Search results

From The DarkMod Wiki
Jump to navigationJump to search

Page title matches

  • ...ortcut> tags. The accelerators are connected by the EventManager itself on DarkRadiant startup, so to add a shortcut to a specific event, one currently has to edi {{darkradiant-internal|sort=EventManager}}
    4 KB (566 words) - 23:07, 11 November 2007
  • ...onsists of exactly one global parent node, the toplevel node is called '''<darkradiant>'''. However, you don't have to specify this toplevel node, as it is added ...ghtVolumes''' is automatically recognised as relative path and becomes '''/darkradiant/user/ui/showAllLightVolumes''' before being passed to the libxml functions.
    4 KB (678 words) - 23:15, 11 November 2007
  • The following '''pre-release tests''' (UAT) should be performed before a new DarkRadiant release is uploaded to SourceForge, to ensure that no regressions of functi ...ete all your settings from the local preference storage folder and restart DarkRadiant '''twice''' to make sure the settings are stored correctly.
    3 KB (456 words) - 23:24, 11 November 2007
  • DarkRadiant Shader System The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.
    2 KB (211 words) - 23:11, 11 November 2007
  • ...e named [[DarkRadiant ShaderDefinition|ShaderDefinitions]] and the named [[DarkRadiant Shader|Shader]] objects. ...gets populated during startup when the material files are parsed by the [[DarkRadiant ShaderFileParser|ShaderFileParser]].
    509 bytes (65 words) - 23:15, 11 November 2007
  • DarkRadiant's codebase is open source, the main part of the source code is hosted on gi All compilers can be acquired for free. In any case, since DarkRadiant is using part of the C++17 feature set, a compiler supporting the C++17 sta
    975 bytes (142 words) - 19:34, 1 April 2022
  • {{darkradiant-internal|sort=GLTextureManager}}
    3 KB (387 words) - 23:17, 11 November 2007
  • A ShaderDefinition structure is a named encapsulation of a [[DarkRadiant ShaderTemplate|ShaderTemplate]] and the shader (material) filename the temp {{darkradiant-internal|sort=ShaderDefinition}}
    217 bytes (25 words) - 23:15, 11 November 2007
  • In DarkRadiant there are some quite useful texturing tools available. This document descri ...brush doesn't always yield the same result when used on patches, although DarkRadiant tries to do its best.
    3 KB (440 words) - 20:37, 2 November 2007
  • DarkRadiant is using the '''major.minor.revision''' scheme for assigning version number Since 0.9.9 the Windows release of DarkRadiant is shipped for both 32 bit (x86) and 64 bit platforms (x64). Users should b
    8 KB (1,297 words) - 09:02, 5 June 2016
  • ...info in this article will be incorporated into the articles in [[:Category:DarkRadiant Menus]] and then deleted.}} .... This dialog appears at the very first DarkRadiant startup as well. See [[DarkRadiant - Quick Installation Guide]] for more information about the right settings
    6 KB (967 words) - 21:53, 11 November 2007
  • |&nbsp; Exit DarkRadiant {{darkradiant-menu}}
    3 KB (535 words) - 02:45, 11 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (208 words) - 22:25, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    2 KB (327 words) - 22:23, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (179 words) - 22:19, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (207 words) - 23:19, 11 November 2007
  • Filters can be used to hide certain parts of your map file in DarkRadiant. The filtersystem works independently from the regioning or show/hide comma ...er, head over to the [https://forums.thedarkmod.com forums] and ask in the DarkRadiant or Editor's Guild forum, chances are high that you will receive a qualified
    5 KB (770 words) - 11:31, 10 March 2020
  • {{darkradiant-menu|sort=Patch}}
    4 KB (545 words) - 02:16, 5 November 2007
  • ...nce of DarkRadiant can be poor, depending on your system. Use this to give DarkRadiant a small powerup: {{darkradiant|sort=Tips and Tricks}}
    2 KB (393 words) - 20:18, 9 March 2014
  • {{darkradiant-menu|sort=Help}}
    564 bytes (83 words) - 02:17, 5 November 2007

Page text matches

  • DarkRadiant's codebase is open source, the main part of the source code is hosted on gi All compilers can be acquired for free. In any case, since DarkRadiant is using part of the C++17 feature set, a compiler supporting the C++17 sta
    975 bytes (142 words) - 19:34, 1 April 2022
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for a link to the Microsoft website.
    2 KB (265 words) - 17:30, 29 December 2016
  • # Set the command name so that DarkRadiant recognises this file # The actual algorithm called by DarkRadiant
    1 KB (170 words) - 14:31, 2 November 2009
  • ...w a mapper can drop a speaker entity in the map and set it up correctly in DarkRadiant. The focus is on soundshader keywords and how to override them. To create a speaker you can simply click {{RMB}} in DarkRadiant and select "Create speaker...". This will:
    11 KB (1,832 words) - 16:14, 13 April 2024
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for instructions about how to setup VC++ 2005 Expr
    3 KB (507 words) - 17:31, 29 December 2016
  • ...onsists of exactly one global parent node, the toplevel node is called '''<darkradiant>'''. However, you don't have to specify this toplevel node, as it is added ...ghtVolumes''' is automatically recognised as relative path and becomes '''/darkradiant/user/ui/showAllLightVolumes''' before being passed to the libxml functions.
    4 KB (678 words) - 23:15, 11 November 2007
  • ...info in this article will be incorporated into the articles in [[:Category:DarkRadiant Menus]] and then deleted.}} .... This dialog appears at the very first DarkRadiant startup as well. See [[DarkRadiant - Quick Installation Guide]] for more information about the right settings
    6 KB (967 words) - 21:53, 11 November 2007
  • ==== Create a new Map in DarkRadiant ==== ...working on the map file at the same time. This is a limitation of TDM and DarkRadiant, not Git. To be clear, multiple people can work on it and export parts of
    35 KB (5,861 words) - 22:58, 28 November 2023
  • ...nce of DarkRadiant can be poor, depending on your system. Use this to give DarkRadiant a small powerup: {{darkradiant|sort=Tips and Tricks}}
    2 KB (393 words) - 20:18, 9 March 2014
  • == DarkRadiant == There are some steps that need to be performed in DarkRadiant to get things working.
    2 KB (308 words) - 14:18, 11 June 2017
  • == Configuring Stims/Responses in DarkRadiant == Since release 0.9.0 [[DarkRadiant]] is capable of setting up stims and responses via a graphical interface. T
    6 KB (1,004 words) - 12:50, 14 November 2022
  • ...arkRadiant, select everything, copy to clipboard. Open another instance of DarkRadiant and paste from clipboard. Save as new filename and dmap new file and that h '''A.''' Yes. In DarkRadiant you can select a brush and push "V" to select verticies to drag and resize,
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ''Copy & Paste'' for '''text''' in DarkRadiant uses just the standard operating system clipboard. DarkRadiant itself cannot compile or play your map. Enter dmap <mapname> and map <mapna
    5 KB (874 words) - 18:37, 29 December 2016
  • DarkRadiant or TheDarkMod crashed? If you don't want that to happen again, you need to ...Manager, switch to the Processes tab and locate the program which crashed (DarkRadiant.exe, TheDarkModx64.exe or tdm_installer.exe). <br> It should be in that lis
    6 KB (949 words) - 20:09, 18 March 2024
  • ...e named [[DarkRadiant ShaderDefinition|ShaderDefinitions]] and the named [[DarkRadiant Shader|Shader]] objects. ...gets populated during startup when the material files are parsed by the [[DarkRadiant ShaderFileParser|ShaderFileParser]].
    509 bytes (65 words) - 23:15, 11 November 2007
  • DarkRadiant is offering a Python script interface which provides access to the most imp Darkradiant\scripts\commands
    1 KB (156 words) - 17:30, 19 August 2017
  • ...lose Dark Radiant then insert the above in between two other filters in G:\DarkRadiant\games\doom3.game using a plain text editor. I recommend you back up the ori More details in [[Defining custom Filters in DarkRadiant]]
    20 KB (3,737 words) - 13:45, 21 November 2018
  • * [https://www.darkradiant.net/userguide/#Group Groups, in Dark Radiant’s User Guide]. ...tps://wiki.thedarkmod.com/index.php?title=DarkRadiant_Script_Reference the DarkRadiant Script Reference].
    7 KB (1,139 words) - 17:45, 20 October 2022
  • In a hurry? For a quick take on Prefab import and export, see [https://www.darkradiant.net/userguide/#WorkingWithPrefabs "Working with prefabs" in the Dark Radian ...nt extension, and a different use case. It is used to pack a collection of DarkRadiant map opjects (brushes/patches and entities) into a file so that it can be re
    5 KB (842 words) - 22:47, 26 January 2022
  • <br>A new automation system allows mappers to connect TDM to Darkradiant and see real-time in-engine previews of their map It is also integrated into DarkRadiant (with the help of DarkRadiant devs 😃, of course).
    8 KB (1,179 words) - 03:55, 11 February 2022
View ( | ) (20 | 50 | 100 | 250 | 500)