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  • Ok, assumed knowledge is: Ok, to start, make 3 floors, each with a panel that has buttons, and the eleva
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...the map window, create model, darkmod->mechanical->numberwheel_button.lwo->ok, then change the classname to "atdm:mover_button", then copy it as many tim ...iant, right click on it, create-entity, Darkmod/Triggers/Trigger_multiple, ok. If you have others the same size (e.g., door sized) you can copy-paste it
    27 KB (4,523 words) - 20:45, 12 January 2012
  • ...fog is made with foglights whose volumes are rectangular blocks. These are OK in isolation or covering an entire mission but there is no obvious way to p ...d view the CURRENT window, select Patch menu > Simple Patch mesh and click OK to accept the default 3 x 3. These values refer to the vertices which can b
    29 KB (5,373 words) - 21:29, 17 January 2023
  • # If rotating, check the whole prefab has rotated and how. Model doors may be OK but brush doors you might find they now open the wrong way. ...path_corner that targets it being place on a floor above) then the AI were OK. I had three AI patrolling and passing one another on the stair for a long
    13 KB (2,300 words) - 20:22, 7 May 2014
  • ...l, which is why it is very hard to notice without warning. Note that it is OK for visportals to touch each other. ...ce''' must only be surrounded by worldspawn brushes. It seems to be mostly OK if the visportal ''cuts through'' an entity so long as it meets worldspawn
    41 KB (7,171 words) - 19:41, 20 October 2021
  • Before clicking OK to import, note two important checkboxes at the bottom left edge: Hit "OK" to import.
    5 KB (830 words) - 19:33, 27 January 2022
  • ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok). ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok).
    310 KB (38,861 words) - 14:11, 16 December 2023
  • ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok). ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok).
    282 KB (35,345 words) - 23:37, 1 January 2015
  • ...to the lock. Might need to change its rotate property. The lid I think is OK. Not so on the cashbox brushes so adjust.
    4 KB (726 words) - 17:16, 1 February 2022
  • OK, you've decided that you do have more time and want your arches to look bet ...y is try both to see which works. Always use the minimum number that looks OK in-game.
    21 KB (3,877 words) - 21:28, 23 November 2021
  • * Click ''OK''. * Click ''OK'' on each of the editing windows until the Editor closes.
    14 KB (2,340 words) - 01:22, 2 May 2021
  • When everything is done, hit OK to do the actual commit. Finally, click OK to commit the changes.
    18 KB (3,098 words) - 12:01, 10 October 2022
  • You can check that everything is still OK by running <tt>cl</tt> and <tt>yasm</tt> commands in the MSYS console. A virtual machine is perfectly OK, just share FFmpeg source code directory with it.
    13 KB (1,964 words) - 03:35, 11 April 2019
  • Ok, I've implemented a bunch of .def variables that contain what I need. I hav It is planned to enable multiple alternate locations where it is OK for the object to be (eg, the cleaner put the vase on the next table.) Chec
    12 KB (1,961 words) - 14:10, 25 September 2019
  • ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok). ...amageScale'': the scale of the damage (pass 1.0 as default, this should be ok).
    286 KB (35,800 words) - 14:49, 7 May 2018
  • - Enter the name you wish (for example green_leaves_01) and press {{ok}}. ...article name), for example something like "mymap_particles" and then press ok. [[Make sure you save it into doom3/base/particles as saving it into doom3/
    10 KB (1,774 words) - 12:46, 14 November 2022
  • ...rnal leak no error is reported and the map will compile if it is otherwise OK. The map will work but performance will be reduced because the software wil
    37 KB (6,198 words) - 18:11, 12 May 2024
  • #Click the OK button.<br/>
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...t the dictionaries, so strings will look like "#str_07118" instead of the "OK". This is tracked here: https://bugs.thedarkmod.com/view.php?id=2845
    10 KB (1,704 words) - 20:31, 27 July 2021
  • so blurry"? To which the answer will not be "OK, we are going to increase all the texture resolutions and make the game unp
    3 KB (462 words) - 09:35, 9 April 2020
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