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  • ...will have a fully working (but tiny and too simple) Dark Mod mission with all the main essential features. Include variations of your own as you progress All main resources and engine executables may be found in <darkmod>, your TDM i
    34 KB (6,047 words) - 14:41, 15 April 2023
  • Begin by deleting all the lights we put in so far EXCEPT for the ...ater we may add an upstairs to demonstrate ladders, elevators, and stairs, all the while avoiding the enemy. So plenty of shadows to hide in! And of cours
    20 KB (3,737 words) - 13:45, 21 November 2018
  • ...ending on the type of work you are doing and how hard it would be to do it all again. Dark Radiant has a great feature to save a copy in a different name. ...tioning Entities are not all visible objects so don't worry too much about all the strange items in this list. We'll just pick out a few...
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...d slits in the stone. There are many facets to making windows which cannot all be covered in this beginners' tutorial. A few points to remember... ...t can be moved, rotated, cloned, deleted, whatever. Tip: always switch off all filters (menu > Filters) when reselecting groups of stuff. These chests inc
    24 KB (4,352 words) - 15:17, 26 April 2022
  • * Give it the texture common > nodraw all over. ...red or green when you approach it (you won't see the ones too far away at all that's OK)
    23 KB (4,202 words) - 20:52, 11 March 2020
  • ...'''; a cylinder with 3 rows, '''square cylinder'''; a four sided cylinder. All patches are rendered smooth, so you can use a square cylinder and it will s ...u want to build a decent level fast or do you want to create the mother of all beautiful levels? You aren't getting paid, how much free time do you have?
    21 KB (3,885 words) - 09:18, 8 June 2024
  • However, there is one really good reason to caulk all unseen faces, especially those outside the map, not for performance but to * Ensure the texture of all the visible surfaces of the house are the same as the stone inside.
    29 KB (5,373 words) - 21:29, 17 January 2023
  • <br>knocking-out (KO-ing) all AI then looting the map emerged in standard missions (without special scrip <br>a lock-picking system, and some of the smartest AI you've ever met were all benefits of having such open access to the engine.
    54 KB (8,623 words) - 02:18, 11 June 2024
  • Right now we want to keep it all big, blocky, and snapped to grid (-,+ to adjust grid size) it will need to cover all the terrain you make so it can be adjusted later).
    20 KB (3,747 words) - 13:51, 21 November 2018
  • This will create an Entity that stores all of the objectives information that will you be editing. So what do all these various lines and checkboxes do?
    26 KB (4,493 words) - 17:22, 15 December 2023
  • ...'''worldspawn brush''' with the caulk texture applied to one or typically all surfaces. ...can fix this issue, because it casts shadows and thus blocks light rays in all regards.
    11 KB (1,872 words) - 21:22, 5 January 2024
  • ...hout textures, lights, models, AI, etc. and add it later while some put in all or most detail as they go along. Yet others will build anywhere in between ...alignments, dead ends, etc. later. Yet many excellent missions are made by all these approaches and each mapper should play to their strengths and interes
    15 KB (2,729 words) - 13:38, 21 November 2018
  • ...ight make it seem complicated but really just look at the image and that's all it is. * Let the elevator ''target'' all of the above position entities.
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...mple modeling one. It's done with [http://www.blender.org Blender], is not all encompassing and doesn't cover much detail, but in the interest of helping ...[http://en.wikibooks.org/wiki/Blender_3D:_Tutorial_Links_List mountain of tutorials] that are out there, but I'm going to stick to a cube for the sake of simpl
    10 KB (1,690 words) - 07:33, 20 April 2022
  • ...nsole commands that automatically converts materials to be compatible with all the ambient methods. '''tdm_batchConvertMaterials''' is used to convert bat '''tdm_convertMaterialsFromFile''' converts all materials in one .mtr file.
    4 KB (642 words) - 16:37, 9 May 2017
  • ...ot of life to a level that would other wise be made of cubes. These shapes all differ from patches in the fact that they are flat shaded so they will have * If you leave the brush in the middle and resize it top to bottom so all five brushes are aligned you can use the ''csg merge'' command to make them
    6 KB (1,066 words) - 13:51, 21 November 2018
  • ...ich is default), there is no movement (which looks like there's no wind at all and the leaves stand still like in a screenshot). 1 would be some quite slo ...rmal diffusion of light. rgb 1 would be overbright). Note that rgb affects all 3 colour channels, but you can specifically change each channel (by using "
    15 KB (2,637 words) - 14:49, 21 November 2018
  • ...l shader as used in the idTech 4 engine is not an image as Blender expects all textures to be. Instead, it is a declaration which references several image ...tisfied. It may help to turn wireframe mode on so you can see the seams on all sides of the model.<br/>[[Image:Astep6.PNG]]
    16 KB (2,756 words) - 15:43, 17 December 2015
  • That's all you need to do in DarkRadiant. ...o find out which elevator should be moved. As the elevator was targeted by all the buttons, the first line handles this for us. So mover is our elevator n
    5 KB (886 words) - 17:13, 4 February 2019
  • ...herwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose. It's a good idea to go to the last frame ...e) if you want to start animating, otherwise you will keep putting keys on all controls regardless of which one is selected.
    2 KB (356 words) - 03:06, 20 October 2018
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