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  • ...aste Shader (Natural)}} or the shortcut. Do NOT use the normal paste - nor normal paste followed by ''Natural'' in the '''Surface Inspector'''. ...courtyard in his video [https://www.youtube.com/watch?v=f-oFxWs8cWQ| Let's Map TDM! Part 6; Backyard Details].
    21 KB (3,885 words) - 09:18, 8 June 2024
  • ...ties and their models/textures, even tho they are never used in the actual map. All the normal SEED spawnargs like '''seed_combine''', '''seed_floor''' are supported in t
    3 KB (456 words) - 00:54, 24 February 2014
  • ...the level has to offer, I suggest you start by playing the map through on Normal and then move on to higher difficulties.''
    4 KB (645 words) - 18:18, 30 March 2024
  • =Lunaran's Quick Normal Map Trick= Voila, perfect normal map, identical to what Orb or Doom3 will give you, in much less time.
    940 bytes (150 words) - 02:49, 7 December 2011
  • ...route inside but can escape through this route. An alternative is to use a normal locked version of the firt example above and let the player find it inside. ...ed to make doorways on any side and of course, retextured. Drop it in your map and it works immediately. Details for customising are at [[Elevators, multi
    13 KB (2,300 words) - 20:22, 7 May 2014
  • ...meplay contest the gameplay is unusual (not surprisingly). Do not expect a normal Dark Mod mission.''
    4 KB (539 words) - 14:15, 30 March 2024
  • ...shader for a material sets an arbitrary threshold, and values in the alpha map below that value render opaque, and above that value transparent. ...g-out'', except by varying the alpha threshold. Together with a good alpha map with ramps, this can make things appear to burn-away (an effect used by D3
    4 KB (409 words) - 16:02, 14 May 2017
  • The manifest is usually stored in <tt>manifest.iniz</tt> file, which also a normal zip archive with an ini file inside. ...because provided manifest is always a subset of the target manifest under normal usage, so there is no point in describing same files twice.
    26 KB (4,415 words) - 13:46, 27 May 2021
  • From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) for both players and mappers to sta Unlike normal lights, ambient light does not by default fade to the edge of its radius bu
    5 KB (779 words) - 07:39, 11 December 2020
  • ...ion''': Materials look differently. I.e. brighter/darker than they look on normal objects. That mean unrotated scale normal. (a quick way to get the above from UNrotated is rotate 45 degrees then bac
    5 KB (813 words) - 07:13, 2 April 2020
  • ...you can't walk off cleanly and don't want to jump. This is different from normal moving down in that you can be facing in any direction. ...you can't walk off cleanly and don't want to jump. This is different from normal moving down in that you can be facing in any direction.
    5 KB (940 words) - 17:37, 28 January 2019
  • * timescale N, where N of 1 = normal speed, 2 = double, 0.5 = half speed. Speed up or slow down the overall acti ...st. (As usual, rename the FM folder. In the “maps” sub-folder, rename the .map, .darkradiant, and .script files, and delete the rest. Tweak the darkmod.tx
    12 KB (1,908 words) - 03:30, 24 November 2021
  • ...570]: SEED: segfault (crash) when you use combine=0 with func_statics from map geometry (SEED) *[http://bugs.thedarkmod.com/view.php?id=2572 #2572]: SEED: combine=0 and map-geometry func_statics are invisible and have wrong clipmodel (SEED)
    11 KB (1,608 words) - 16:14, 3 February 2021
  • ...ard throughout your mission then also read [[Adding ambient Sounds to your Map]]. ...e. Other controls are available as properties in the speaker entity in the map file. These properties will override the equivalent definition in the sound
    8 KB (1,439 words) - 12:45, 22 January 2024
  • * Some controls are disabled on exit from a map; others are permanent until manually changed. |Removes all AI from a map.
    8 KB (1,270 words) - 19:00, 22 April 2024
  • ...elevator in Dark Mod. '''''There is a prefab you can just insert into your map that works immediately or can be modified so nothing further to do.''''' Th ** Move the elevator to the next floor and line it up nicely. If this is a normal vertical elevator then use Alt + Up/Down Arrows to move it in a vertical li
    23 KB (3,264 words) - 17:50, 8 May 2024
  • map textures/darkmod/yourname // Di ...one is for enhanced ambient rendering, which obviously also processes the normal- and specularmap of the material.
    4 KB (450 words) - 07:35, 11 December 2020
  • ...mat of precomputed information used for a brush or patch. (However, in the MAP file, it remains an entity, not worldspawn. An inline func_static cannot be # Vertex descriptors (map location, UV texture coordinates, surface normal)
    5 KB (715 words) - 16:56, 12 April 2022
  • ...oaded prefab is already selected, so move it out of the way of your normal map geometry. The exact place doesn't really matter, just move it where it does # In your map, texture the '''inside facing sides''' of your sky brushes with '''<code>te
    3 KB (596 words) - 15:20, 21 November 2018
  • * If you already have a script file for your map then paste the runClock script into it or.... ...as your map with the same name but suffix .script. Example :<br>mymapname.map<br>mymapname.script
    9 KB (1,508 words) - 14:17, 16 October 2018
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