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  • 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
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} {{darkradiant|sort=Compilation}}
    243 bytes (34 words) - 17:31, 29 December 2016
  • {{darkradiant-menu|sort=Map}}
    808 bytes (122 words) - 02:26, 5 November 2007

Page text matches

  • ...ts spawnarg list. Its disadvantage is that it offers less flexibility than DarkRadiant's editor and some script functions may not work properly such as sys.wait.
    17 KB (2,886 words) - 17:05, 29 January 2024
  • ...his can be rotated using any of the XYZ rotation buttons or manually using DarkRadiant’s rotation tool (shortcut R). Switch to Vertex mode in [[DarkRadiant]] to drag the light_center vertex of your selected light entity.
    23 KB (3,719 words) - 18:25, 8 February 2024
  • ...music, etc.) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, i ...nting a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
    53 KB (6,865 words) - 13:17, 29 March 2021
  • For a nrmal user/mapper Darkmod and Darkradiant shortcuts: DR - "C:\Program Files\DarkRadiant\DarkRadiant.exe" fs_game=darkmod/fms/myfm
    1 KB (209 words) - 10:32, 13 November 2017
  • '''This article is mainly describes DarkRadiant before 2.8.0. For a more recent treatment, see the Prefabs section of [[The ...ended to save them into the darkmod/prefabs folder which is the default in DarkRadiant.
    3 KB (509 words) - 20:02, 27 January 2022
  • ...the Textures available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, i ...nting a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
    11 KB (1,439 words) - 23:39, 1 February 2019
  • ...e: It's not possible to store empty spawnargs (this would be a deletion in DarkRadiant), the "empty" value has been set to the minus "-" - this is just a conventi
    2 KB (338 words) - 22:16, 26 August 2010
  • 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
  • Now open DarkRadiant and open your new map file. ...do the same for the second patch. Now save your map file and re-open it in DarkRadiant, you will have your patch split down the middle.
    15 KB (1,774 words) - 15:23, 12 January 2014
  • ...leak (sometimes entities are filtered or way outside the map). You can use DarkRadiant's Entity List to look up the entity by name then and select it. ...nd the entity is to use "Show Entity Names" under Preferences/Orthoview in DarkRadiant. In the 2d views the Entity names are displayed at the origin. You can then
    3 KB (615 words) - 04:49, 6 October 2010
  • 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
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} {{darkradiant|sort=Compilation}}
    243 bytes (34 words) - 17:31, 29 December 2016
  • ...nary models) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, i ...senting a different broad type of models. The order is alphabetical, as in DarkRadiant's model browser.
    17 KB (2,317 words) - 10:28, 13 February 2019
  • ...iant]] : Documents concerning the Dark Mod's own level editor ([[:Category:DarkRadiant|article index]]).
    2 KB (314 words) - 21:48, 3 March 2024
  • # '''Using [[DarkRadiant]] or D3Ed.''' Select an entity and press E to view the Entity window. You'l Mappers will usually only change spawnargs via DarkRadiant or D3Ed.
    1 KB (247 words) - 07:56, 27 September 2023
  • Darkradiant currently does not support the dictionaries, so strings will look like "#st * [[DarkRadiant]] does not support the '''#str_01234''' strings yet.
    10 KB (1,704 words) - 20:31, 27 July 2021
  • * 1.1 DarkRadiant grid units = 1 inch = 2.54 cm * 1 DarkRadiant unit = 0.909 inches = 2.309 cm
    7 KB (1,234 words) - 14:28, 11 December 2023
  • ...[https://www.darkradiant.net its website] or topics [[Dark Radiant]] or [[DarkRadiant - Quick Installation Guide]] For lots more about Dark Radiant, see the [https://www.darkradiant.net/userguide DR User Guide].
    34 KB (6,047 words) - 14:41, 15 April 2023
  • Disable the filter for entities, set your DarkRadiant grid size to 8, go into the side orthoview to select the protruding tops of ...to the top of the map area, which is then deleted again. This will inform DarkRadiant how tall brushes should be that are created while in top-down orthoview.​
    4 KB (723 words) - 22:55, 28 November 2023
  • ...r if switching map files within a session. It is not recorded in your <FM>.darkradiant file. See also [https://forums.thedarkmod.com/index.php?/topic/11445-darkradiant-140-released/#comment-224462 Greebo’s announcement of this feature in DR
    2 KB (343 words) - 18:45, 23 January 2022
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