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  • ...'''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
  • ...t wasn't designed to be used that way, there is a way to do it anyway, and all within the editor. ...then you can cut pieces off the basic rectangular block but I would get it all working first and save it then gradually cut pieces off and save the early
    12 KB (2,029 words) - 15:17, 4 September 2021
  • To teleport more than one entity, you can target them all from the same teleport entity. The targets will be teleported in the order However, this would also mean that all targets get teleported to the same location and are thus stuck inside each
    6 KB (953 words) - 19:03, 14 December 2021
  • This article serves as an overview of all the Ambients (sound loops, ambient sound effects, ambient music, etc.) avai All of the entities listed in this database are current for TDM 2.05. Feel free
    53 KB (6,865 words) - 13:17, 29 March 2021
  • Create the first step like this (a height of 8 is used here), it goes all the way through the tower, and they share a common centre point (X and Y). ...ase as you want! The cloned quadrants are super easy to place because they all meet at the center.
    7 KB (1,109 words) - 23:21, 23 October 2019
  • !align=left|{{TDM-FM|penny2_1|Penny Dreadful 2: All the way up}} ...s that are fully released, not those currently in development or testing. Tutorials, demos, prefabs, etc. should be listed elsewhere.
    67 KB (8,305 words) - 20:56, 23 May 2024
  • * '''Abandon ship!''' -- When triggered, all AI drop what they're doing and start running for the exits. * '''Lights out!''' -- At a specific time, all AI stop what they're doing and walk to their beds to go to sleep.
    30 KB (5,385 words) - 15:07, 11 May 2024
  • All that remains is to map the map in Dark Mod and try it out. Each time you fr ...very detail in the script is correct. A tiny typo and it might not work at all.
    4 KB (776 words) - 05:21, 20 October 2018
  • This article serves as an overview of all the Models (static, stationary models) available for mission building in '' All of the models listed in this database are current for TDM 2.05. Feel free t
    17 KB (2,317 words) - 10:28, 13 February 2019
  • ** To make all HUD elements invisible, use the cvar "tdm_hud_opacity 0". [[Category:Mapping Tutorials]]
    8 KB (1,358 words) - 10:07, 26 October 2022
  • // You don't need this at all, but for a platform the player is meant to get on this is needed. [[Category:Mapping Tutorials]]
    11 KB (1,880 words) - 20:17, 8 June 2022
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