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  • On this page you will find video tutorials for DarkRadiant, ordered by creator and date. Remember that the older the v An overview of all the additions concerning the architecture building modules, and their possi
    16 KB (2,476 words) - 16:14, 13 June 2023
  • ...the hills. Really, it’s no wonder. Back in the day, even the most basic of tutorials read like dry dissertation on higher level mathematical concepts, making it ...cerned. But once you figure out the ins and outs and concepts, it’s not at all difficult.
    31 KB (5,660 words) - 05:35, 22 May 2012
  • * Make sure that all parts of your photo you want to use as texture are in focus (e.g. sharp). U === Assorted tutorials ===
    12 KB (2,035 words) - 05:02, 24 April 2024
  • A new folder will be created and all output files will be stored there. The folder will be named according to th == Tutorials that Include ExportFontToDoom3 ==
    6 KB (879 words) - 16:17, 26 April 2024
  • {{photoshop-tutorials}} ...part for anyone doing textures for TDM: The normalmaps. I'll be making two tutorials for this subject. This one, which will cover the process of making a height
    18 KB (3,221 words) - 07:15, 4 April 2012
  • This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission All of the entities listed in this database are current for TDM 2.05. Feel free
    227 KB (38,525 words) - 14:59, 13 April 2024
  • To see (or add to) a list of all available missions, click below. ; [[:Category:Tutorial|Tutorials]] : Complete tutorials about setting up certain characteristics
    2 KB (314 words) - 21:48, 3 March 2024
  • ...n in all video gamedom! High praise from a master, and something we should all strive to live up to! ...eavy handed and clumsy. But not using techniques to take them somewhere at all can leave your FM stale.
    62 KB (11,039 words) - 02:08, 3 December 2019
  • ...d by the first FAQ question above, or (2) an internal leak can happen when all sides of the visportal are not buried in or flush against sealing brushes, '''Q. Help! I'm having rendering & visPortal issues all over the place ... broken portals, sparkly lines, disappearing brushes, z-f
    51 KB (8,847 words) - 15:33, 1 July 2021
  • {{photoshop-tutorials}} ...'d like to have step by step shots for this part of the tutorial, but it's all to taste here. Just keep painting until you're happy.
    27 KB (4,878 words) - 17:48, 27 March 2012
  • ...ons by others of the Doom 3 version, that are general enough to pertain to all versions. Mostly verbatim, but with some light editing.'' ...ven Software developed a basic WYSIWYG editor for GUIs. It doesn’t support all features of the GUI system, but it is a very useful editor for creating bas
    12 KB (2,048 words) - 17:58, 4 November 2022
  • This is a wiki article containing basic tutorials on how to create different contructions using patches. For an overview on w 1- Start with 3 identical cylinder patches, all with the same dimensions and constrained to the grid (press {{key|CTRL}}+{{
    4 KB (712 words) - 06:48, 27 May 2021
  • {{photoshop-tutorials}} ...day. Unless you're insistent on getting the absolute highest resolution at all times, you shouldn't have any problems grabbing what you need per day. Once
    8 KB (1,432 words) - 07:17, 4 April 2012
  • {{photoshop-tutorials}} First, we'll cover the verymost basic tweak you'll apply to all your textures: Levels.
    11 KB (1,915 words) - 07:18, 4 April 2012
  • * So all you do is change it to be your own FM. * You already will have lots of test ammo and all player tools.
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...t either as a barrier to avoid or as a surface on which they can walk. But all patches as well as brushes and models that ''are'' assigned to entities are * It must be applied to ALL surfaces of the brush.
    13 KB (2,304 words) - 19:38, 12 July 2022
  • ...rg/wiki/Mipmap "MipMaps" pyramid of images], into which individual glyphs (all or part of a font set) are packed. ...fonts tended to be multicolor, and a bit ragged. For examples, see "Doom3 Tutorials 10 and 11" under For More below.
    9 KB (1,558 words) - 20:06, 10 May 2024
  • While mapping, write down all ideas you get while working on your map. You might get some cool location o The difficulty is probably too low, if you can effortlessly walk in shadow all the time and through the mission. If you need to make quick rushes from a d
    13 KB (2,317 words) - 06:56, 26 May 2021
  • {{photoshop-tutorials}} ...subtools. Rectangular, Elliptical, Horizontal Row, Vertical Row. These are all pretty self evident here. Playing with them for 5 seconds will give you a b
    13 KB (2,313 words) - 07:20, 4 April 2012
  • Generally speaking, the graphics card will be doing all the rendering of polygons in a map. Every brush you make, every model you It's also important to remember the rules and tips from previous tutorials [link will go here], such as:
    16 KB (2,724 words) - 16:36, 24 April 2024
  • {{photoshop-tutorials}} With that out of the way, go ahead and draw out all your horizontal lines. Space them out as far apart as you want. For the top
    10 KB (1,915 words) - 07:19, 4 April 2012
  • {{photoshop-tutorials}} ...weet compared to the rest. The hard part has been done. From here on, it's all about touching up to taste, and adding some spice and variety to the mix. T
    7 KB (1,320 words) - 10:20, 2 April 2012
  • * [[GUI Scripting: Properties in Common]] to all guiDefs, and the only properties of windowDefs. * [[GUI Scripting: User Variables]], likewise applicable to all guiDefs.
    14 KB (2,120 words) - 19:26, 7 May 2024
  • ...quite happy with Blender, and I would recommend it to everyone. Like with all more complex applications, you have to be ambitious until you get your firs ...lender is not really intuitive at the beginning. However, once you learned all the keyboard shortcuts, you'll quickly get into the workflow. I followed th
    2 KB (319 words) - 19:46, 20 October 2021
  • This article serves as an overview of all the Textures available for mission building in ''The Dark Mod'', via the [[ All of the textures listed in this database are current for TDM 2.05. Feel free
    11 KB (1,439 words) - 23:39, 1 February 2019
  • ...the beginner to Dark Radiant '''must''' know as they are mostly assumed in tutorials.<br> ...n the [[DarkRadiant Help menu|Help menu]], where you can also change them. Tutorials on this wiki will always show you the default keyboard shortcut, so remembe
    5 KB (874 words) - 18:37, 29 December 2016
  • // Animations affecting all channels (refer to anim names in the AI's modelDef) [[Category:AI Tutorials]]
    2 KB (377 words) - 05:00, 22 November 2018
  • ...e in a variety of situations. If you're confused at all by my explanation, all you have to do is spend a couple of minutes playing with it. You'll see exa Since they're all equally spaced, you don't have to worry about your new curved wall being od
    35 KB (6,290 words) - 07:30, 9 March 2022
  • ...no further visportals beyond that are even processed so are not visible at all. If a visportal does not show then it is either beyond range of processing ...e in-game but still have to be calculated. Others do not need rendering at all. Processing only takes place in the current portal area, that is, up to the
    41 KB (7,171 words) - 19:41, 20 October 2021
  • All mappers should know the following but remember not to blindly follow every ...the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
    37 KB (6,169 words) - 05:15, 19 April 2024
  • ...will have a fully working (but tiny and too simple) Dark Mod mission with all the main essential features. Include variations of your own as you progress All main resources and engine executables may be found in <darkmod>, your TDM i
    34 KB (6,047 words) - 14:41, 15 April 2023
  • Begin by deleting all the lights we put in so far EXCEPT for the ...ater we may add an upstairs to demonstrate ladders, elevators, and stairs, all the while avoiding the enemy. So plenty of shadows to hide in! And of cours
    20 KB (3,737 words) - 13:45, 21 November 2018
  • ...ending on the type of work you are doing and how hard it would be to do it all again. Dark Radiant has a great feature to save a copy in a different name. ...tioning Entities are not all visible objects so don't worry too much about all the strange items in this list. We'll just pick out a few...
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...d slits in the stone. There are many facets to making windows which cannot all be covered in this beginners' tutorial. A few points to remember... ...t can be moved, rotated, cloned, deleted, whatever. Tip: always switch off all filters (menu > Filters) when reselecting groups of stuff. These chests inc
    24 KB (4,352 words) - 15:17, 26 April 2022
  • * Give it the texture common > nodraw all over. ...red or green when you approach it (you won't see the ones too far away at all that's OK)
    23 KB (4,202 words) - 20:52, 11 March 2020
  • ...'''; a cylinder with 3 rows, '''square cylinder'''; a four sided cylinder. All patches are rendered smooth, so you can use a square cylinder and it will s ...u want to build a decent level fast or do you want to create the mother of all beautiful levels? You aren't getting paid, how much free time do you have?
    21 KB (3,877 words) - 21:28, 23 November 2021
  • However, there is one really good reason to caulk all unseen faces, especially those outside the map, not for performance but to * Ensure the texture of all the visible surfaces of the house are the same as the stone inside.
    29 KB (5,373 words) - 21:29, 17 January 2023
  • <br>knocking-out (KO-ing) all AI then looting the map emerged in standard missions (without special scrip <br>a lock-picking system, and some of the smartest AI you've ever met were all benefits of having such open access to the engine.
    54 KB (8,549 words) - 14:20, 7 May 2024
  • Right now we want to keep it all big, blocky, and snapped to grid (-,+ to adjust grid size) it will need to cover all the terrain you make so it can be adjusted later).
    20 KB (3,747 words) - 13:51, 21 November 2018
  • This will create an Entity that stores all of the objectives information that will you be editing. So what do all these various lines and checkboxes do?
    26 KB (4,493 words) - 17:22, 15 December 2023
  • ...'''worldspawn brush''' with the caulk texture applied to one or typically all surfaces. ...can fix this issue, because it casts shadows and thus blocks light rays in all regards.
    11 KB (1,872 words) - 21:22, 5 January 2024
  • ...hout textures, lights, models, AI, etc. and add it later while some put in all or most detail as they go along. Yet others will build anywhere in between ...alignments, dead ends, etc. later. Yet many excellent missions are made by all these approaches and each mapper should play to their strengths and interes
    15 KB (2,729 words) - 13:38, 21 November 2018
  • ...ight make it seem complicated but really just look at the image and that's all it is. * Let the elevator ''target'' all of the above position entities.
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...mple modeling one. It's done with [http://www.blender.org Blender], is not all encompassing and doesn't cover much detail, but in the interest of helping ...[http://en.wikibooks.org/wiki/Blender_3D:_Tutorial_Links_List mountain of tutorials] that are out there, but I'm going to stick to a cube for the sake of simpl
    10 KB (1,690 words) - 07:33, 20 April 2022
  • ...nsole commands that automatically converts materials to be compatible with all the ambient methods. '''tdm_batchConvertMaterials''' is used to convert bat '''tdm_convertMaterialsFromFile''' converts all materials in one .mtr file.
    4 KB (642 words) - 16:37, 9 May 2017
  • ...ot of life to a level that would other wise be made of cubes. These shapes all differ from patches in the fact that they are flat shaded so they will have * If you leave the brush in the middle and resize it top to bottom so all five brushes are aligned you can use the ''csg merge'' command to make them
    6 KB (1,066 words) - 13:51, 21 November 2018
  • ...ich is default), there is no movement (which looks like there's no wind at all and the leaves stand still like in a screenshot). 1 would be some quite slo ...rmal diffusion of light. rgb 1 would be overbright). Note that rgb affects all 3 colour channels, but you can specifically change each channel (by using "
    15 KB (2,637 words) - 14:49, 21 November 2018
  • ...l shader as used in the idTech 4 engine is not an image as Blender expects all textures to be. Instead, it is a declaration which references several image ...tisfied. It may help to turn wireframe mode on so you can see the seams on all sides of the model.<br/>[[Image:Astep6.PNG]]
    16 KB (2,756 words) - 15:43, 17 December 2015
  • That's all you need to do in DarkRadiant. ...o find out which elevator should be moved. As the elevator was targeted by all the buttons, the first line handles this for us. So mover is our elevator n
    5 KB (886 words) - 17:13, 4 February 2019
  • ...herwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose. It's a good idea to go to the last frame ...e) if you want to start animating, otherwise you will keep putting keys on all controls regardless of which one is selected.
    2 KB (356 words) - 03:06, 20 October 2018
  • ...t wasn't designed to be used that way, there is a way to do it anyway, and all within the editor. ...then you can cut pieces off the basic rectangular block but I would get it all working first and save it then gradually cut pieces off and save the early
    12 KB (2,029 words) - 15:17, 4 September 2021
  • To teleport more than one entity, you can target them all from the same teleport entity. The targets will be teleported in the order However, this would also mean that all targets get teleported to the same location and are thus stuck inside each
    6 KB (953 words) - 19:03, 14 December 2021
  • This article serves as an overview of all the Ambients (sound loops, ambient sound effects, ambient music, etc.) avai All of the entities listed in this database are current for TDM 2.05. Feel free
    53 KB (6,865 words) - 13:17, 29 March 2021
  • Create the first step like this (a height of 8 is used here), it goes all the way through the tower, and they share a common centre point (X and Y). ...ase as you want! The cloned quadrants are super easy to place because they all meet at the center.
    7 KB (1,109 words) - 23:21, 23 October 2019
  • !align=left|{{TDM-FM|penny2_1|Penny Dreadful 2: All the way up}} ...s that are fully released, not those currently in development or testing. Tutorials, demos, prefabs, etc. should be listed elsewhere.
    66 KB (8,195 words) - 03:12, 2 May 2024
  • * '''Abandon ship!''' -- When triggered, all AI drop what they're doing and start running for the exits. * '''Lights out!''' -- At a specific time, all AI stop what they're doing and walk to their beds to go to sleep.
    30 KB (5,385 words) - 15:07, 11 May 2024
  • All that remains is to map the map in Dark Mod and try it out. Each time you fr ...very detail in the script is correct. A tiny typo and it might not work at all.
    4 KB (776 words) - 05:21, 20 October 2018
  • This article serves as an overview of all the Models (static, stationary models) available for mission building in '' All of the models listed in this database are current for TDM 2.05. Feel free t
    17 KB (2,317 words) - 10:28, 13 February 2019
  • ** To make all HUD elements invisible, use the cvar "tdm_hud_opacity 0". [[Category:Mapping Tutorials]]
    8 KB (1,358 words) - 10:07, 26 October 2022
  • // You don't need this at all, but for a platform the player is meant to get on this is needed. [[Category:Mapping Tutorials]]
    11 KB (1,880 words) - 20:17, 8 June 2022
  • ...e to the entire brush and surround the ladder then it will be climbable on all sides. Where you only want one surface to be climbable then you can just su [[Category:Mapping Tutorials]]
    2 KB (379 words) - 04:57, 22 November 2018
  • ...not think of it. Just copy and paste shader one of the surface textures to all the others to get the same scroll and scale alignment and it should be OK. [[Category:Mapping Tutorials]]
    8 KB (1,315 words) - 18:14, 4 November 2022
  • Modular building is all about using a limited number of architectural models instead of building ev [[Category:Mapping Tutorials]]
    3 KB (412 words) - 02:53, 25 October 2023
  • Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out [[Category:Mapping Tutorials]]
    7 KB (1,214 words) - 23:26, 18 April 2020
  • ...difficulties recording video, and sometimes a “good enough” compromise is all that can achieved. You’ll probably have to consult forums for those using ...ecording software in Window’s Process Explorer [https://www.tenforums.com/tutorials/89548-set-cpu-process-priority-applications-windows-10-a.html| as discussed
    12 KB (1,908 words) - 03:30, 24 November 2021
  • In a nutshell all the water is comprised of is a standard guis\underwater\underwater_blue_thi [[Category:Mapping Tutorials]]
    2 KB (312 words) - 21:20, 23 March 2023