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  • |style="border: 1px solid #d0d0d0; border-bottom: none"| [[DarkRadiant_File_New_Map_menu|New Map |style="border-right: 1px solid #d0d0d0;border-left: 1px solid #d0d0d0;"|{{menu-line}}
    3 KB (535 words) - 02:45, 11 November 2007
  • |style="border: 1px solid #d0d0d0; border-bottom: none; border-right: none;"| [[DarkRadiant_Patc |style="border: 1px solid #d0d0d0; border-bottom: none; border-left: none;text-align:right"|Shift-P &
    4 KB (545 words) - 02:16, 5 November 2007
  • :Makes the moveable non-solid for other entities. ...ation is used for binding solidForTeam: if true this entity is considered solid when a physics team mate pushes entities forcePhysicsUpdate: if true alway
    310 KB (38,861 words) - 14:11, 16 December 2023
  • ...be plugged with a rectangular visportal which should then overlap into the solid worldspawn and leave no gaps. This will also make sound propagation work co ...still function. Do not use multiple visportals just to shape nicely around solid building trim and structure but intrude into it so long as the edge does no
    41 KB (7,171 words) - 19:41, 20 October 2021
  • :Makes the moveable non-solid for other entities. :Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
    282 KB (35,345 words) - 23:37, 1 January 2015
  • :Makes the moveable non-solid for other entities. :Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
    286 KB (35,800 words) - 14:49, 7 May 2018
  • |style="border: 1px solid #d0d0d0; border-bottom: none; border-right: none;"| [[Image:Revert_gro |style="border: 1px solid #d0d0d0; border-bottom: none; border-left: none;text-align:right"|  Sh
    1 KB (191 words) - 16:00, 17 November 2007
  • == Brushes: Solid versus Void == ...be built in a void and the game space must be fully enclosed within those solid brushes. Any gaps will cause leaks and prevent compiling.
    3 KB (454 words) - 19:49, 8 October 2007
  • |style="border: 1px solid #d0d0d0; border-bottom: none; border-right: none;"| [[DarkRadiant_Map_ |style="border: 1px solid #d0d0d0; border-bottom: none; border-left: none;text-align:right"|  
    808 bytes (122 words) - 02:26, 5 November 2007
  • #define CONTENTS_SOLID 1 // an eye is never valid in a solid #define CONTENTS_PLAYERCLIP 8 // solid to players
    2 KB (286 words) - 16:54, 11 September 2006
  • CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid CONTENTS_PLAYERCLIP = BIT(3), // solid to players
    1 KB (173 words) - 16:57, 11 September 2006
  • Beginning in TDM 2.03, particle effects are softened where they intersect solid objects. There's no longer any need to move lamp glares away from walls, an ...to fade out where they get close to solid objects. And when they intersect solid objects, they continue to draw over the top for a short distance. This "rub
    9 KB (1,522 words) - 12:52, 14 November 2022
  • |style="border: 1px solid #d0d0d0; border-bottom: none; border-right: none;"| [[DarkRadiant_Help |style="border: 1px solid #d0d0d0; border-bottom: none; border-left: none;text-align:right"|  
    564 bytes (83 words) - 02:17, 5 November 2007
  • ...P tree becomes marked either as part of a particular Area, or as an opaque solid (i.e., unreachable). Each Area-model in the PROC file lists the visible sur /* a child number of 0 is an opaque, solid area */
    16 KB (2,407 words) - 19:05, 31 October 2022
  • ...models cannot (yet) be scaled, so this only works properly for non-solid ("solid" "0") entities. ...models cannot (yet) be scaled, so this only works properly for non-solid ("solid" "0") entities.
    33 KB (5,385 words) - 03:56, 26 March 2015
  • ...y become solid later in the game then use '''''solid 0''''' instead (see [[solid]]) * For a permanently non-solid object there is a tiny performance gain using ''noclipmodel 1'' instead so
    790 bytes (121 words) - 02:16, 16 January 2022
  • ...door handle. This will gently move the door out as it rotates to clear any solid on that side as in this diagram:<br> A visportal face surrounded by solid at its edges and in contact with a door is closed when the door is closed a
    61 KB (10,916 words) - 20:12, 30 January 2024
  • ...atio, but not wordwrap and number of visible lines. The decal patch is non-solid and invisible - except for the text itself - so can overlap any visible sur ** Use textures/common/entityGui instead if it doesn't matter if the decal is solid.
    10 KB (1,670 words) - 13:23, 22 April 2024
  • ...used to simulate even legitimate small/minimum sizes (ie, make the actual solid gap larger) in order to make them easier (and probably less frustrating) fo
    7 KB (1,234 words) - 14:28, 11 December 2023
  • ...al materials like water and weather, all the raw material you will use is 'solid' to form different shapes. So we can make panels and place them together to A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do n
    34 KB (6,047 words) - 14:41, 15 April 2023
  • ...paper (and more fun than graph paper!) The house is currently roofless and solid blocks only. It is therefore easy to resize and drag the components around ...k. No matter what I did it failed even though its edges were against or in solid brushes. I tried many ways to get it to work. Finally I thought I would try
    15 KB (2,729 words) - 13:38, 21 November 2018
  • == Solid, unbreakable windows (and portal attenuation in general) ==
    8 KB (1,275 words) - 18:23, 9 May 2013
  • ...rimitives. By marking that entity as inline, it gets treated as just a non-solid textured mesh. * If you need solidity, you must provide it with a separate nodraw solid. The object’s collision model is ignored. Physics and particle effects wo
    5 KB (715 words) - 16:56, 12 April 2022
  • -Solid or Smooth Faces<br> ... smoothgroups currently only with a workaround. Solid
    42 KB (5,771 words) - 09:06, 23 August 2008
  • ...build a nodraw solid brush(es) inside roughly the shape (there are nodraw solid textures for different materials so pick the right one eg, nodraw_solid_woo
    5 KB (813 words) - 07:13, 2 April 2020
  • "solid" "0" "solid" "1" //Must be solid
    30 KB (4,994 words) - 11:07, 7 April 2024
  • # Entities can be solid or non-solid; both cases work. Solid models will also get a collision model that consists of multiple parts.
    3 KB (483 words) - 00:49, 9 June 2017
  • When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.'' |''Makes the character invisible and non-solid.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • * A ''Fog Light'' with spawnarg "noFogBoundary" lets fog paint on solid surfaces, while leaving empty space and caulk sky free of fog effects. ...ot of time object-caulking? And if so, how much caulk is required to get a solid impact on fps rate?
    11 KB (1,872 words) - 21:22, 5 January 2024
  • ...h soft edges around the object, although sometimes it seems to happen with solid edges as well. And the inventory icons, which all have a soft feathered ed I did some tests and found that even saving a solid black box on a transparent background resulted in a grey border. The edges
    2 KB (408 words) - 16:58, 25 June 2007
  • To make a model (a bush, for example) non-solid set "solid" "0"
    301 bytes (51 words) - 06:09, 25 January 2011
  • * As before, the ''new'' brush is a solid block. Select it again with {{key|SHIFT}}+{{Key|ALT}}+{{LMB}} ...need the ends which will be open to the rooms either end. You could make a solid and hollow it out and then delete the ends or make walls, floor, ceiling as
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...es everything which looks like static (i.e. never moves or disappears) and solid (e.g. not a light flare) geometry and considers them blockers. In reality, A surface is allowed to block particles only if it has either "solid" or "water" content flag, other materials never block particles.
    19 KB (2,883 words) - 16:46, 9 December 2020
  • You might also add buttresses against the walls if you want; just add solid brushes maybe 16 x 24 3/4 way up the walls. These should have sloping tops * With the same textures, patches are just as solid to the player as a brush and a steel plate just as impenetrable as if it we
    29 KB (5,373 words) - 21:29, 17 January 2023
  • * '''xray_glasses_overlay_exclusive''': Shows xray-enabled entities through solid obstacles, optionally changes their model and/or skin and excludes everythi * Xray vision to see entities through solid obstacles only works if the entity is already being rendered. You can't see
    6 KB (988 words) - 09:17, 12 April 2024
  • "solid" "1" ...defines a basic loot item. Apart from a few functional parameters like '''solid''' and '''inv_category''' there are two more noticeable things in this enti
    5 KB (801 words) - 16:53, 28 March 2020
  • ...tion and rotation (see rotate property.) If clipping problems then give it solid 0 as well. ...ore it hits anything inside the container. It is invisible, but must be a solid material, so if you make it too thick it will block the player.
    4 KB (726 words) - 17:16, 1 February 2022
  • ...t hits the ground, and before it leaves the ground. This ensures it stops solid and stays perfectly still between the two frames.
    7 KB (1,238 words) - 09:50, 30 September 2007
  • {| style="margin: 0.5em; margin-left: 1em; border: 1px solid #a0a0a0; text-align: right; border-collapse: collapse;" cellpadding="5" bor {| style="margin: 0.5em; margin-left: 1em; border: 1px solid #a0a0a0; text-align: right; border-collapse: collapse;" cellpadding="5" bor
    3 KB (435 words) - 02:18, 2 September 2021
  • r_showShadows ... 1 = wireframes, 2 semi-solid volumes
    37 KB (6,198 words) - 18:11, 12 May 2024
  • ...the Eastern Wastes before it was overrun. One of the pieces was a crown of solid gold ! What old Bowley lacks in talent, he certainly makes up for in luck.
    5 KB (698 words) - 13:34, 30 March 2024
  • The second part makes the image slowly change transparency towards solid (0.4) during 4000 milliseconds.
    15 KB (2,359 words) - 15:28, 14 November 2023
  • ...basically out of the map'''. This is because the mover will then be '''NON SOLID'''. This is also the case if you put the mover as starting in the void.
    11 KB (1,880 words) - 20:17, 8 June 2022
  • * Material.SurfaceFlag.'''SOLID'''
    91 KB (13,242 words) - 06:12, 2 January 2023
  • - I think it's good to start with some solid concept, or theme, or a few connected concepts, and build from that, like e
    62 KB (11,039 words) - 02:08, 3 December 2019
  • # I placed items within a thick solid with no problem. (added note: may be problems dropping out into the void so
    20 KB (3,737 words) - 13:45, 21 November 2018
  • * Setting the ragdoll’s hidden spawnarg “solid” to “1”. (Caveat: if the ragdoll is frobbable, after a frob/release, A ragdoll sees an elevator platform as solid no matter how it is textured. Consider using a monsterclip texture instead
    7 KB (1,068 words) - 23:20, 14 December 2021
  • * You might have a gap(s?) but just fill in with small solid brushes
    24 KB (4,352 words) - 15:17, 26 April 2022
  • ...l's volume using the texture : common > nodrawsolid to make the model seem solid. Consider not bothering for some items such as inaccessible objects out of
    5 KB (922 words) - 21:21, 12 May 2020
  • (AI can only 'walk' on patches that are about 48 units above solid terrain, I made a big hill so I will put a caulk wedge under it to fill the
    20 KB (3,747 words) - 13:51, 21 November 2018
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