shaded according to the present lightsources in the scene. It is stored as uncompressed 24 bit TGA (no RLE!) for use in Doom 3. You will learn the basics about creating Normalmaps here. For further information: [[Normalmaps, How to Make Good Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
Now that the diffuse is done, using that same pic, open Filter-&amp;gt;Nvidia Tools-&amp;gt;NormalMapFilter. You&#039;ll probably have to play with the values for a while to get a feel for it, and to get a normal map you are happy with. This is a rough approximation method, by no means as accurate as actually modelling a texture (see [[Wall Texture Tutorial]] or [[Creating Textures with Normals out of Models]]), but it works pretty good in most cases. Basically, it will make light areas &amp;quot;high&amp;quot; and dark areas &amp;quot;low&amp;quot;. Learn how to manipulate color levels in Photoshop, and you&#039;ll be making good normal maps with the Nvidia filter in no time.  Generally, use values of 3 or 4 for simple things like woodgrain or nails.  Values of 12 or higher can be used for more 3d effects.&lt;br /&gt;
&lt;br /&gt;
If you think about it, there are countless ways to adjust the image (in fact, you&#039;re not even restricted to using the diffuse image as the base of the normal map...) to get desired results - inverting colors, brightness and contrast controls, painting over areas, gradients, etc. It&#039;s a &amp;quot;feel&amp;quot; thing, so you&#039;ll have to develop that for yourself. After creating your desired normal map (try not to make it too blurry, or too sharp, or too bumpy - yuck), save it out as you did with the diffuse image, with &amp;quot;_local&amp;quot; appended.&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
This is a rough guide by a non-expert as I (fidcal) do it so at least there is something here. It assumes you have made a temporary greyscale image file saved as say nameGrey.tga with the brighter areas representing the high ground and darker means low as described elsewhere ready to make your make normal map. It assumes you&#039;ve just downloaded Gimp and its Normalmap plugin (ESSENTIAL!), maybe configured it a bit so don&#039;t know much about it but just want a dumb list to follow.&lt;br /&gt;
&lt;br /&gt;
* Open Gimp&lt;br /&gt;
* Gimp consists of separate floating windows with no main window so select the toolbar window &amp;gt;  file menu &amp;gt; and open your greyscale image file.&lt;br /&gt;
* You can enlarge/maximize the window and zoom with the mouse wheel if you want.&lt;br /&gt;
* Menu &amp;gt; filters &amp;gt; map &amp;gt; normalmap&lt;br /&gt;
* On the normal map dialog, Click 3D map preview; it will make more sense then.&lt;br /&gt;
* On the normal map dialog, in the &#039;scale&#039; box there is zero by default which is useless as a default as this seems to be the scale of depth. Enter 50 for a start.&lt;br /&gt;
* On the 3D preview dialog there is a window with a panel in it. Grab the panel with your left mouse button and drag it around. Now you should see a rough 3D impression of your image.&lt;br /&gt;
* If you have no idea what you&#039;re doing (like me) leave the scale at 50 as a reasonable value, otherwise adjust it according to your knowledge. Maybe come back here later if you feel your final result is not deep enough or too deep. Similarly leave the other controls or adjust if you know what you are doing.&lt;br /&gt;
* On the normal map dialog click OK.&lt;br /&gt;
* On Gimp&#039;s image window you should now see your greyscale image has been converted probably blue looking with depressions, eg inverted the heights; that&#039;s OK.&lt;br /&gt;
* Save as name_local.tga in the correct dark mod texture folder where your main texture is.&lt;br /&gt;
* A mini dialog pops up : RLE compression - set this UNchecked, and &#039;origin at bottom left&#039; - leave this checked. Click OK.&lt;br /&gt;
* I had a lot of programs open including Doom so it seemed to hang a long time but eventually saved.&lt;br /&gt;
* You close Gimp by closing that toolbar window so I guess that&#039;s its nearest thing to a main window.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
== Create an editor image ==&lt;br /&gt;
As the diffusemap is very large it takes some time loading it into the editor, this is why DarkRadiant/DoomEd support the display of lowres editor images replacements. Just resize the diffusemap down to max. 256 pixels and save it in JPG format, but be sure to attach the &#039;&#039;&#039;_ed&#039;&#039;&#039; suffix.&lt;br /&gt;
&lt;br /&gt;
== Add a specular map ==&lt;br /&gt;
The specularmap tells the renderer how shiny a corresponding place on the diffusemap is. It is stored as dds and its dimensions are typically scaled down to be half as big as those of the diffusemap.&lt;br /&gt;
&lt;br /&gt;
If you want a specular map, the process is even more subjective. There are countless ways in Photoshop to adjust color and light level and even invert everything or parts or mask out areas. Specular maps work as such: Darker is rendered as dull, lighter is rendered as shiny. Get it? Think of the possibilities, and have fun with it. You can get some pretty amazing results with just minutes of work. Save that image out as you did the diffuse, &#039;&#039;&#039;with &amp;quot;_s&amp;quot; appended&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that most surface types don&#039;t need a specular map.  Only shiny surfaces, like metal or wet stone, really need one, while wood, cobbles, canvas, leaves, dirt etc. should not have a specular map.&lt;br /&gt;
&lt;br /&gt;
== Create your material file ==&lt;br /&gt;
&lt;br /&gt;
Create a material for the texture. In the materials folder, locate the material file where you texture fits in best. Then add the following:&lt;br /&gt;
&lt;br /&gt;
 textures/your_desired_editor_texture_folder/your_texture_name&lt;br /&gt;
 {&lt;br /&gt;
    // Use one of the predefined surface types like stone, glass, wood&lt;br /&gt;
    stone&lt;br /&gt;
    // or use this:&lt;br /&gt;
    // surfaceType 15&lt;br /&gt;
    // and make the first word in the description below your texture type,&lt;br /&gt;
    // like so:&lt;br /&gt;
    // description   &amp;quot;foliage&amp;quot; (This is a grass texture)&lt;br /&gt;
 &lt;br /&gt;
    description      &amp;quot;Add here a little description of your texture&amp;quot;&lt;br /&gt;
    qer_editorimage  textures/your_file_folder/your_texture_name_ed&lt;br /&gt;
 &lt;br /&gt;
    bumpmap          textures/your_file_folder/your_texture_name_local&lt;br /&gt;
    diffusemap       textures/your_file_folder/your_texture_name&lt;br /&gt;
    specularmap      textures/your_file_folder/your_texture_name_s&lt;br /&gt;
 &lt;br /&gt;
    // This is the code required for frob highlighting this texture&lt;br /&gt;
    {&lt;br /&gt;
        if ( parm11 &amp;gt; 0 )&lt;br /&gt;
        blend       gl_dst_color, gl_one&lt;br /&gt;
        map         _white.tga&lt;br /&gt;
        rgb         0.40 * parm11&lt;br /&gt;
    }&lt;br /&gt;
    {&lt;br /&gt;
        if ( parm11 &amp;gt; 0 )&lt;br /&gt;
        blend       add&lt;br /&gt;
        map         textures/your_file_folder/your_texture_name&lt;br /&gt;
        rgb         0.15 * parm11&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Oh, and on Windows, use Wordpad, not Notepad. That&#039;s it. Your new texture should appear in both the editor and in-game.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
So you see, it&#039;s really quite simple:&lt;br /&gt;
* Crop the desired area&lt;br /&gt;
* Make it tileable if necessary&lt;br /&gt;
* Generate a normal map&lt;br /&gt;
* Generate an editor image&lt;br /&gt;
* Create a specular map if you want one&lt;br /&gt;
* Include it in a material file&lt;br /&gt;
* DONE&lt;br /&gt;
&lt;br /&gt;
The most important thing though, is to obey the [[Texture Guidelines]].&lt;br /&gt;
&lt;br /&gt;
== Further Information ==&lt;br /&gt;
&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[How to add Textures to The Dark Mod]]&lt;br /&gt;
* [[Texture Folder Structure]]&lt;br /&gt;
* [[Basic Material File]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Photoshop ===&lt;br /&gt;
&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html nVidia Normal Map PlugIn]&lt;br /&gt;
&lt;br /&gt;
=== Gimp ===&lt;br /&gt;
&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/normalmap/ GIMP normalmap plugin]&lt;br /&gt;
* [http://www.manucornet.net/Informatique/Texturize.php#download GIMP texturize plugin *THIS IS AMAZING*]&lt;br /&gt;
* [http://registry.gimp.org/plugin?id=4816 Gimp DDS plugin]&lt;br /&gt;
&lt;br /&gt;
=== Assorted tutorials ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.doom3world.org/phpbb2/viewtopic.php?t=11893 Doom3World texture tutorials]&lt;br /&gt;
* [http://www.quake3bits.com/htm/tutorials/creating_bumpmaps_from_images.htm Kat&#039;s normal-map making tutorial]&lt;br /&gt;
* [http://www.gimp.org/tutorials/Tileable_Textures/ Quick GIMP tutorial for tileable textures]&lt;br /&gt;
* [http://www.stormvision.net/index.cfm/act/tutorials/tutorial_ID/1 Another tileable texture tutorial]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9724</id>
		<title>What&#039;s new in TDM 1.01</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9724"/>
		<updated>2010-02-22T23:54:24Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a work-in-progress and can change before the final release. There are &#039;&#039;&#039;no promises&#039;&#039;&#039; here. Features may be postponed or removed even if they appear on this list, and regressions may re-introduce bugs after they&#039;ve been fixed internally. See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?project_id=2 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Bugs fixed ==&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1921 #1921]: HUD Font reverts to Doom 3 font after fresh gamesave load.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1963 #1963]: Double doors sometimes highlight at a distance.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1968 #1968] Blackjack no longer makes metallic clang when hitting world&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1970 #1970]: Chests went non-solid when frobbed&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1976 #1976]: Shop items get duplicated on &amp;quot;Restart&amp;quot; after dying&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1990 #1990]: No SOUND on TDM after installing a mission, added CVAR (tdm_fm_restart_delay) to issue a delay request to tdmlauncher.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1996 #1996]: Fixed bug that made shouldered bodies undroppable&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2007 #2007]: Fixed: Location settings did igore the &amp;quot;music volume&amp;quot; slider&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2013 #2013]: AI vertical FOV too high (they could see you through the top of their helmet)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2067 #2067]: Fixed bug when using shop_skip 1 in FMs.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2072 #2072]: Rats (and other small animals) could be shouldered&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2075 #2075]: AI were alerted when they took falling damage&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2083 #2083]: Small items like candles, candle holders, rocks etc floated on water instead of sinking&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2093 #2093]: Fireplace_arch was missing its texture&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2117 #2117]: frob_peer hilite does not sync.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2119 #2119]: Player&#039;s run footfall sounds are played while shouldering a body &lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2120 #2120]: Arrows stuck in AI head can collide with ragdoll causing midair suspension &lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2122 #2122]: Ragdoll AI not getting pushed back by impact with plate armor &lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2125 #2125]: Dead AI play failed KO speech and twitch when hit by blackjack&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2128 #2128]: atdm:moveable_holder_tall_plus_candle3_unlit model alignment error &lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2114 #2114]: Running when aiming results in footstep frequency being too fast&lt;br /&gt;
* Fixed savegames getting to huge sizes, leading to out-of-memory or crashes&lt;br /&gt;
* Fixed a few crashes and memory errors&lt;br /&gt;
* Fixed: Crash with ATI cards when viewing certain models (like the marble column)&lt;br /&gt;
* Fixed: Location settings did not work with &amp;quot;fast&amp;quot; ambient method&lt;br /&gt;
* Melee controls now more responsive&lt;br /&gt;
* Fixed blackjack bug where player could hit low ceilings&lt;br /&gt;
* Fixed archer bows blocking blackjack attempts&lt;br /&gt;
* Fixed bug where some close-range melee attacks neglected armor&lt;br /&gt;
* Altered sword thrust collision physics to match up better with visible sword model&lt;br /&gt;
* Minor fixes to models and textures (e.g. inverted normals)&lt;br /&gt;
* Added a bunch of missing editor images for models (STiFU).&lt;br /&gt;
* AI will not be able to see as high without actually tilting their head up.&lt;br /&gt;
* AI now have individual FOVs, so a one-eyed guard actually won&#039;t see you on their bad side, and hooded AI can&#039;t see you through their hood.&lt;br /&gt;
&lt;br /&gt;
== Features added ==&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2123 #2123]: In-game objectives display&lt;br /&gt;
* A lot new skins for: dirty fireplaces, unlit lamps etc.&lt;br /&gt;
* New script events for: get/setDroppable, isEntityHidden, Melee etc.&lt;br /&gt;
* Support for &amp;quot;skin_unlit&amp;quot; and &amp;quot;skin_lit&amp;quot; on light entities&lt;br /&gt;
* New &amp;quot;unbindOnAlertIndex&amp;quot; spawnarg on attached entities, to make AI drop them when alerted&lt;br /&gt;
* Crouch indicator: Lightgem &amp;quot;wings&amp;quot; squash down slightly when crouch mode is on (helpful when climbing)&lt;br /&gt;
* AI have a combat skill level now: novice, trained, skilled&lt;br /&gt;
* added Difficulty Slider for combat in menu&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2024 AI can be set to drop attached objects on alert]&lt;br /&gt;
* greater flexibility added to absence markers&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2012 #2012]: GC&#039;s movetype-specific metal footstep sounds are in-game&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2015 #2015]: Added console commands to control logging to darkmod.log&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2002 #2002]: FM Installer Code checks required version of Mission to be installed, information can be added to darkmod.txt in the FM package.&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1977 #1977]: FM Installer Code considers ZIP files as well as PK4s now&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1984 #1984]: FM Installer Code needs to replace dashes with underscores on creating the fms subfolder&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2080 #2080]: Doors have a larger sound radius now.&lt;br /&gt;
&lt;br /&gt;
== AI added ==&lt;br /&gt;
&lt;br /&gt;
* added two zombie types with various skins, as well as &amp;quot;sleeping&amp;quot; behaviour&lt;br /&gt;
* added spiders and spider children&lt;br /&gt;
* added new elite guard character&lt;br /&gt;
* added elite guard helmet (immune to KOs)&lt;br /&gt;
* added skeleton AI &lt;br /&gt;
* added revenant character&lt;br /&gt;
* added male beggar character&lt;br /&gt;
* added male pagan character&lt;br /&gt;
&lt;br /&gt;
== Entities added ==&lt;br /&gt;
&lt;br /&gt;
* A lot of new [[combo entities]] have been added: &lt;br /&gt;
** fireplaces, &lt;br /&gt;
** static torches,&lt;br /&gt;
** statues with torch in hand,&lt;br /&gt;
** campfires, bucket and bonfires,&lt;br /&gt;
** electric streetlights,&lt;br /&gt;
** wall-mounted lamps and torches,&lt;br /&gt;
** geodes with pulsating light,&lt;br /&gt;
** bottles+candle,&lt;br /&gt;
** skulls+candle etc.&lt;br /&gt;
* new colored torch flames: blue, green, orange&lt;br /&gt;
* new fireflames: white and black smoking, smouldering ones, large and huge bonfires, bucketfire&lt;br /&gt;
* a few new model props (eg, saw, wall-light)&lt;br /&gt;
* climbable ragdoll chains&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2110 Bug #2110] [[Loot paintings]]&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
* changed AI footsteps to mono (so the direction of sound is accurate)&lt;br /&gt;
* reduced volume of player footsteps&lt;br /&gt;
* increased sound radius of doors&lt;br /&gt;
* changed sound of arrow equip/un-equip&lt;br /&gt;
* changed sound of bow draw&lt;br /&gt;
* changed player submersion in water bubble sound&lt;br /&gt;
&lt;br /&gt;
Added Dario D&#039;s ambient sound contributions.&lt;br /&gt;
&lt;br /&gt;
* Environmental Sound Shaders added&lt;br /&gt;
** animal_crickets_birds01, animal_crickets04, animal_crickets05, animal_dog03, animal_frog03, animal_night_bird01, animal_owl04, animal_owl05, animal_owl06&lt;br /&gt;
** machine_sparks01&lt;br /&gt;
** music_harp01, music_harp02, music_bum_bum01, music_bum_bum02&lt;br /&gt;
** weather_thunder04, weather_thunder05&lt;br /&gt;
* Ambient Sound Shaders added&lt;br /&gt;
** drone01, drone02, drone03a, drone03b, drone05a, drone05b&lt;br /&gt;
** hit01a, hit02b, hit03a, hit03b&lt;br /&gt;
** hum01, hum01b, hum02, hum03, hum04, hum05_loop, hum05_loop_b, hum06_loop, hum06_loop_b, hum07_loop, hum07_loop_b, hum08&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Added STiFU&#039;s, Renzatic&#039;s and Baddcog&#039;s textures, including the following shaders:&lt;br /&gt;
STiFU:&lt;br /&gt;
* textures/darkmod/door/wood/board_brown_nails_hinge&lt;br /&gt;
* textures/darkmod/metal/detailed/threadplate_large_dirty&lt;br /&gt;
* textures/darkmod/roof/slate_cracked_large_greyblue&lt;br /&gt;
* textures/darkmod/roof/slate_cracked_large_greyblue_shiny&lt;br /&gt;
* textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_weathered_greengrey&lt;br /&gt;
* textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_weathered_greengrey_wet&lt;br /&gt;
* textures/darkmod/stone/cobblestones/cobblestones_large_uneven_darkgrey&lt;br /&gt;
* textures/darkmod/stone/cobblestones/cobblestones_large_uneven_darkgrey_wet&lt;br /&gt;
* textures/darkmod/stone/flat/tiles_ceramic_large_clean_even&lt;br /&gt;
* textures/darkmod/stone/flat/tiles_ceramic_large_clean_rough&lt;br /&gt;
* textures/darkmod/stone/flat/tiles_ceramic_large_ornate_old_blue&lt;br /&gt;
* textures/darkmod/stone/flat/tiles_large_dirty_cracked&lt;br /&gt;
* textures/darkmod/stone/flat/tiles_large_dirty_cracked_greasy&lt;br /&gt;
* textures/darkmod/stone/natural/rock_large_rough_grey&lt;br /&gt;
* textures/darkmod/stone/natural/rock_large_rough_grey_greasy&lt;br /&gt;
* textures/darkmod/stone/natural/rock_large_cracked_holey_grey&lt;br /&gt;
* textures/darkmod/stone/natural/rock_large_cracked_holey_grey_greasy&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_bright&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_bright_greasy&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_dark_bluered&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_dark_bluered_greasy&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_small_ornate_old&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/trim_small_ornate_old_greasy&lt;br /&gt;
* textures/darkmod/wood/boards/polished_shiny_large_red&lt;br /&gt;
* textures/darkmod/wood/boards/rough_wood_large_brown&lt;br /&gt;
* textures/darkmod/wood/boards/rough_wood_large_brown_glossy&lt;br /&gt;
* textures/darkmod/wood/boards/planks_wood_large_worn_rough_bright&lt;br /&gt;
* textures/darkmod/wood/boards/planks_wood_large_worn_rough_bright_glossy&lt;br /&gt;
* textures/darkmod/wood/boards/planks_wood_large_worn_rough_dark&lt;br /&gt;
* textures/darkmod/wood/boards/planks_wood_large_worn_rough_dark_glossy&lt;br /&gt;
* textures/darkmod/wood/boards/roof_framework_boards_large_old_brown&lt;br /&gt;
* textures/darkmod/wood/boards/roof_framework_boards_large_old_green&lt;br /&gt;
* textures/darkmod/roof/shingles_blue&lt;br /&gt;
* textures/darkmod/roof/shingles_blue_shiny&lt;br /&gt;
* textures/darkmod/roof/shingles_red_shiny&lt;br /&gt;
* Improved: textures/darkmod/roof/shingles_red&lt;br /&gt;
* textures/darkmod/nature/bones/skull_panels_dirty&lt;br /&gt;
* textures/darkmod/nature/bones/bone_wall&lt;br /&gt;
* textures/darkmod/nature/bones/tiling_1d/trim_bones&lt;br /&gt;
Baddcog:&lt;br /&gt;
* textures/darkmod/roof/rooftiles_ceramic_blue&lt;br /&gt;
* textures/darkmod/roof/rooftiles_ceramic_brown&lt;br /&gt;
* textures/darkmod/roof/rooftiles_ceramic_red&lt;br /&gt;
Renzatic:&lt;br /&gt;
* textures/darkmod/plaster/tiling_1d/plaster_rot01&lt;br /&gt;
* textures/darkmod/nature/dirt/dirt_packed_grey&lt;br /&gt;
* textures/darkmod/stone/brick/bricks_ind_grey&lt;br /&gt;
* textures/darkmod/stone/brick/bricks_mossy01&lt;br /&gt;
* textures/darkmod/stone/brick/stone_rough_segmented&lt;br /&gt;
* textures/darkmod/stone/cobblestones/cobblestone_vert_grey&lt;br /&gt;
* textures/darkmod/stone/sculpted/tiling_1d/concrete_trim01&lt;br /&gt;
* textures/darkmod/wood/boards/wood_rot_planks01&lt;br /&gt;
* textures/darkmod/wood/boards/wood_rot_planks02&lt;br /&gt;
* textures/darkmod/wood/panels/tiling_1d/wood_old_trim01&lt;br /&gt;
* textures/darkmod/wood/panels/tiling_1d/wood_rot_trim01&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://thedarkmod.com/downloads.php Download TDM]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=9329</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=9329"/>
		<updated>2009-11-05T12:48:00Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Installing and Running Fan Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This article tells you how to install the full version of [[The Dark Mod]]. If you are installing one of the demos: &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;Saint Lucia&#039;&#039;, then you can ignore this page. Instead, follow the instructions here: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]] or [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] ([http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe mirror]) otherwise the Mod won&#039;t run.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
Supported operating systems are Windows (2000/XP/Vista/Win7) or Linux. Doom 3 currently supports Macs, but The Dark Mod has not been ported to that platform.&lt;br /&gt;
&lt;br /&gt;
=== Install Doom 3 Patch 1.3.1 ===&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== Space Requirements ===&lt;br /&gt;
This is only an estimation of the space requirements needed to play TDM missions. Keep in mind that development on TDM is going to continue over time and new stuff will be added all the time.&lt;br /&gt;
&lt;br /&gt;
* For the D3 installation you roughly need 1.5 GB.&lt;br /&gt;
* For the base TDM 1.00 package you need another 1.6 GB.&lt;br /&gt;
* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So the minimum can be estimated to be slightly above 3 GB.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s difficult to give numbers about FM package size, as this depends on the amount of custom content the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). Note: FMs are in PK4 (i.e. ZIP) format, so textures and mission files are shipped in compressed form.&lt;br /&gt;
&lt;br /&gt;
Savegames are of varying size, they can be up to 10-20 MB per save depending on the size of the FM you&#039;re playing, plus a small 700 kB screenshot generated per savegame.&lt;br /&gt;
&lt;br /&gt;
Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
You need a working and patched Doom 3 installation on your hard drive. These steps will assume that you installed Doom 3 in the folder &amp;lt;tt&amp;gt;C:\Games\Doom3&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Create a &#039;&#039;&#039;darkmod&#039;&#039;&#039; folder in your Doom 3 directory, like this: &#039;&#039;&#039;C:\Games\Doom3\darkmod&#039;&#039;&#039;&lt;br /&gt;
# Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] from one of our mirrors.&lt;br /&gt;
# Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;C:\Games\Doom3\darkmod&#039;&#039;&#039; directory.&lt;br /&gt;
# Run tdm_update.exe. The installer will connect to our download mirrors and start the download process. &lt;br /&gt;
# Be patient and wait. The download weighs about &#039;&#039;&#039;1.4 GB&#039;&#039;&#039; will take a while. &lt;br /&gt;
# If you see error messages about corrupt files, please try to run the updater again, these massive downloads are sometimes failing.&lt;br /&gt;
# After installation, you&#039;ll find an executable &amp;lt;tt&amp;gt;tdmlauncher.exe&amp;lt;/tt&amp;gt; in your darkmod folder, i.e. &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Alternative download methods ===&lt;br /&gt;
&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can&lt;br /&gt;
also use other download methods to get a initial copy of the mod. Visit [[http://www.mindplaces.com/darkmod/downloads.php]].&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;tdmlauncher&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. TDM Launcher is available for both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt; &lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The tdmlauncher application will also be used by the game itself when installing/re-installing/uninstalling FM packages, so don&#039;t ever think about deleting that file.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
=== Passing custom command line arguments ===&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by tdmlauncher. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like TDM Launcher to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting TDM Launcher ===&lt;br /&gt;
The tdmlauncher executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game. &lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
Go to www.thedarkmod.com to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission.&lt;br /&gt;
# Download the mission PK4 - (IE7 renames PK4s to Zip.  Do not unzip.  Rename the FM zip to PK4)&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Launch The Dark Mod&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu. &lt;br /&gt;
# Highlight the mission and hit &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Hit &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]  ([http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe mirror])&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DoomConfig.cfg Howto==&lt;br /&gt;
&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[tdm_update]] - if you have troubles with running the installer/updater&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9239</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9239"/>
		<updated>2009-10-19T17:36:41Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Textures are missing, screen mostly black */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Should work too.&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed the Doom 3 1.3.1 patch (see [[Installation]]).&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\saintlucia\darkmod.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\saintlucia\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;darkmod.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=9192</id>
		<title>Virtual Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=9192"/>
		<updated>2009-10-11T21:41:20Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Ambient Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &#039;&#039;&#039;[[Location Settings]]&#039;&#039;&#039; article shows you an easy-to-use and general system to get different ambient light levels and colors for each location/zone the player is in. Since this system also covers different ambient sounds and script calls at zone boundaries, you should really use it.&lt;br /&gt;
&lt;br /&gt;
This article here is just a general introduction into &amp;quot;ambient light settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Being a stealth game system and as its name implies, most Dark Mod missions will take place at night and require darkness as cover. Generally, absolute blackness is unpopular in this type of game and is not recommended. It can make navigation difficult, uncomfortable, and gives an impoverished visual display. Instead, very low ambient light is used to represent blackness. We call this virtual darkness. This main ambient light should not be so dark that the player cannot make out some detail of nearby surfaces textures. Yet because it represents complete darkness it should not be so light that it seems strange that in-game characters cannot see you (see later.)&lt;br /&gt;
&lt;br /&gt;
Ambient light can be coloured to provide atmosphere and realism depending on the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brightness Standard ==&lt;br /&gt;
&lt;br /&gt;
From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to standardise their gamma and brightness settings. I emphasise that this does &#039;&#039;&#039;not&#039;&#039;&#039; force all missions to be the exact same brightness. What it does is provide a standard setting so everyone can know what a particular mission is intended to look like. If a player then prefers to generally have their settings darker or brighter then at least they know. Likewise, if a mapper wants to produce a darker or brighter mission then they are free to do so but at least they will not do it without knowing. The advantages of all this is that in most cases players will not have to keep fiddling with the brightness setting for every individual mission.&lt;br /&gt;
&lt;br /&gt;
==Ambient Light==&lt;br /&gt;
&lt;br /&gt;
The main ambient light does illuminate the player but if kept to the recommended low levels (6, 7, or 8) this is a negligible amount in which AI characters cannot see the player and thus represents complete darkness without blinding the player.  &lt;br /&gt;
&lt;br /&gt;
Unlike normal lights, ambient light does not by default fade to the edge of its radius but is the same constant brightness throughout. Rich variation of fading or patterning can be introduced with a light texture. For general use, ambientLightnfo is recommended as it has no patterning and so its brightness is consistent throughout its volume. Regard it as the one to use by default.&lt;br /&gt;
&lt;br /&gt;
Other local ambient lights can be used to produce highlights, mood, or any purpose the mapper can imagine so can be any brightness.&lt;br /&gt;
&lt;br /&gt;
==Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All lights in Dark Mod are dynamic, real-time, having the potential to vary in-game and cast shadows. Naturally this affects performance and having too many lights close together is likely to reduce frame rates so care must be taken. This applies to the main ambient light too which naturally covers all surfaces.&lt;br /&gt;
&lt;br /&gt;
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously during gameplay. Players can select either method so those with faster machines can use the true ambient light which gives better quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enabling Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All that mappers need to do to allow players to select virtual ambient light is to name their main ambient light &#039;&#039;&#039;&amp;quot;ambient_world&amp;quot;&#039;&#039;&#039;. That&#039;s it. If the player selects this feature then Dark Mod takes the color/brightness values of that light and passes it to all the textures then switches off that ambient light. It is therefore important for mappers to do this to provide the best performance for players with slower machines.&lt;br /&gt;
&lt;br /&gt;
Note: Some special materials have a background texture plus detail that is only visible with a real ambient light, for example, darkmod/stone/sculpted/corpse. The mapper can place normal lights or local ambient light for those surfaces where possible or leave them with their background texture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* The [[Location Settings]] article.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-lighting}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=9151</id>
		<title>Virtual Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness&amp;diff=9151"/>
		<updated>2009-10-02T22:24:43Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Ambient Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &#039;&#039;&#039;[[Location Settings]]&#039;&#039;&#039; article shows you an easy-to-use and general system to get different ambient light levels and colors for each location/zone the player is in. Since this system also covers different ambient sounds and script calls at zone boundaries, you should really use it.&lt;br /&gt;
&lt;br /&gt;
This article here is just a general introduction into &amp;quot;ambient light settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Being a stealth game system and as its name implies, most Dark Mod missions will take place at night and require darkness as cover. Generally, absolute blackness is unpopular in this type of game and is not recommended. It can make navigation difficult, uncomfortable, and gives an impoverished visual display. Instead, very low ambient light is used to represent blackness. We call this virtual darkness. This main ambient light should not be so dark that the player cannot make out some detail of nearby surfaces textures. Yet because it represents complete darkness it should not be so light that it seems strange that in-game characters cannot see you (see later.)&lt;br /&gt;
&lt;br /&gt;
Ambient light can be coloured to provide atmosphere and realism depending on the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brightness Standard ==&lt;br /&gt;
&lt;br /&gt;
From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to standardise their gamma and brightness settings. I emphasise that this does &#039;&#039;&#039;not&#039;&#039;&#039; force all missions to be the exact same brightness. What it does is provide a standard setting so everyone can know what a particular mission is intended to look like. If a player then prefers to generally have their settings darker or brighter then at least they know. Likewise, if a mapper wants to produce a darker or brighter mission then they are free to do so but at least they will not do it without knowing. The advantages of all this is that in most cases players will not have to keep fiddling with the brightness setting for every individual mission.&lt;br /&gt;
&lt;br /&gt;
==Ambient Light==&lt;br /&gt;
&lt;br /&gt;
The main ambient light does illuminate the player but if kept to the recommended low level this is a negligible amount in which AI characters cannot see the player and thus represents complete darkness without blinding the player.  Sometimes it may be necessary to use more ambient than another level and in turn brighten the lightgem more than it should in what is supposed to be total darkness.  In this case adjust your light gem with tdm_lg_adjust in the console, try small increments of -.05, or -.04...just until the lightgem is barely lit while standing.  Once you&#039;ve settled on your lightgem setting for total darkness, add lightgem_adjust to the worldspawn entity in your map.&lt;br /&gt;
&lt;br /&gt;
Unlike normal lights, ambient light does not by default fade to the edge of its radius but is the same constant brightness throughout. Rich variation of fading or patterning can be introduced with a light texture. For general use, ambientLightnfo is recommended as it has no patterning and so its brightness is consistent throughout its volume. Regard it as the one to use by default.&lt;br /&gt;
&lt;br /&gt;
Other local ambient lights can be used to produce highlights, mood, or any purpose the mapper can imagine so can be any brightness.&lt;br /&gt;
&lt;br /&gt;
==Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All lights in Dark Mod are dynamic, real-time, having the potential to vary in-game and cast shadows. Naturally this affects performance and having too many lights close together is likely to reduce frame rates so care must be taken. This applies to the main ambient light too which naturally covers all surfaces.&lt;br /&gt;
&lt;br /&gt;
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously during gameplay. Players can select either method so those with faster machines can use the true ambient light which gives better quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enabling Virtual Ambient Light==&lt;br /&gt;
&lt;br /&gt;
All that mappers need to do to allow players to select virtual ambient light is to name their main ambient light &#039;&#039;&#039;&amp;quot;ambient_world&amp;quot;&#039;&#039;&#039;. That&#039;s it. If the player selects this feature then Dark Mod takes the color/brightness values of that light and passes it to all the textures then switches off that ambient light. It is therefore important for mappers to do this to provide the best performance for players with slower machines.&lt;br /&gt;
&lt;br /&gt;
Note: Some special materials have a background texture plus detail that is only visible with a real ambient light, for example, darkmod/stone/sculpted/corpse. The mapper can place normal lights or local ambient light for those surfaces where possible or leave them with their background texture.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* The [[Location Settings]] article.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-lighting}}&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6099</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6099"/>
		<updated>2008-03-09T17:12:20Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* One more. You can guess what this does... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6098</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6098"/>
		<updated>2008-03-09T17:12:08Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Darkmod Particle editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6097</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6097"/>
		<updated>2008-03-09T17:11:55Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Darkmod Light editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6096</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6096"/>
		<updated>2008-03-09T17:11:44Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Darkmod articulated figures editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6095</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6095"/>
		<updated>2008-03-09T17:11:24Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Darkmod sound editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6094</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6094"/>
		<updated>2008-03-09T17:11:05Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Darkmod declaration and script editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6093</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6093"/>
		<updated>2008-03-09T17:10:54Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the DarkMod GUI editor in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6092</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6092"/>
		<updated>2008-03-09T17:10:35Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* For the Dark Mod map editor (Doom3 Radiant) in desktop mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6091</id>
		<title>Doom 3 Editor Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Doom_3_Editor_Modes&amp;diff=6091"/>
		<updated>2008-03-09T17:10:05Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Using Doom3 Radiant with Dark Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|jay_pettit|315}}&lt;br /&gt;
&lt;br /&gt;
== Fixing Full Screen Mode ==&lt;br /&gt;
The game starts in a small window after using the editor because the shortcut for the editor should contain a command to start the editor in desktop mode. (trying to use the editor full screen at 640x480 or 800x600 is a no fun)&lt;br /&gt;
&lt;br /&gt;
Find the shortcut you use for the game (not the editor) right click and select properties. In the Target: box add set r_fullscreen 1 on the end. It should look something like this...&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
That reverses the command passed by the editor shorcut. If you are already passing a command with the short cut, ie set fs_game DarkMod then you&#039;ll also need to put a &#039;+&#039; in there, like this:&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
That will start The Dark Mod (not doom3, you&#039;ll have to select doom3 in the Mods menu to play the original) in full screen mode.&lt;br /&gt;
&lt;br /&gt;
== Using Doom3 Radiant with Dark Mod ==&lt;br /&gt;
Also worth doing is setting up the editor shortcut so that it loads DarkMod content along side the original Doom3 content when it starts. Right click on your editor short cut and add +set fs_game DarkMod on the end of the Target: ie.&lt;br /&gt;
 d:\games\doom3\doom3.exe +set com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
== Spaces and install paths ==&lt;br /&gt;
As a general rule of thumb: &#039;&#039;&#039;no spaces or capital letters in the paths.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having spaces in your Doom3 install path should not affect your ability to play Doom3 or The Dark Mod. It will adversly affect your ability to edit the DarkMod with some of the editing tools. Seeing as we are developers you know what you have to do...&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Doom 3&lt;br /&gt;
&lt;br /&gt;
...is no use. There is a space in Program Files and in Doom 3&lt;br /&gt;
&lt;br /&gt;
c:\doom3&lt;br /&gt;
&lt;br /&gt;
is fine. So is:&lt;br /&gt;
&lt;br /&gt;
d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
All clear? Good&lt;br /&gt;
&lt;br /&gt;
== Starting Doom 3, The Dark Mod and the Editors from Shortcuts ==&lt;br /&gt;
Change the Target: field in the Shortcut properties dialogue box to...&lt;br /&gt;
&lt;br /&gt;
=== For Doom3 in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
=== For The Dark Mod in full screen mode ===&lt;br /&gt;
 d:\games\doom3\doom3.exe set fs_game DarkMod +set r_fullscreen 1&lt;br /&gt;
&lt;br /&gt;
=== For the Dark Mod map editor (Doom3 Radiant) in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editor +set fs_game DarkMod&lt;br /&gt;
 (or type editor in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the DarkMod GUI editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editGUIs +set fs_game DarkMod&lt;br /&gt;
 (or type editGUIs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod sound editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editSounds +set fs_game DarkMod&lt;br /&gt;
 (or type editSounds in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod declaration and script editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editDecls +set fs_game DarkMod&lt;br /&gt;
 (or type editDecls in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod articulated figures editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editAFs +set fs_game DarkMod&lt;br /&gt;
 (or type editAFs in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Light editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editLights +set fs_game DarkMod&lt;br /&gt;
 (or type editLights in the Doom3 console or press j in radiant)&lt;br /&gt;
&lt;br /&gt;
=== For the Darkmod Particle editor in desktop mode === &lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editParticles +set fs_game DarkMod&lt;br /&gt;
 (or type editParticles in the Doom3 console)&lt;br /&gt;
&lt;br /&gt;
=== One more. You can guess what this does... ===&lt;br /&gt;
 d:\games\doom3\doom3.exe com_allowConsole 1 +set r_fullscreen 0 +editPDAs +set fs_game DarkMod&lt;br /&gt;
&lt;br /&gt;
Obviously you&#039;ll need to adjust the path to something more appropriate if you installed Doom3 somewhere other than d:\games\doom3&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Thief%27s_Den&amp;diff=5713</id>
		<title>Thief&#039;s Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Thief%27s_Den&amp;diff=5713"/>
		<updated>2008-01-21T00:36:06Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Thiefs den splash.jpg|right]] Welcome to this short mission demo of [[The Dark Mod]]. Thief&#039;s Den is just a few rooms but it is a complete, fully playable mission, and includes a good selection of the main Dark Mod features. Keep in mind that The Dark Mod is still a work in progress and this is reflected in the demo. Voices are temporary placeholders, for example, and AI behaviour is not yet fully developed. You will certainly find bugs and glitches but we hope that doesn&#039;t spoil your enjoyment too much.&lt;br /&gt;
&lt;br /&gt;
Any flaws or failings in this demo do not necessarily indicate limitations in The Dark Mod&#039;s potential but just this particular demo &amp;amp;mdash; which was originally begun as a very rough accompaniment to a mission development tutorial. It was never intended for release as a playable mission but was modified into a workable game so everyone could see the current state of progress and have some fun.&lt;br /&gt;
&lt;br /&gt;
{{Important|headline=Important|text=We recommend you start the download then please read through this page and especially [[Thief&#039;s Den Gameplay]] while downloading. You cannot complete the mission without being aware of new features described on that page.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Download ==&lt;br /&gt;
Choose a download mirror below. The download is about 200 Mbyte and works for both Windows and Linux. It&#039;s a self-extracting 7-zip archive, not a fully-fledged installer.&lt;br /&gt;
&lt;br /&gt;
{{Important|headline=Important|text=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the downloaded file does report errors during extraction, your download got corrupted, and you &#039;&#039;&#039;MUST&#039;&#039;&#039; download the file again. A package extracted only half or with errors will &#039;&#039;&#039;NOT&#039;&#039;&#039; run properly.&lt;br /&gt;
&lt;br /&gt;
If you are unsure whether you got the right file, either use the torrent (it checks the file to be correct), or compare the [http://en.wikipedia.org/wiki/md5sum md5sum] of the download to &amp;lt;code&amp;gt;d162dfdb7b1c9f9a9d0aaac915a75099&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirrors:&#039;&#039;&#039;&lt;br /&gt;
* [http://208.49.149.118/TheDarkMod/release/thiefs_den_v1.0.exe Darkmod FTP] (might be slow)&lt;br /&gt;
* [http://www.shadowdarkkeep.com/missions/thiefs_den_v1.0.exe Shadowdark Keep] (thanks to Komag!)&lt;br /&gt;
* [http://www.southquarter.com/fms/data/thiefs_den_v1.0.exe Southquarter] (thanks to Brethren!)&lt;br /&gt;
* [http://bloodgate.com/mirrors/tdm/ bloodgate.com] (North America, thanks to Tels)&lt;br /&gt;
* [http://www.thirdfilms.com/thiefs_den_v1.0.exe Third Films] (Thanks to Godismygoldfish)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torrent:&#039;&#039;&#039; [http://bloodgate.com/mirrors/tdm/pub/thiefs_den_v1.0.exe.torrent thiefs_den_v1.0.exe.torrent] (thanks to everybody helping to distribute)&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
{{important|headline=Summary:|text=Don&#039;t be put off - all you need is Doom 3 installed with patch, extract our download into the Doom folder, then make/modify a desktop shortcut and you&#039;re playing!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need the following to play the Thief&#039;s Den:&lt;br /&gt;
# Windows or Linux&lt;br /&gt;
# About &#039;&#039;&#039;500 Mbytes&#039;&#039;&#039; free disk space&lt;br /&gt;
# At least &#039;&#039;&#039;512 Mbyte&#039;&#039;&#039; system memory, better are &#039;&#039;&#039;1024 Mbyte&#039;&#039;&#039; or more&lt;br /&gt;
# A grafic card with at least &#039;&#039;&#039;64 Mbyte&#039;&#039;&#039; video memory, better are &#039;&#039;&#039;128 Mbyte&#039;&#039;&#039; or more&lt;br /&gt;
# A working Doom 3 installation&lt;br /&gt;
# Doom 3 must be patched to 1.3.1. You can download the correct patch (20 Mbyte) here:&lt;br /&gt;
#* &#039;&#039;&#039;Windows&#039;&#039;&#039;: Doom [http://208.49.149.118/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
#* &#039;&#039;&#039;Linux&#039;&#039;&#039;: Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
&lt;br /&gt;
Already patched Doom 3 before reading this? Make sure you have the correct version of the 1.3.1 patch. See the [[#FAQ|FAQ]] below.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
Now proceed with the following steps. Substitute your own Doom 3 path for &amp;lt;tt&amp;gt;C:\games\doom3&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
# [[#Download|Download]] thiefs_den.exe and copy it to &amp;lt;tt&amp;gt;C:\games\doom3&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Run thiefs_den.exe. A thiefs_den folder will be created.&lt;br /&gt;
# In &amp;lt;tt&amp;gt;C:\games\doom3\thiefs_den&amp;lt;/tt&amp;gt; is a file called &amp;lt;tt&amp;gt;DevIL.dll&amp;lt;/tt&amp;gt;. You MUST copy this into your &amp;lt;tt&amp;gt;C:\games\doom3&amp;lt;/tt&amp;gt; folder OR your  &amp;lt;tt&amp;gt;C:\WINDOWS\system32&amp;lt;/tt&amp;gt; folder (where it can be shared by other applications. If there is already one there then use the newest date.)&lt;br /&gt;
# Now you&#039;ll need to create a shortcut to the Thief&#039;s Den demo:&lt;br /&gt;
## Copy the existing Doom 3 shortcut on your desktop. Rename the copy &amp;quot;Thief&#039;s Den&amp;quot;.&lt;br /&gt;
## Right-click, choose Properties and edit the command line. It should read &lt;br /&gt;
 C:\games\doom3\DOOM3.exe +set fs_game thiefs_den&lt;br /&gt;
&lt;br /&gt;
You&#039;re done! All you need to do is double-click the shortcut to run the demo. But before you do, &#039;&#039;&#039;please take a minute to read [[Thief&#039;s Den Gameplay]] for information on how to actually play The Dark Mod&#039;&#039;&#039; (many features will be familiar to Thief players, but there are important differences).&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
* [[#Download|Download]] thiefs_den.exe and copy it to the &amp;lt;code&amp;gt;.doom3&amp;lt;/code&amp;gt; folder in your home directory. This directory might not be visible if you use a file manager like Konqueror, so use a console, Midnight Commander, or type &amp;quot;.doom3&amp;quot; into the location bar in Konqueror to navigate there.&lt;br /&gt;
* &#039;&#039;Either:&#039;&#039; &lt;br /&gt;
*# Right-click on &amp;lt;tt&amp;gt;thiefs_den.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Open with Wine Windows Emulator&amp;quot; from the menu. Click OK and wait for the package to extract.&lt;br /&gt;
* &#039;&#039;Or:&#039;&#039;&lt;br /&gt;
*# Install the package &#039;&#039;&#039;p7zip&#039;&#039;&#039;&lt;br /&gt;
*# In a console, type:&lt;br /&gt;
*# &amp;lt;tt&amp;gt;cd ~/.doom3&amp;lt;/tt&amp;gt;&lt;br /&gt;
*# &amp;lt;tt&amp;gt;7z x thiefs_den.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Copy the existing Doom 3 shortcut on your desktop to a new one and rename it to &amp;quot;Thief&#039;s Den&amp;quot;.&lt;br /&gt;
* Right-click, open the properties of that shortcut, go to the &amp;quot;Application&amp;quot; or &amp;quot;Launcher&amp;quot; tab and edit the command line. It should read:&lt;br /&gt;
 /usr/local/games/doom3/doom.x86 +seta com_allowConsole 1 +set fs_game thiefs_den&lt;br /&gt;
* Double-click the shortcut to run the game.&lt;br /&gt;
** If it doesn&#039;t start, use your package manager to install &#039;&#039;&#039;libdevil1&#039;&#039;&#039;&lt;br /&gt;
* Open the Doom 3 console using the key below the Escape key ({{key|~}}) on US keyboards), and compile the map by typing: &amp;lt;tt&amp;gt;dmap thiefs_den&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Click &amp;quot;Start Mission&amp;quot; to start the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Thief&#039;s Den, Settings ==&lt;br /&gt;
&lt;br /&gt;
For information on changing settings, and on unique features of The Dark Mod and stealth gaming in general, see [[Thief&#039;s Den Gameplay]].&lt;br /&gt;
&lt;br /&gt;
Note that you shouldn&#039;t expect The Dark Mod to run at the same settings as Doom3.  TDM does far more processing, and uses higher resolution graphics, than Doom3 did.  If your computer is close to the minimum specs to play Doom3, you will unfortunately have a laggy experience (or will have to turn your video settings down) with the demo.&lt;br /&gt;
&lt;br /&gt;
== The Mission, Objectives, Loot Count ==&lt;br /&gt;
&lt;br /&gt;
You play a thief who has been double-crossed by another! Can you retrieve your ill-gotten gains and incriminate your adversary to divert the attention from you of the ruthless city watch? Full briefing and objectives are shown at the start of the mission.&lt;br /&gt;
&lt;br /&gt;
You can play stealthily or use the weapons at your disposal to make it easier. There are no difficulty levels yet but as an extra challenge this mission can be ghosted without using any weapons including rope arrows.&lt;br /&gt;
&lt;br /&gt;
End of mission statistics are not implemented yet. Total loot count for Thief&#039;s Den is 904. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
Of course we&#039;re anxious to hear your impressions about our Thief&#039;s Den Pre-Beta Release. There is a public feedback &amp;amp; discussion thread open in our forums: [http://modetwo.net/darkmod/index.php?showtopic=7082 Pre-Beta Discussion]. Please drop by and let us know what you think.&lt;br /&gt;
{{Important|headline=That being said,|text=don&#039;t rush into the forums and spend an hour writing up detailed bug lists of what&#039;s working and what you think needs fixing. It&#039;s very likely that we are already aware of these problems.  The list below is only a small sampling of things we have yet to address.}}&lt;br /&gt;
Crashes and installation help requests are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.&lt;br /&gt;
&lt;br /&gt;
== Known Issues and Bugs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please read before posting feedback!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is not slated for a beta-release until the end of 2008, so this demo has plenty of incomplete features and known issues/bugs. In addition, many values (like mantling height, walking speed, volume of sounds, visual acuity of AI, etc) are not necessarily at their final settings.  Here are a few of the more common issues you may encounter:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI WIP issues:&#039;&#039;&#039;  The vocalizations for the AI are placeholders, so don&#039;t expect much.  Many of the animations (like the walk animation) are also placeholders, and many animations are not yet included.  The Thug model has some imperfections that are known issues.  The Thief model has a field of view that is oriented improperly, meaning he can sometimes see things at angles he shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
AI intelligence is far from perfect.  They still have problems pathfinding sometimes, and may get stuck on doors and KO&#039;d bodies.  They are also missing a ‘searching’ animation, so they will sometimes walk, run, and then walk again while looking around.&lt;br /&gt;
&lt;br /&gt;
AI do not react to some environmental factors (like getting a crate thrown at them or hearing an elevator) that they should.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Weapons Float:&#039;&#039;&#039;  It is a known issue that AI weapons don’t always stay attached to the AI’s hands when attacking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Shadow:&#039;&#039;&#039;  The shadows of AI occasionally get cut-off, usually at the head, making the shadow look weird.  This is particularly noticeable with characters carrying or standing near a lightsource.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sounds:&#039;&#039;&#039;  Some sound effects are placeholders.  Collision sounds (where things bump into other things) are especially poor.  It is a known issue that the player’s footsteps are somewhat irregular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow Aiming:&#039;&#039;&#039;  The lack of a bow-sight is intentional.  However, the bow currently is offset slightly—the arrow actually goes up a bit from where you are aiming, as if you were ‘lobbing’ your shot.  This is a known (minor) issue that needs to be fixed, but it shouldn&#039;t cause too many problems in the meantime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Highlighting:&#039;&#039;&#039; The &amp;quot;froblight&amp;quot; effect that highlights an object is occasionally difficult to see, especially on bright-coloured objects.  This needs to be tweaked individually, eventually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objects Not Moving:&#039;&#039;&#039;  Not really a mod issue, but in the map there are objects that look like they should probably move if you bump them (like the boots or the wine-bottles), but they don&#039;t.  Many objects have intentionally been left as static for this map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Particle effects cut off:&#039;&#039;&#039;  Sometimes particle effects (like splashes from water arrows or gas clouds) are cut off or flicker when they occur at particular angles to the player.  This is a purely cosmetic issue we have yet to track down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu issues:&#039;&#039;&#039;  Changing certain graphic settings, like the resolution, requires a restart of Doom 3. However, there is not yet a message that tells you to do so.&lt;br /&gt;
&lt;br /&gt;
More importantly, occasionally navigation breaks down and you might get &#039;trapped&#039; in a blank menu background. Rather than delay launch further we had to leave that unfixed. If this happens to you then Alt+F4 will exit the program (in Windows.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saved Game issues:&#039;&#039;&#039; Loading saved games works well during a single play session. If you quit Doom3 and then run the game later, however, you may experience some strangeness when attempting to load saved games. The Thiefs Den map can be completed in less than half-an-hour, so try to complete it in one sitting for best results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keyboard mappings:&#039;&#039;&#039;  They default mapping of keys is for American/English keyboards. This means that some keys are inaccessible when you use a different keyboard layout. For instance &amp;quot;[&amp;quot; cannot be reached on a German keyboard as the required pressing of {{key|ALT GR}}+{{key|8}} will toggle crouch instead due to Doom not making a difference between the two {{key|ALT}}-keys. &lt;br /&gt;
&lt;br /&gt;
The used fonts do not contain any special characters beyond ASCII. This means if you for instance have a German keybord and bind the key &amp;quot;ü&amp;quot; to a function, it will show up empty in the settings menu. The key will still work in game, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Missing Texture: &#039;&#039;&#039;  The logs in the pot near the fireplace are black because a skin file was left out of the package at the last minute (oops!).&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If&#039;&#039;&#039; (and only if) you&#039;re experiencing problems, here are some things to try:&lt;br /&gt;
&lt;br /&gt;
# Make sure Doom 3 is patched correctly. You need the correct version of the 1.3.1 patch. See the [[#FAQ|FAQ]] below.&lt;br /&gt;
# Make sure that the install path for Doom 3:&lt;br /&gt;
#* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
#* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not). This is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
; Can I use the Demo version of Doom 3?&lt;br /&gt;
: Almost certainly not.&lt;br /&gt;
&lt;br /&gt;
; How can I check whether my Doom 3 is correctly patched?&lt;br /&gt;
: Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
; Where can I get the right patch?&lt;br /&gt;
: We have the patch hosted on our FTP. See [[#Installation|above]] to find a link to it.&lt;br /&gt;
:&lt;br /&gt;
: If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
; What&#039;s that issue with the 1.3.1 patch?&lt;br /&gt;
: When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
; Does it run in Linux?&lt;br /&gt;
: Yes, Linux is supported. You may need:&lt;br /&gt;
* the package &#039;&#039;&#039;libdevil1&#039;&#039;&#039;, &lt;br /&gt;
* either Wine or p7zip to extract the contents from the EXE file&lt;br /&gt;
* recompile the map via the console, or the pathfinding of the AI is broken&lt;br /&gt;
&lt;br /&gt;
; Does it run in MacOS?&lt;br /&gt;
: No. Or at least not yet. The Doom 3 game itself is supporting MacOS, but The Dark Mod is not - mainly because we don&#039;t have anyone developing on Macs. If you can help us getting it to run on MacOS, please [http://modetwo.net/darkmod/index.php?showtopic=7082 apply at the forum].&lt;br /&gt;
&lt;br /&gt;
; Changing the screen resolution/aspect ratio does nothing!?&lt;br /&gt;
: These changes require a restart of Doom to work. Currently, our GUI does not warn you about this.&lt;br /&gt;
&lt;br /&gt;
; I&#039;ve finished all objectives except for the last one (leaving), and I can&#039;t find this &amp;quot;front door&amp;quot;. Where is it?&lt;br /&gt;
: Look at your map (default: {{key|M}}). The front door is inside the main building (on the far side from where you enter). You came in through the back door.&lt;br /&gt;
&lt;br /&gt;
== Ok, I&#039;ve finished the mission.  Now what? ==&lt;br /&gt;
It&#039;s probably occurred to some of you eager mappers out there that with Thief&#039;s Den and [[Dark Radiant]] (our Dark Mod editor), it is possible to start mapping for The Dark Mod.  You&#039;re right.  Although we stripped a number of unnecessary files out of the demo release, it does have a number of models, textures, and code (not to mention the great tutorial on the wiki that explains how much of the map was made) that can be used as a starting point for mapping.&lt;br /&gt;
&lt;br /&gt;
Feel free to start experimenting now.  Although there is no promise that maps made using the demo assets will be 100% compatible with the mod when it is released (as many things will no doubt be added/updated by then), you certainly can get a good start.  It&#039;s also an excellent way to earn a spot as a beta-mapper with the team, which gives you access to the full mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;br /&gt;
[[Category:Thief&#039;s Den]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5625</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5625"/>
		<updated>2008-01-14T19:30:57Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Mantling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and several features are still only partially working.  The following guide will explain how things work (and what doesn&#039;t work yet) in The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
== Adjusting your Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Settings&amp;quot; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: Audio, Video, Controls, or Gameplay (note that many gameplay options are not yet implemented, and default D3 ones are still present in the list).&lt;br /&gt;
# The demo ships with controls set to defaults familiar to Thief players.  However, there are a few new keys/features, so it is worth looking over the Controls screen to see what they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Changes to many Video settings will not take effect until you reload D3 (currently there is no warning message about this).&lt;br /&gt;
&lt;br /&gt;
== Starting the Mission ==&lt;br /&gt;
# Select “Start Mission” from the Main Menu.&lt;br /&gt;
# Read the Mission Briefing screen, then select “Objectives”&lt;br /&gt;
# Read your objectives, then select “Start Mission”&lt;br /&gt;
# The Mission Loading screen should appear.&lt;br /&gt;
&lt;br /&gt;
== Stealth Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  If you are familiar with stealth gameplay already (ie, you have played Thief before), then you can skip this section.&lt;br /&gt;
# You are a Thief, not a Warrior.  Your best path to success is to avoid being seen by your opponents.  While you might be able to survive one toe-to-toe fight with a guard, you’re not likely to survive two.  &lt;br /&gt;
# Noise can give away your position: crouching, moving slowly, and walking on soft surfaces (such as moss from moss arrows), all help to reduce noise.&lt;br /&gt;
# Staying in shadows helps to hide you from the enemy.  The light gem at the bottom centre of the screen shows how well lit you are.  The darker the gem, the more difficult you are to see. &lt;br /&gt;
# If you are spotted but get away, the AI will eventually stop searching for you. &lt;br /&gt;
# You can pickpocket items visible on other characters.&lt;br /&gt;
# Rope arrows can be climbed but they only stick in solid wood (not metal or thin plaster boards). It does not matter whether the surface is a fixed surface or an object, even moveable, such as a door or crate, so long as it is a suitable material.&lt;br /&gt;
# Water arrows can be used to extinguish flames to make an area darker.&lt;br /&gt;
# You can lean forward to look down and lean around corners to see if anyone is coming.&lt;br /&gt;
# There are two climbing controls - if you jump while in front of a ledge or furniture then you will climb (mantle) from the top of the jump. There is also a separate mantle-only control so if the mantle fails you do not drop back and make a noise. You need to be in the correct position to mantle so adjust if it fails. In particular, note that the mantle is view-sensitive. This means you should look at the edge you want to climb, eg, to climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
# To manipulate the world around you, you usually center the object in your view.  This will cause it to ‘highlight’.  If you click your Frob key, you interact with that object (called ‘frobbing’).  For many objects, that means picking them up.  It also flips switches and opens doors.&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Gameplay ==&lt;br /&gt;
Below are descriptions of gameplay and WIP (Work In Progress) issues that you should be aware of.  Some things work differently in The Dark Mod than Thief, and some things just don’t work at all because we’re not finished them yet.&lt;br /&gt;
&lt;br /&gt;
(In particular, there is an objective in Thief&#039;s Den which requires you to drop an inventory item, so make sure you read the last paragraph in the section Holding Junk Objects.)&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your objectives are displayed after the Mission Briefing.  When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  To check the status of your objectives during the game, hit the Esc key to go to the Main Menu, and select Objectives.  Hitting Esc again will return you to the game.&lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
== HUD Display ==&lt;br /&gt;
&lt;br /&gt;
The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.&lt;br /&gt;
&lt;br /&gt;
When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are healed (which cannot be done in this demo).  &lt;br /&gt;
&lt;br /&gt;
Your currently selected weapon is displayed in the bottom left corner of the screen.  Your currently selected inventory object (or your loot totals) is displayed in the bottom right.&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys are different than in Thief, since the key underneath Esc ({{key|~}} on US keyboards) is reserved for use by the console:&lt;br /&gt;
* {{key|1}} Put away weapons&lt;br /&gt;
* {{key|2}} Blackjack&lt;br /&gt;
* {{key|3}} Short Sword&lt;br /&gt;
* {{key|4}} Broadheads&lt;br /&gt;
* {{key|5}} Water Arrows&lt;br /&gt;
* {{key|6}} Fire Arrows&lt;br /&gt;
* {{key|7}} Rope Arrows&lt;br /&gt;
* {{key|8}} Gas Arrows&lt;br /&gt;
* {{key|9}} Noise Arrows&lt;br /&gt;
* {{key|0}} Moss Arrows&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the inventory drop key (default: {{key|R}}).  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the backspace key {{key|BACKSPACE}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  Hitting Use again will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked object, select the key by scrolling to it in your inventory and hit the Use key (NOT the frob key) while highlighting the object.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Blackjacking is functional, but still requires some work before it is smooth and easy-to-use.  At the moment, blackjacking requires you to get quite close to your opponent (it is currently tricky to get close enough without actually bumping into the AI).  You &#039;&#039;&#039;must&#039;&#039;&#039; center your opponent’s head in your screen (usually forcing you to look up) in order to hit them properly.  AI with helmets must be unalert and hit from behind.  AI without helmets can be hit from any direction if unalert, but must be hit from behind if alert.&lt;br /&gt;
&lt;br /&gt;
== Combat  (WIP issues) ==&lt;br /&gt;
&lt;br /&gt;
Melee combat is still in the early stages of development.  At the moment, you can do little but slash at your opponent.  Blocking does not work, and there is only one form of attack. &lt;br /&gt;
&lt;br /&gt;
AI will kill you after approximately five hits, depending on their weapon.  It currently takes you about the same to kill them.  If an AI has armour, it will deflect your weapon or limit the damage it does.  AI take more damage if hit in vital areas (head and chest) than they do in the arms and legs.&lt;br /&gt;
&lt;br /&gt;
== Holding Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (so that it stays basically in the center of your screen). If you try to move an object in a direction it can’t go (because there is something in the way) it will fall out of your hands and make noise.  This can sometimes make it tricky to pick up an object if other objects are in the way.  It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the {{key|R}} key.  You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse.  This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
&lt;br /&gt;
Note—held objects can be used to block projectiles.&lt;br /&gt;
&lt;br /&gt;
== Moving Bodies (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Currently, ‘shouldering’ bodies is planned but not implemented.  To remove bodies from sight in the demo, you must drag them.  This requires you to ‘frob’ the body, and then move away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
Currently, this is difficult to do.  Bodies frequently catch on world geometry, or moveable objects (like a dropped weapon), and get ‘pulled’ out of your hands.  Some AI seem to be particularly difficult to move for some reason (there may be issues with mass and friction to resolve).  There are many issues to iron out here.&lt;br /&gt;
&lt;br /&gt;
Note that AI will notice and get suspicious if a friend’s weapon is just lying around, so you’ll need to hide that as well.&lt;br /&gt;
&lt;br /&gt;
== Doors and Lockpicking ==&lt;br /&gt;
Although lockpicking is mostly working in TDM, it still needs some tweaking and it was not included in this map.&lt;br /&gt;
&lt;br /&gt;
Locked doors will make a sound when you try to open them without the proper key.  If a door does not highlight, then it is for decorative purposes only.&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle in The Dark Mod.  One is by using the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  You cannot mantle while carrying a junk object. A successful mantle is more likely if you are looking directly at the edge of the object you wish to climb.&lt;br /&gt;
&lt;br /&gt;
== Rising Code ==&lt;br /&gt;
To avoid trapping the player when &#039;clipping&#039; into surfaces, the D3 code automatically gently pushes the player upwards to release from such situations.  While this shouldn’t happen, it occasionally does - it is preferable to being permanently trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;[[Thief&#039;s Den|Back to main instructions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;br /&gt;
[[Category:Thief&#039;s Den]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5624</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5624"/>
		<updated>2008-01-14T19:30:38Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Mantling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and several features are still only partially working.  The following guide will explain how things work (and what doesn&#039;t work yet) in The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
== Adjusting your Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Settings&amp;quot; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: Audio, Video, Controls, or Gameplay (note that many gameplay options are not yet implemented, and default D3 ones are still present in the list).&lt;br /&gt;
# The demo ships with controls set to defaults familiar to Thief players.  However, there are a few new keys/features, so it is worth looking over the Controls screen to see what they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Changes to many Video settings will not take effect until you reload D3 (currently there is no warning message about this).&lt;br /&gt;
&lt;br /&gt;
== Starting the Mission ==&lt;br /&gt;
# Select “Start Mission” from the Main Menu.&lt;br /&gt;
# Read the Mission Briefing screen, then select “Objectives”&lt;br /&gt;
# Read your objectives, then select “Start Mission”&lt;br /&gt;
# The Mission Loading screen should appear.&lt;br /&gt;
&lt;br /&gt;
== Stealth Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  If you are familiar with stealth gameplay already (ie, you have played Thief before), then you can skip this section.&lt;br /&gt;
# You are a Thief, not a Warrior.  Your best path to success is to avoid being seen by your opponents.  While you might be able to survive one toe-to-toe fight with a guard, you’re not likely to survive two.  &lt;br /&gt;
# Noise can give away your position: crouching, moving slowly, and walking on soft surfaces (such as moss from moss arrows), all help to reduce noise.&lt;br /&gt;
# Staying in shadows helps to hide you from the enemy.  The light gem at the bottom centre of the screen shows how well lit you are.  The darker the gem, the more difficult you are to see. &lt;br /&gt;
# If you are spotted but get away, the AI will eventually stop searching for you. &lt;br /&gt;
# You can pickpocket items visible on other characters.&lt;br /&gt;
# Rope arrows can be climbed but they only stick in solid wood (not metal or thin plaster boards). It does not matter whether the surface is a fixed surface or an object, even moveable, such as a door or crate, so long as it is a suitable material.&lt;br /&gt;
# Water arrows can be used to extinguish flames to make an area darker.&lt;br /&gt;
# You can lean forward to look down and lean around corners to see if anyone is coming.&lt;br /&gt;
# There are two climbing controls - if you jump while in front of a ledge or furniture then you will climb (mantle) from the top of the jump. There is also a separate mantle-only control so if the mantle fails you do not drop back and make a noise. You need to be in the correct position to mantle so adjust if it fails. In particular, note that the mantle is view-sensitive. This means you should look at the edge you want to climb, eg, to climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
# To manipulate the world around you, you usually center the object in your view.  This will cause it to ‘highlight’.  If you click your Frob key, you interact with that object (called ‘frobbing’).  For many objects, that means picking them up.  It also flips switches and opens doors.&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Gameplay ==&lt;br /&gt;
Below are descriptions of gameplay and WIP (Work In Progress) issues that you should be aware of.  Some things work differently in The Dark Mod than Thief, and some things just don’t work at all because we’re not finished them yet.&lt;br /&gt;
&lt;br /&gt;
(In particular, there is an objective in Thief&#039;s Den which requires you to drop an inventory item, so make sure you read the last paragraph in the section Holding Junk Objects.)&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your objectives are displayed after the Mission Briefing.  When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  To check the status of your objectives during the game, hit the Esc key to go to the Main Menu, and select Objectives.  Hitting Esc again will return you to the game.&lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
== HUD Display ==&lt;br /&gt;
&lt;br /&gt;
The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.&lt;br /&gt;
&lt;br /&gt;
When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are healed (which cannot be done in this demo).  &lt;br /&gt;
&lt;br /&gt;
Your currently selected weapon is displayed in the bottom left corner of the screen.  Your currently selected inventory object (or your loot totals) is displayed in the bottom right.&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys are different than in Thief, since the key underneath Esc ({{key|~}} on US keyboards) is reserved for use by the console:&lt;br /&gt;
* {{key|1}} Put away weapons&lt;br /&gt;
* {{key|2}} Blackjack&lt;br /&gt;
* {{key|3}} Short Sword&lt;br /&gt;
* {{key|4}} Broadheads&lt;br /&gt;
* {{key|5}} Water Arrows&lt;br /&gt;
* {{key|6}} Fire Arrows&lt;br /&gt;
* {{key|7}} Rope Arrows&lt;br /&gt;
* {{key|8}} Gas Arrows&lt;br /&gt;
* {{key|9}} Noise Arrows&lt;br /&gt;
* {{key|0}} Moss Arrows&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the inventory drop key (default: {{key|R}}).  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the backspace key {{key|BACKSPACE}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  Hitting Use again will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked object, select the key by scrolling to it in your inventory and hit the Use key (NOT the frob key) while highlighting the object.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Blackjacking is functional, but still requires some work before it is smooth and easy-to-use.  At the moment, blackjacking requires you to get quite close to your opponent (it is currently tricky to get close enough without actually bumping into the AI).  You &#039;&#039;&#039;must&#039;&#039;&#039; center your opponent’s head in your screen (usually forcing you to look up) in order to hit them properly.  AI with helmets must be unalert and hit from behind.  AI without helmets can be hit from any direction if unalert, but must be hit from behind if alert.&lt;br /&gt;
&lt;br /&gt;
== Combat  (WIP issues) ==&lt;br /&gt;
&lt;br /&gt;
Melee combat is still in the early stages of development.  At the moment, you can do little but slash at your opponent.  Blocking does not work, and there is only one form of attack. &lt;br /&gt;
&lt;br /&gt;
AI will kill you after approximately five hits, depending on their weapon.  It currently takes you about the same to kill them.  If an AI has armour, it will deflect your weapon or limit the damage it does.  AI take more damage if hit in vital areas (head and chest) than they do in the arms and legs.&lt;br /&gt;
&lt;br /&gt;
== Holding Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (so that it stays basically in the center of your screen). If you try to move an object in a direction it can’t go (because there is something in the way) it will fall out of your hands and make noise.  This can sometimes make it tricky to pick up an object if other objects are in the way.  It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the {{key|R}} key.  You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse.  This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
&lt;br /&gt;
Note—held objects can be used to block projectiles.&lt;br /&gt;
&lt;br /&gt;
== Moving Bodies (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Currently, ‘shouldering’ bodies is planned but not implemented.  To remove bodies from sight in the demo, you must drag them.  This requires you to ‘frob’ the body, and then move away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
Currently, this is difficult to do.  Bodies frequently catch on world geometry, or moveable objects (like a dropped weapon), and get ‘pulled’ out of your hands.  Some AI seem to be particularly difficult to move for some reason (there may be issues with mass and friction to resolve).  There are many issues to iron out here.&lt;br /&gt;
&lt;br /&gt;
Note that AI will notice and get suspicious if a friend’s weapon is just lying around, so you’ll need to hide that as well.&lt;br /&gt;
&lt;br /&gt;
== Doors and Lockpicking ==&lt;br /&gt;
Although lockpicking is mostly working in TDM, it still needs some tweaking and it was not included in this map.&lt;br /&gt;
&lt;br /&gt;
Locked doors will make a sound when you try to open them without the proper key.  If a door does not highlight, then it is for decorative purposes only.&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle in The Dark Mod.  One is by using the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
c}}), so that failing to mantle will not result in jumping and making noise.  You cannot mantle while carrying a junk object. A successful mantle is more likely if you are looking directly at the edge of the object you wish to climb.&lt;br /&gt;
&lt;br /&gt;
== Rising Code ==&lt;br /&gt;
To avoid trapping the player when &#039;clipping&#039; into surfaces, the D3 code automatically gently pushes the player upwards to release from such situations.  While this shouldn’t happen, it occasionally does - it is preferable to being permanently trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;[[Thief&#039;s Den|Back to main instructions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;br /&gt;
[[Category:Thief&#039;s Den]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5623</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5623"/>
		<updated>2008-01-14T19:29:45Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Inventory Objects:  Maps and Readables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and several features are still only partially working.  The following guide will explain how things work (and what doesn&#039;t work yet) in The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
== Adjusting your Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Settings&amp;quot; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: Audio, Video, Controls, or Gameplay (note that many gameplay options are not yet implemented, and default D3 ones are still present in the list).&lt;br /&gt;
# The demo ships with controls set to defaults familiar to Thief players.  However, there are a few new keys/features, so it is worth looking over the Controls screen to see what they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Changes to many Video settings will not take effect until you reload D3 (currently there is no warning message about this).&lt;br /&gt;
&lt;br /&gt;
== Starting the Mission ==&lt;br /&gt;
# Select “Start Mission” from the Main Menu.&lt;br /&gt;
# Read the Mission Briefing screen, then select “Objectives”&lt;br /&gt;
# Read your objectives, then select “Start Mission”&lt;br /&gt;
# The Mission Loading screen should appear.&lt;br /&gt;
&lt;br /&gt;
== Stealth Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  If you are familiar with stealth gameplay already (ie, you have played Thief before), then you can skip this section.&lt;br /&gt;
# You are a Thief, not a Warrior.  Your best path to success is to avoid being seen by your opponents.  While you might be able to survive one toe-to-toe fight with a guard, you’re not likely to survive two.  &lt;br /&gt;
# Noise can give away your position: crouching, moving slowly, and walking on soft surfaces (such as moss from moss arrows), all help to reduce noise.&lt;br /&gt;
# Staying in shadows helps to hide you from the enemy.  The light gem at the bottom centre of the screen shows how well lit you are.  The darker the gem, the more difficult you are to see. &lt;br /&gt;
# If you are spotted but get away, the AI will eventually stop searching for you. &lt;br /&gt;
# You can pickpocket items visible on other characters.&lt;br /&gt;
# Rope arrows can be climbed but they only stick in solid wood (not metal or thin plaster boards). It does not matter whether the surface is a fixed surface or an object, even moveable, such as a door or crate, so long as it is a suitable material.&lt;br /&gt;
# Water arrows can be used to extinguish flames to make an area darker.&lt;br /&gt;
# You can lean forward to look down and lean around corners to see if anyone is coming.&lt;br /&gt;
# There are two climbing controls - if you jump while in front of a ledge or furniture then you will climb (mantle) from the top of the jump. There is also a separate mantle-only control so if the mantle fails you do not drop back and make a noise. You need to be in the correct position to mantle so adjust if it fails. In particular, note that the mantle is view-sensitive. This means you should look at the edge you want to climb, eg, to climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
# To manipulate the world around you, you usually center the object in your view.  This will cause it to ‘highlight’.  If you click your Frob key, you interact with that object (called ‘frobbing’).  For many objects, that means picking them up.  It also flips switches and opens doors.&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Gameplay ==&lt;br /&gt;
Below are descriptions of gameplay and WIP (Work In Progress) issues that you should be aware of.  Some things work differently in The Dark Mod than Thief, and some things just don’t work at all because we’re not finished them yet.&lt;br /&gt;
&lt;br /&gt;
(In particular, there is an objective in Thief&#039;s Den which requires you to drop an inventory item, so make sure you read the last paragraph in the section Holding Junk Objects.)&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your objectives are displayed after the Mission Briefing.  When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  To check the status of your objectives during the game, hit the Esc key to go to the Main Menu, and select Objectives.  Hitting Esc again will return you to the game.&lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
== HUD Display ==&lt;br /&gt;
&lt;br /&gt;
The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.&lt;br /&gt;
&lt;br /&gt;
When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are healed (which cannot be done in this demo).  &lt;br /&gt;
&lt;br /&gt;
Your currently selected weapon is displayed in the bottom left corner of the screen.  Your currently selected inventory object (or your loot totals) is displayed in the bottom right.&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys are different than in Thief, since the key underneath Esc ({{key|~}} on US keyboards) is reserved for use by the console:&lt;br /&gt;
* {{key|1}} Put away weapons&lt;br /&gt;
* {{key|2}} Blackjack&lt;br /&gt;
* {{key|3}} Short Sword&lt;br /&gt;
* {{key|4}} Broadheads&lt;br /&gt;
* {{key|5}} Water Arrows&lt;br /&gt;
* {{key|6}} Fire Arrows&lt;br /&gt;
* {{key|7}} Rope Arrows&lt;br /&gt;
* {{key|8}} Gas Arrows&lt;br /&gt;
* {{key|9}} Noise Arrows&lt;br /&gt;
* {{key|0}} Moss Arrows&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the inventory drop key (default: {{key|R}}).  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the backspace key {{key|BACKSPACE}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  Hitting Use again will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked object, select the key by scrolling to it in your inventory and hit the Use key (NOT the frob key) while highlighting the object.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Blackjacking is functional, but still requires some work before it is smooth and easy-to-use.  At the moment, blackjacking requires you to get quite close to your opponent (it is currently tricky to get close enough without actually bumping into the AI).  You &#039;&#039;&#039;must&#039;&#039;&#039; center your opponent’s head in your screen (usually forcing you to look up) in order to hit them properly.  AI with helmets must be unalert and hit from behind.  AI without helmets can be hit from any direction if unalert, but must be hit from behind if alert.&lt;br /&gt;
&lt;br /&gt;
== Combat  (WIP issues) ==&lt;br /&gt;
&lt;br /&gt;
Melee combat is still in the early stages of development.  At the moment, you can do little but slash at your opponent.  Blocking does not work, and there is only one form of attack. &lt;br /&gt;
&lt;br /&gt;
AI will kill you after approximately five hits, depending on their weapon.  It currently takes you about the same to kill them.  If an AI has armour, it will deflect your weapon or limit the damage it does.  AI take more damage if hit in vital areas (head and chest) than they do in the arms and legs.&lt;br /&gt;
&lt;br /&gt;
== Holding Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (so that it stays basically in the center of your screen). If you try to move an object in a direction it can’t go (because there is something in the way) it will fall out of your hands and make noise.  This can sometimes make it tricky to pick up an object if other objects are in the way.  It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the {{key|R}} key.  You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse.  This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
&lt;br /&gt;
Note—held objects can be used to block projectiles.&lt;br /&gt;
&lt;br /&gt;
== Moving Bodies (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Currently, ‘shouldering’ bodies is planned but not implemented.  To remove bodies from sight in the demo, you must drag them.  This requires you to ‘frob’ the body, and then move away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
Currently, this is difficult to do.  Bodies frequently catch on world geometry, or moveable objects (like a dropped weapon), and get ‘pulled’ out of your hands.  Some AI seem to be particularly difficult to move for some reason (there may be issues with mass and friction to resolve).  There are many issues to iron out here.&lt;br /&gt;
&lt;br /&gt;
Note that AI will notice and get suspicious if a friend’s weapon is just lying around, so you’ll need to hide that as well.&lt;br /&gt;
&lt;br /&gt;
== Doors and Lockpicking ==&lt;br /&gt;
Although lockpicking is mostly working in TDM, it still needs some tweaking and it was not included in this map.&lt;br /&gt;
&lt;br /&gt;
Locked doors will make a sound when you try to open them without the proper key.  If a door does not highlight, then it is for decorative purposes only.&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle in The Dark Mod.  One is by using the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|M}}), so that failing to mantle will not result in jumping and making noise.  You cannot mantle while carrying a junk object. A successful mantle is more likely if you are looking directly at the edge of the object you wish to climb.&lt;br /&gt;
&lt;br /&gt;
== Rising Code ==&lt;br /&gt;
To avoid trapping the player when &#039;clipping&#039; into surfaces, the D3 code automatically gently pushes the player upwards to release from such situations.  While this shouldn’t happen, it occasionally does - it is preferable to being permanently trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;[[Thief&#039;s Den|Back to main instructions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;br /&gt;
[[Category:Thief&#039;s Den]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5622</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Gameplay&amp;diff=5622"/>
		<updated>2008-01-14T19:29:24Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Inventory Object:  Player Lantern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and several features are still only partially working.  The following guide will explain how things work (and what doesn&#039;t work yet) in The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
== Adjusting your Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Settings&amp;quot; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: Audio, Video, Controls, or Gameplay (note that many gameplay options are not yet implemented, and default D3 ones are still present in the list).&lt;br /&gt;
# The demo ships with controls set to defaults familiar to Thief players.  However, there are a few new keys/features, so it is worth looking over the Controls screen to see what they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Changes to many Video settings will not take effect until you reload D3 (currently there is no warning message about this).&lt;br /&gt;
&lt;br /&gt;
== Starting the Mission ==&lt;br /&gt;
# Select “Start Mission” from the Main Menu.&lt;br /&gt;
# Read the Mission Briefing screen, then select “Objectives”&lt;br /&gt;
# Read your objectives, then select “Start Mission”&lt;br /&gt;
# The Mission Loading screen should appear.&lt;br /&gt;
&lt;br /&gt;
== Stealth Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  If you are familiar with stealth gameplay already (ie, you have played Thief before), then you can skip this section.&lt;br /&gt;
# You are a Thief, not a Warrior.  Your best path to success is to avoid being seen by your opponents.  While you might be able to survive one toe-to-toe fight with a guard, you’re not likely to survive two.  &lt;br /&gt;
# Noise can give away your position: crouching, moving slowly, and walking on soft surfaces (such as moss from moss arrows), all help to reduce noise.&lt;br /&gt;
# Staying in shadows helps to hide you from the enemy.  The light gem at the bottom centre of the screen shows how well lit you are.  The darker the gem, the more difficult you are to see. &lt;br /&gt;
# If you are spotted but get away, the AI will eventually stop searching for you. &lt;br /&gt;
# You can pickpocket items visible on other characters.&lt;br /&gt;
# Rope arrows can be climbed but they only stick in solid wood (not metal or thin plaster boards). It does not matter whether the surface is a fixed surface or an object, even moveable, such as a door or crate, so long as it is a suitable material.&lt;br /&gt;
# Water arrows can be used to extinguish flames to make an area darker.&lt;br /&gt;
# You can lean forward to look down and lean around corners to see if anyone is coming.&lt;br /&gt;
# There are two climbing controls - if you jump while in front of a ledge or furniture then you will climb (mantle) from the top of the jump. There is also a separate mantle-only control so if the mantle fails you do not drop back and make a noise. You need to be in the correct position to mantle so adjust if it fails. In particular, note that the mantle is view-sensitive. This means you should look at the edge you want to climb, eg, to climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
# To manipulate the world around you, you usually center the object in your view.  This will cause it to ‘highlight’.  If you click your Frob key, you interact with that object (called ‘frobbing’).  For many objects, that means picking them up.  It also flips switches and opens doors.&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Gameplay ==&lt;br /&gt;
Below are descriptions of gameplay and WIP (Work In Progress) issues that you should be aware of.  Some things work differently in The Dark Mod than Thief, and some things just don’t work at all because we’re not finished them yet.&lt;br /&gt;
&lt;br /&gt;
(In particular, there is an objective in Thief&#039;s Den which requires you to drop an inventory item, so make sure you read the last paragraph in the section Holding Junk Objects.)&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Your objectives are displayed after the Mission Briefing.  When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  To check the status of your objectives during the game, hit the Esc key to go to the Main Menu, and select Objectives.  Hitting Esc again will return you to the game.&lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
== HUD Display ==&lt;br /&gt;
&lt;br /&gt;
The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.&lt;br /&gt;
&lt;br /&gt;
When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are healed (which cannot be done in this demo).  &lt;br /&gt;
&lt;br /&gt;
Your currently selected weapon is displayed in the bottom left corner of the screen.  Your currently selected inventory object (or your loot totals) is displayed in the bottom right.&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys are different than in Thief, since the key underneath Esc ({{key|~}} on US keyboards) is reserved for use by the console:&lt;br /&gt;
* {{key|1}} Put away weapons&lt;br /&gt;
* {{key|2}} Blackjack&lt;br /&gt;
* {{key|3}} Short Sword&lt;br /&gt;
* {{key|4}} Broadheads&lt;br /&gt;
* {{key|5}} Water Arrows&lt;br /&gt;
* {{key|6}} Fire Arrows&lt;br /&gt;
* {{key|7}} Rope Arrows&lt;br /&gt;
* {{key|8}} Gas Arrows&lt;br /&gt;
* {{key|9}} Noise Arrows&lt;br /&gt;
* {{key|0}} Moss Arrows&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the inventory drop key (default: {{key|R}}).  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the backspace key {{key|BACKSPACE}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  Hitting Use again will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|O}}) will also automatically bring up your map.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked object, select the key by scrolling to it in your inventory and hit the Use key (NOT the frob key) while highlighting the object.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Blackjacking is functional, but still requires some work before it is smooth and easy-to-use.  At the moment, blackjacking requires you to get quite close to your opponent (it is currently tricky to get close enough without actually bumping into the AI).  You &#039;&#039;&#039;must&#039;&#039;&#039; center your opponent’s head in your screen (usually forcing you to look up) in order to hit them properly.  AI with helmets must be unalert and hit from behind.  AI without helmets can be hit from any direction if unalert, but must be hit from behind if alert.&lt;br /&gt;
&lt;br /&gt;
== Combat  (WIP issues) ==&lt;br /&gt;
&lt;br /&gt;
Melee combat is still in the early stages of development.  At the moment, you can do little but slash at your opponent.  Blocking does not work, and there is only one form of attack. &lt;br /&gt;
&lt;br /&gt;
AI will kill you after approximately five hits, depending on their weapon.  It currently takes you about the same to kill them.  If an AI has armour, it will deflect your weapon or limit the damage it does.  AI take more damage if hit in vital areas (head and chest) than they do in the arms and legs.&lt;br /&gt;
&lt;br /&gt;
== Holding Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (so that it stays basically in the center of your screen). If you try to move an object in a direction it can’t go (because there is something in the way) it will fall out of your hands and make noise.  This can sometimes make it tricky to pick up an object if other objects are in the way.  It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the {{key|R}} key.  You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse.  This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
&lt;br /&gt;
Note—held objects can be used to block projectiles.&lt;br /&gt;
&lt;br /&gt;
== Moving Bodies (WIP Issues) ==&lt;br /&gt;
&lt;br /&gt;
Currently, ‘shouldering’ bodies is planned but not implemented.  To remove bodies from sight in the demo, you must drag them.  This requires you to ‘frob’ the body, and then move away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
Currently, this is difficult to do.  Bodies frequently catch on world geometry, or moveable objects (like a dropped weapon), and get ‘pulled’ out of your hands.  Some AI seem to be particularly difficult to move for some reason (there may be issues with mass and friction to resolve).  There are many issues to iron out here.&lt;br /&gt;
&lt;br /&gt;
Note that AI will notice and get suspicious if a friend’s weapon is just lying around, so you’ll need to hide that as well.&lt;br /&gt;
&lt;br /&gt;
== Doors and Lockpicking ==&lt;br /&gt;
Although lockpicking is mostly working in TDM, it still needs some tweaking and it was not included in this map.&lt;br /&gt;
&lt;br /&gt;
Locked doors will make a sound when you try to open them without the proper key.  If a door does not highlight, then it is for decorative purposes only.&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle in The Dark Mod.  One is by using the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|M}}), so that failing to mantle will not result in jumping and making noise.  You cannot mantle while carrying a junk object. A successful mantle is more likely if you are looking directly at the edge of the object you wish to climb.&lt;br /&gt;
&lt;br /&gt;
== Rising Code ==&lt;br /&gt;
To avoid trapping the player when &#039;clipping&#039; into surfaces, the D3 code automatically gently pushes the player upwards to release from such situations.  While this shouldn’t happen, it occasionally does - it is preferable to being permanently trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;[[Thief&#039;s Den|Back to main instructions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;br /&gt;
[[Category:Thief&#039;s Den]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1628</id>
		<title>Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1628"/>
		<updated>2006-06-22T02:56:26Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Q: What is the darkmod_hires CVS directory for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: To help us maintain our high and low res textures, we have had to setup a darkmod_hires repository on CVS. It will contain map, object and character hi_res textures that will later be released as a self installing upgrade package.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When do I upload to the darkmod_hires repository?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Anytime you create a new texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I have uploaded my hires textures, now what?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Switch back to the regular &#039;darkmod&#039; mod directory and upload the low res textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How do I download the hires textures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: In the same way you download the rest of the mod. The only exception is that you have to change the file path while using the darkmod_hires directory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the reason for having these texture guidelines?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: There are several.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. To make downloading the mod easier for our members who are on dialup.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA&#039;s add up quickly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is the basic setup for uploading and downloading from this repository.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/hires.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TEXTURE GUIDELINES: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture groups should attempt to stay within the following standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Format: DDS Compression.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this formula,the largest DDS textures (1024x1024) weigh in at roughly 1 to 1.5 megs, mip maps included.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do keep a backup of the ultra hi-res versions of your work. Try not to forget that you must upload a high res and low res version to their respective repositories.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiled textures- Walls, Floors, Ceiling, Doors...ect -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large objects- Beds, barrels, chairs, bookshelves-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small objects- Keys, books, goblets, utensils-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 256 x 256] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 128 x 128 / Max: 256 x 256]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: All characters-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Other: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By following this formula, you will reduce your final file size while retaining high quality presentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coming soon:  DDS creation.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1627</id>
		<title>Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1627"/>
		<updated>2006-06-22T02:55:39Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Q: What is the darkmod_hires CVS directory for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: To help us maintain our high and low res textures, we have had to setup a darkmod_hires repository on CVS. It will contain map, object and character hi_res textures that will later be released as a self installing upgrade package.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When do I upload to the darkmod_hires repository?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Anytime you create a new texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I have uploaded my hires textures, now what?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Switch back to the regular &#039;darkmod&#039; mod directory and upload the low res textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How do I download the hires textures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: In the same way you download the rest of the mod. The only exception is that you have to change the file path while using the darkmod_hires directory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the reason for having these texture guidelines?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: There are several.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. To make downloading the mod easier for our members who are on dialup.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA&#039;s add up quickly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is the basic setup for uploading and downloading from this repository.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/hires.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TEXTURE GUIDELINES: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture groups should attempt to stay within the following standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Format: DDS Compression.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this formula,the largest DDS textures (1024x1024) weigh in at roughly 1 to 1.5 megs, mip maps included.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do keep a backup of the ultra hi-res versions of your work. Try not to forget that you must upload a high res and low res version to their respective repositories.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiled textures- Walls, Floors, Ceiling, Doors...ect -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large objects- Beds, barrels, chairs, bookshelves-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small objects- Keys, books, goblets, utensils-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 256 x 256] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
Specular: [ Min: 128 x 128 / Max: 256 x 256]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: All characters-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diffuse: [ Min/Max: 1024 x 1024] &lt;br /&gt;
&lt;br /&gt;
Normal: [ Min: 512 x 512 / Max: 1024 x 1024]&lt;br /&gt;
&lt;br /&gt;
Other: [ Min: 256 x 256 / Max: 512 x 512]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By following this formula, you will reduce your final file size while retaining high quality presentation.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1614</id>
		<title>Model/Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1614"/>
		<updated>2006-02-24T03:28:43Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is really nothing complicated about how the models are setup. To simplify the process we decide reorganized the system in the following manner.&lt;br /&gt;
&lt;br /&gt;
1. A &#039;&#039;&#039;Model&#039;&#039;&#039; resides in its own folder. In this example &#039;&#039;models/props/furniture/armoire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Textures&#039;&#039;&#039; are stored in &#039;&#039;models/darkmod/props/textures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/materialfiles.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Model software.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each model should have this path. I&#039;m not sure if all modeling software handles the texture paths the same, but this is how it looks in lightwave.&lt;br /&gt;
&lt;br /&gt;
Take note that the _d is not needed at the end of the path. I saw a few models in my journey that came through like that. It causes the model to look fullbright all the time.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/lightwavesetup.jpg&lt;br /&gt;
&lt;br /&gt;
That&#039;s it.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1483</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1483"/>
		<updated>2005-12-05T20:45:25Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A page about sound fx and ambients, how to include them in your map, and suchlike.&lt;br /&gt;
&lt;br /&gt;
[[Voice Set Guidelines]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1482</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1482"/>
		<updated>2005-12-05T20:45:13Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A page about sound fx and ambients, how to include them in your map, and suchlike.&lt;br /&gt;
[[Voice Set Guidelines]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=1481</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=1481"/>
		<updated>2005-12-05T20:42:46Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains articles and links related to making/importing textures, editing .mtr files and others related to the mod.&lt;br /&gt;
&lt;br /&gt;
[[Texture Guidelines]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1458</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1458"/>
		<updated>2005-12-05T18:56:03Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.thedarkmod.com www.thedarkmod.com]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project website&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.modetwo.net/darkmod www.modetwo.net/darkmod]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project forum&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Editing Categories:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Universe]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about The Dark Mod universe and setting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1439</id>
		<title>Model/Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1439"/>
		<updated>2005-12-05T17:29:07Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is really nothing complicated about how the models are setup. To simplify the process we decide reorganized the system in the following manner.&lt;br /&gt;
&lt;br /&gt;
1. A &#039;&#039;&#039;Model&#039;&#039;&#039; resides in its own folder. In this example &#039;&#039;models/props/furniture/armoire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Textures&#039;&#039;&#039; are stored in &#039;&#039;models/props/textures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/materialfiles.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Model software.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each model should have this path. I&#039;m not sure if all modeling software handles the texture paths the same, but this is how it looks in lightwave.&lt;br /&gt;
&lt;br /&gt;
Take note that the _d is not needed at the end of the path. I saw a few models in my journey that came through like that. It causes the model to look fullbright all the time.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/lightwavesetup.jpg&lt;br /&gt;
&lt;br /&gt;
That&#039;s it.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1438</id>
		<title>Model/Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1438"/>
		<updated>2005-12-05T17:28:28Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is really nothing complicated about how the models are setup. To simplify the process we decide reorganized the system in the following manner.&lt;br /&gt;
&lt;br /&gt;
1. A &#039;&#039;&#039;Model&#039;&#039;&#039; resides in its own folder. In this example &#039;&#039;models/props/furniture/armoire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Textures&#039;&#039;&#039; are stored in &#039;&#039;models/props/textures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/materialfiles.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Model software.&lt;br /&gt;
&lt;br /&gt;
Each model should have this path. I&#039;m not sure if all modeling software handles the texture paths the same, but this is how it looks in lightwave.&lt;br /&gt;
&lt;br /&gt;
Take note that the _d is not needed at the end of the path. I saw a few models in my journey that came through like that. It causes the model to look fullbright all the time.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/lightwavesetup.jpg&lt;br /&gt;
&lt;br /&gt;
That&#039;s it.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1437</id>
		<title>Model/Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines&amp;diff=1437"/>
		<updated>2005-12-05T17:26:51Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is really nothing complicated about how the models are setup. To simplify the process we decide reorganized the system in the following manner.&lt;br /&gt;
&lt;br /&gt;
1. A &#039;&#039;&#039;Model&#039;&#039;&#039; resides in its own folder. In this example &#039;&#039;models/props/furniture/armoire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Textures&#039;&#039;&#039; are stored in &#039;&#039;models/props/textures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/materialfiles.jpg&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1436</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1436"/>
		<updated>2005-12-05T17:26:37Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Model/Texture Guidelines]]&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1435</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1435"/>
		<updated>2005-12-05T17:25:31Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Model/Texture Guidelines]] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is really nothing complicated about how the models are setup. To simplify the process we decide reorganized the system in the following manner.&lt;br /&gt;
&lt;br /&gt;
1. A &#039;&#039;&#039;Model&#039;&#039;&#039; resides in its own folder. In this example &#039;&#039;models/props/furniture/armoire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Textures&#039;&#039;&#039; are stored in &#039;&#039;models/props/textures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1434</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1434"/>
		<updated>2005-12-05T17:21:57Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Model/Texture Guidelines]] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, there is really nothing too complicated about how the models are now setup. I tried to simplify the process so that if we decide to reorganize the models in the future, it won&#039;t require moving all the skins too.&lt;br /&gt;
&lt;br /&gt;
1. Model resides in its own folder. In this case models/props/furniture/armoire&lt;br /&gt;
&lt;br /&gt;
2. Textures are stored in models/props/textures&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1433</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1433"/>
		<updated>2005-12-05T17:21:48Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Model/Texture Guidelines]] ==&lt;br /&gt;
 &#039;&#039;&#039;How to avoid black models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Okay, there is really nothing too complicated about how the models are now setup. I tried to simplify the process so that if we decide to reorganize the models in the future, it won&#039;t require moving all the skins too.&lt;br /&gt;
&lt;br /&gt;
1. Model resides in its own folder. In this case models/props/furniture/armoire&lt;br /&gt;
&lt;br /&gt;
2. Textures are stored in models/props/textures&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1432</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1432"/>
		<updated>2005-12-05T17:21:33Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: /* Model/Texture Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Model/Texture Guidelines]] ==&lt;br /&gt;
 &#039;&#039;&#039;How to avoid black models.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Okay, there is really nothing too complicated about how the models are now setup. I tried to simplify the process so that if we decide to reorganize the models in the future, it won&#039;t require moving all the skins too.&lt;br /&gt;
&lt;br /&gt;
1. Model resides in its own folder. In this case models/props/furniture/armoire&lt;br /&gt;
&lt;br /&gt;
2. Textures are stored in models/props/textures&lt;br /&gt;
&lt;br /&gt;
3. Material files should look like this.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1431</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=1431"/>
		<updated>2005-12-05T17:20:53Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Model/Texture Guidelines]] ==&lt;br /&gt;
 &#039;&#039;&#039;How to avoid black models.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1430</id>
		<title>Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=1430"/>
		<updated>2005-12-05T17:15:32Z</updated>

		<summary type="html">&lt;p&gt;New Horizon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Q: What is the darkmod_hires CVS directory for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: To help us maintain our high and low res textures, we have had to setup a darkmod_hires repository on CVS. It will contain map, object and character hi_res textures that will later be released as a self installing upgrade package.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When do I upload to the darkmod_hires repository?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Anytime an original texture exceeds the texture specifications listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What if the texture does not exceed the texture specifications?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Then upload directly to the regular &#039;darkmod&#039; directory. No hires copy is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I have uploaded my hires textures, now what?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Switch back to the regular &#039;darkmod&#039; mod directory and upload the low res textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How do I download the hires textures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: In the same way you download the rest of the mod. The only exception is that you have to change the file path while using the darkmod_hires directory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the reason for having these texture guidelines?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: There are several.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. To make downloading the mod easier for our members who are on dialup.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA&#039;s add up quickly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is the basic setup for uploading and downloading from this repository.&lt;br /&gt;
&lt;br /&gt;
http://208.49.149.118/TheDarkMod/screenshots/hires.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TEXTURE GUIDELINES: ==&lt;br /&gt;
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Texture groups should attempt to stay within the following standards.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Format: TGA with RLE 24 bit Lossless Compression.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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With this formula,the largest TGA textures (512x512) weigh in at roughly 700 kb with 24 Bit, RLE lossless compression.&lt;br /&gt;
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&#039;&#039;&#039;Do keep a backup of the ultra hi-res versions of your work. Try not to forget that you must upload a high res and low res version to their respective repositories.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tiled textures- Walls, Floors, Ceiling, Doors...ect -&#039;&#039;&#039;&lt;br /&gt;
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Diffuse: [ Min/Max: 512 x 512] &lt;br /&gt;
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Normal: [ Min/Max: 512 x 512]&lt;br /&gt;
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Specular: [ Min/Max: 256 x 256]&lt;br /&gt;
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&#039;&#039;&#039;Large objects- Beds, barrels, chairs, bookshelves-&#039;&#039;&#039;&lt;br /&gt;
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Diffuse: [ Min/Max: 512 x 512]&lt;br /&gt;
 &lt;br /&gt;
Normal: [ Min/Max: 256x256]&lt;br /&gt;
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Specular: [ Min/Max: 128 x 128]&lt;br /&gt;
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&#039;&#039;&#039;Small objects- Keys, books, goblets, utensils-&#039;&#039;&#039;&lt;br /&gt;
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Diffuse: [ Min/Max: 256 x 256]&lt;br /&gt;
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Normal: [ Min/Max: 128 x 128]&lt;br /&gt;
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Specular: [ Min/Max: 128x128]&lt;br /&gt;
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&#039;&#039;&#039;AI: All characters-&#039;&#039;&#039;&lt;br /&gt;
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Diffuse: [ Min/Max: 512 x 512]&lt;br /&gt;
 &lt;br /&gt;
Normal: [ Min/Max: 512 x 512]&lt;br /&gt;
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Other: [ Min/Max: 256x256]&lt;br /&gt;
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By following this formula, you will reduce your final file size while retaining high quality looks, but at a slightly reduced resolution.&lt;/div&gt;</summary>
		<author><name>New Horizon</name></author>
	</entry>
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