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  • Check the length of the timeline in this scene (85 frames). Later on we'll need t #Go to File -> Import clip to characters, click the option box, and check '''Put clip in Trax Editor and visor'''.
    3 KB (572 words) - 14:14, 22 May 2010
  • ...t you check your map's visuals with your eyes, it should be clear that you check the audio with your ears.
    6 KB (969 words) - 06:52, 7 February 2013
  • ...e any problems during import or it appears parts of the model are missing, check the console which would be the DOS or BASH terminal running in the backgrou If no file exists check the console to ensure no problems were encountered during export. Now you s
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...then delete the original. This will rename the entity so you might need to check if this affects anything targetting it or bind to it, or script ref. etc. Or two, there are leftover 1 or 2 sided polys. In Lightwave, you can check this by checking the "statistics" window (w). It will list the number of 1
    4 KB (706 words) - 07:35, 18 July 2011
  • * In entity inspector click the check box at top left to show inherited properties. ...e may already be a suitable entity defined for the model you want - always check first.
    6 KB (1,047 words) - 09:08, 23 April 2009
  • ...''. Launch the setup and choose the package '''Current''', then be sure to check the box of the '''g++''' compiler. Choose '''Download and Install''' in the ...you'll open a console the path should be functional. If not, please double-check your path for typos and/or post in the forums.
    4 KB (676 words) - 16:06, 4 April 2008
  • B. Once Tom got past the “chance” check, the GreetingBarkTask() would see if 3 minutes had gone by since the last t 2. Eliminate the “30% chance” check. Replace it and the 3 minute waiting period with a random waiting period be
    4 KB (651 words) - 09:29, 20 October 2018
  • ...to help translating TDM to other languages, or translate some FMs, please check first at the [[I18N Status|I18N status page]], then post on the forum. Than ...language, translate the result back into a language you know to do a basic check.
    9 KB (1,495 words) - 07:55, 19 February 2019
  • You can see it if you check "Show Inherited Properties". This is the sound you use to turn "off" the a ...I will mention them. They concern the properties of the ambient fading. Check the "Show Inhereted Properties" to see their default values. Entering a ne
    33 KB (5,743 words) - 00:08, 7 October 2023
  • * ELEVATOR : Check the model list to see if there is an elevator or create one from brushes. I ...loor, clone them, and copy them to suitable positions on the other floors. Check they still target the elevator and not renamed eg, elevator2. Otherwise the
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...// If other entities are going to trigger the script, like an idLocation check or whatever, ...en you touch a trigger, it means the script isn't even being called on, so check things like the trigger's target spells the command button's name correctly
    27 KB (4,523 words) - 20:45, 12 January 2012
  • 6) check to make sure you're set to edit the layer mask (it should default to this) ...the gradient tool shape into radial and then play around with transition. Check the toolbox for these parameters.
    15 KB (2,359 words) - 13:05, 23 May 2024
  • Each frame, a probability check depending on lightgem brightness, player distance and the AI's visual acuit ...bability depending on the player distance. With this probability, a random check is performed each frame whether the AI has spotted the player. If this succ
    2 KB (321 words) - 13:48, 12 April 2019
  • ...[http://www.darkradiant.net project website] for release announcements or check the development forums. The source code is hosted on [https://github.com/co * Check our [http://bugs.thedarkmod.com/ Bugtracker] for known and reported issues.
    3 KB (311 words) - 22:09, 12 April 2024
  • ...es the amount of visual alertthat gets added on when the sight probability check succeeds and the AI do see you (default 1.0) * '''tdm_ai_opt_interleavethinkskipPVS''' Set to 1 to skip the PVS check for interleaved thinking, so AI will also do interlaved thinking when in th
    7 KB (1,128 words) - 13:06, 30 January 2024
  • * [http://bugs.thedarkmod.com/view.php?id=2940 #2940]: Check new animations against torch-carriers (Animation) (Springheel) * [http://bugs.thedarkmod.com/view.php?id=3080 #3080]: Check and limit AA to the maximum value that the hardware/driver allows (Coding)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • It might be a good idea to lay in few brushes according to your floorplan and check how it is going to work. Place an AI as reference so you see how the floorp If you find this difficult, check the net for castle/manor/crypt floorplans. Note which rooms are where. This
    13 KB (2,317 words) - 06:56, 26 May 2021
  • ...d conversations found in the map is verbosed to the console, so be sure to check if this number is right. If this number differs from the number you should
    18 KB (2,896 words) - 21:47, 30 December 2021
  • *Under Utilities, check nrToolbox *Under Animation, check nrLayers
    3 KB (478 words) - 14:28, 22 May 2010
  • ...want to turn them then check carefully. I think the model ones are OK but check the tiny lockbar next to the lock. Might need to change its rotate property
    4 KB (726 words) - 17:16, 1 February 2022
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