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  • * Place it flush against the ceiling and against a big grid line somewhere in the middle of the room Now, clone a beam and drag it into the big room. Here resize it to 16 x 16 cross section and clone and place them in a
    29 KB (5,373 words) - 21:29, 17 January 2023
  • ...d square to the north (upwards on screen) of the first room 448 x 320. The big grids vary with zoom so here's an image. Don't worry if yours mission varie ...he same internal floor level as the first room and drag the ceiling up one big grid size above the first so it should be 192 high and look something like
    30 KB (5,598 words) - 13:41, 21 November 2018
  • |''Basic properties of an 100x100x82 units big AI. Examples of this are monsters like belchers etc.'' |''Basic properties of an 32x32x68 units big AI. Examples of this are humans like guards etc.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • ...be rendered at any time so as to avoid unnecessary rendering. Without it a big mission would grind to a halt. Our little mission could manage but even her * Give it the texture editor > visportal on one of its big surfaces. This is its active surface which you should focus on when placing
    23 KB (4,202 words) - 20:52, 11 March 2020
  • ...e for yourself. Move it where you want but ideally so the sides are on the big grid. * Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.
    34 KB (6,047 words) - 14:41, 15 April 2023
  • * On the west wall of the big room, between the middle vertical beam and the south wall, create a niche 8 * Likewise insert two other chest prefabs in the big room. One or both them may eventually go upstairs or in the basement when f
    24 KB (4,352 words) - 15:17, 26 April 2022
  • ...d in a small or medium room, but may not be worth the performance hit in a big courtyard, and try to find ways to get better performance "for free" withou ...help optimize your moonlight, you should adjust the radius so it's only as big as it needs to be. You may also want to move the actual position of the lit
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ...ps nothing more important than preparing for good texture alignment. Use a big grid size in Dark Radiant and ensure walls, corridors, and rooms snap nicel ...the effort needed to produce a huge city mission. A small mission may earn big praise, indeed, it is recommended that the beginner does not be too ambitio
    15 KB (2,729 words) - 13:38, 21 November 2018
  • ...onfront him, but only later did they find out who he was, and *that* was a big revelation for them and an interesting plot development. Then it dawned on ...is that the reward should usually be proportional to the risk. For taking big risks or arriving at important rooms, if the player receives a lot of loot
    62 KB (11,039 words) - 02:08, 3 December 2019
  • ...(e.g. sharp). Unsharp parts cannot be fixed later, at least not without a big quality loss! ...capture a large area such that you'll have enough to work with, but not so big that your resolution on the final product will suffer
    12 KB (2,035 words) - 05:02, 24 April 2024
  • ...e mission and clone both torch and flame and move to the north wall of the big room between the central vertical beam and the west wall. You don't want to ...mod > AI > Thug > atdm:ai_townsfolk_thug and put him near the torch in the big room. '''note: this is in the Thief's Den resources but not in Dark Mod Rel
    20 KB (3,737 words) - 13:45, 21 November 2018
  • Right now we want to keep it all big, blocky, and snapped to grid (-,+ to adjust grid size) ...ly '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 gap).
    20 KB (3,747 words) - 13:51, 21 November 2018
  • Stationary Lights + Big areas + Big Lights = Higher FPS with Maps <br>Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor
    83 KB (13,088 words) - 03:32, 15 May 2024
  • ...the player it is best only used rarely on a special lock like an important big vault door. Ordinary footlockers and common doors can be just 1 or 2 click ...so if you had dozens of these then maybe it would affect performance. Too big a number and there may be a long delay before the door shuts - but it will
    61 KB (10,916 words) - 20:12, 30 January 2024
  • ...start with, you’re going to want to look over on your properties bar (the big vertical thingy on the right side of the interface FYI), and find this curr ..., and it’s kinda zoomed in. The little chunks in your plaster wall are now big ole chunks all zoomed in. So what else can you do?
    31 KB (5,660 words) - 05:35, 22 May 2012
  • This makes a big difference in case of large meshes (e.g. terrain) lit by many small lights. The changes should rarely make a big difference, aside from probably stronger specular.
    17 KB (2,452 words) - 10:59, 10 February 2023
  • All versions of TDM are stored in one zipsync database, which looks like a big tree of differential packages. This is not a big problem in our context, since usually you don't want to merge everything: o
    32 KB (5,350 words) - 13:59, 16 December 2023
  • ...sed for setting the EAX properties in the area (e.g., the echo-y-ness of a big hall or cave, or the dullness of a small carpeted room). So you have a goo :*If the color change between two zones is too big, the fading and change can become obvious to the player and spoil the subtl
    33 KB (5,743 words) - 00:08, 7 October 2023
  • ...s. That has interesting implications for wide city streets. They require big visportals, but if you can split them up and independently control each par ...h the VP and scenario A or D cannot be used. Usually this must be done for big outdoors VP's as seen in Knightons Manor exterior behind the manor (it is t
    41 KB (7,171 words) - 19:41, 20 October 2021
  • **DarkRadiant: Cannot do render mode or far clip mode. Slow with big maps so use the grid filter to just show the area I'm working on mostly. **Performance: Looks great and plays great at 1920x1200. I've never been a big fan of AA though.
    29 KB (4,533 words) - 05:05, 28 January 2021
  • ...w large you want the tower to be at the base (or, if it doesn’t taper, how big you want it to be at the bottom and top). ...n idea of the scaling. You can also place AI entities to try and gauge how big it is. When you’ve found an appropriate size, create a square brush (does
    6 KB (1,057 words) - 14:12, 21 November 2018
  • ...19854-paralytiks-big-thread-of-ambient-sound-and-other-things/ Paralytik's Big Thread of Ambient & Sound (and other things)] - ambient and sound assets by ...19854-paralytiks-big-thread-of-ambient-sound-and-other-things/ Paralytik's Big Thread of Ambient & Sound (and other things)] - ambient and sound assets by
    5 KB (716 words) - 17:06, 24 November 2022
  • ...h 1: Read and Write to the Depth buffer in a feedback loop setup. Offers a big performance boost for Intel GPU's ...r 1: Read and Write to the Color buffer in a feedback loop setup. Offers a big performance boost for Intel GPU's (do not use on Nvidia).
    13 KB (1,927 words) - 16:40, 2 February 2021
  • * Draw the camera view from DR as big as possible to capture the highest quality possible. ...the texture). This means that the left three parts are sourounded by quite big empty spaces, wasting texture resolution.
    13 KB (2,163 words) - 16:00, 14 May 2017
  • ...at 0.15 for size 12, it means size 12 will be little used. So there is no big penalty if there are either no size 12 files, or the provided files have in * size 48: Used in the menu system for the big headlines and the main menu. Also used for the larger "Title" text of some
    5 KB (775 words) - 16:26, 30 March 2024
  • <br>Counter to common intuition large flat surfaces can be big offenders for light performance considerations.
    37 KB (6,198 words) - 18:11, 12 May 2024
  • ...e code hints they were originally meant to resemble Meters. Since TDM geos big compared to Doom, they turn out to be very short Meters.''):
    6 KB (969 words) - 06:52, 7 February 2013
  • The size 24 is used mostly by readables, while the menu uses 48 (the big headlines and the main menu) and 24 (settings and other headlines).
    6 KB (944 words) - 15:28, 18 March 2024
  • ...ngle is hit by a light and what shadow that triangle will cast, this is no big deal with one triangle, or one light but in a map you are sure to have many
    16 KB (2,953 words) - 00:14, 4 October 2023
  • ...ng into areas you don't want it, or losing sound where you do. For a very big area, or inside buildings or winding paths, a few triggers will fully cover
    27 KB (4,523 words) - 20:45, 12 January 2012
  • '''Big Papa Jay'''
    3 KB (491 words) - 14:41, 28 March 2024
  • ...is the original mission from 2008 (modified to run with TDM Version 1.07). Big thanks to b1k3rdude who has helped me to bring Closemouthed Shadows to TDM
    5 KB (651 words) - 16:03, 9 June 2023
  • These are big and bigger clocks set at midnight by default and facing west. Works immedia
    13 KB (2,300 words) - 20:22, 7 May 2014
  • ...(instead of the whole original normalmap with its bigger structures). How big the details are can be altered by the radius of the filter. The artist has
    6 KB (975 words) - 02:42, 28 October 2021
  • sys.trigger($startconversation_hall_1); // BIG LOOP
    4 KB (572 words) - 16:33, 31 December 2021
  • ...Springheel as well as to Moonbo and simplen00b for language correction. A big thanks to the TDM community for the support, and the team for making this p
    4 KB (543 words) - 18:17, 11 April 2021
  • '''search4_3''' "You made a big mistake, coming here."<br>
    22 KB (3,737 words) - 09:21, 29 January 2019
  • '''Big grunts''' x2
    23 KB (3,971 words) - 07:42, 29 January 2019
  • '''drunk_4''' "...but I says, "that’s a big rat!" Uh huh. Yep... still a rat though..."
    26 KB (4,364 words) - 04:21, 31 January 2019
  • ...of them as a stack of cheese slices where the projection texture is like a big cookie-cutter that uniformly slices through every slice).
    24 KB (3,774 words) - 18:54, 14 April 2024
  • Some FMs can take a while to load first time, especially big FMs on low-end systems. It is highly recommended that you start the player
    13 KB (2,317 words) - 06:56, 26 May 2021
  • ...{{key-ctrl}}+{{key|V}} to paste your selection into a new layer. Yeah, I'm big on keyboard shortcuts. You should be, too. It'll save you a ton of time in
    8 KB (1,432 words) - 07:17, 4 April 2012
  • ...it's likely someone else would just take his place. Since Miles owes me a big favor I had him arrange safe travels there for me. Two days and many miles
    22 KB (3,608 words) - 12:36, 25 March 2021
  • Optionally add a lockbar to indicate lockpicking progress. Best on big chests but not practical on a tiny cashbox. There is a tiny model or you ca
    4 KB (726 words) - 17:16, 1 February 2022
  • ...e area doesn't have to be particularly large, sometimes even 50x20m are to big for rat AAS.
    16 KB (2,724 words) - 16:36, 24 April 2024
  • ...is hardly a problem for small maps, but can take dozens of seconds for the big maps.
    10 KB (1,743 words) - 15:41, 22 November 2022
  • .../bugs.thedarkmod.com/view_all_bug_page.php Bug Tracker] for a '''<u>really big</u>''' list of them.)
    3 KB (531 words) - 03:14, 1 March 2022
  • ...// Used in mainmenu_background when player failed, to flip the texture of "big chains". Matscaley not used in core.
    12 KB (1,829 words) - 16:17, 4 November 2022
  • ...o don't be tempted to go high. It's a matter of experience, judgement, how big the curve is, and the type of texture.
    21 KB (3,877 words) - 21:28, 23 November 2021
  • ...cing. You could place some kind of unique item in one of the rooms (i.e. a big torch) to demonstrate this more visibly.
    7 KB (1,255 words) - 23:47, 23 December 2020
  • ...GUIS | Ref 1]], reflecting class names in the engine .cpp code, was not a big hit with subsequent documentation authors, who chose other nomenclatures:
    17 KB (2,366 words) - 22:21, 9 October 2023
  • ...he sky in the gaps between buildings where you see to the very edge of the big fog light. You can use spawnarg "noFogBoundary" for that. It lets fog paint
    23 KB (3,719 words) - 18:25, 8 February 2024
  • ...vector corner1 = volume_entity.getMins(); //use an entity, such as a big clip brush, to define the volume
    13 KB (2,071 words) - 14:29, 27 January 2024
  • * Its a big appication file (221 mb), because it contains the tdm-launcher, the TDM-upd
    30 KB (4,723 words) - 08:47, 6 February 2023
  • '''Big Papa Jay'''
    4 KB (544 words) - 19:08, 30 March 2024
  • That's not a big deal, really.
    3 KB (568 words) - 15:53, 1 March 2021
  • {{infobox|<center><br>'''Big Ugly Disclaimer:'''</center><br> '''The Dark Mod''' team does not necessari
    67 KB (8,256 words) - 22:25, 15 May 2024
  • ...where XXX is the number of pixels, f.i. 220. Make sure that it is not too big or small.
    1 KB (236 words) - 13:09, 23 March 2012
  • ...ars, but overall not more than 4 entities. Remember to make the SEED space big enough so that all to-be spawned entities will fit!
    3 KB (456 words) - 00:54, 24 February 2014
  • ...still render in the view area, as if towering in the distance, without the big performance hit of rendering the entire street it's in.
    2 KB (372 words) - 06:27, 30 January 2012
  • '''Big Papa Jay'''
    4 KB (623 words) - 18:25, 30 March 2024
  • '''Big Papa Jay'''
    3 KB (491 words) - 22:25, 12 June 2023
  • ...ain Images Collection]''' - The Metropolitan Museum in New York has made a big part of its collections in the public domain [https://www.metmuseum.org/abo
    42 KB (6,383 words) - 11:23, 10 April 2024
  • ...r1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio
    6 KB (884 words) - 08:13, 6 October 2021
  • ...s, waterfall, spray, fountain - anything that can be made up of particles, big or small, fast or slow.
    9 KB (1,522 words) - 12:52, 14 November 2022
  • '''Big Papa Jay'''
    4 KB (705 words) - 18:53, 30 March 2024
  • ...y this means only a few selected FMs show a difference. One example is the big forest in [http://www.thedarkmod.com/fmdetails.php?id=18 No Honour Among Th
    2 KB (357 words) - 03:10, 25 November 2019
  • [[The World at Large]] - About the "big picture" geography of TDM's setting, beyond the local scope of Bridgeport (
    9 KB (1,570 words) - 21:07, 28 October 2023
  • ...a little lighter, you can now edit them more to taste, rather than in one big lump. This allows for more control of your texture, and more control is alw
    18 KB (3,221 words) - 07:15, 4 April 2012
  • '''Big Papa Jay'''
    6 KB (809 words) - 16:03, 9 June 2023
  • big-endian no
    13 KB (1,964 words) - 03:35, 11 April 2019
  • To change the colour of the sky select the big light and edit its properties. To change the colour of the small lights in
    3 KB (477 words) - 19:48, 7 September 2015
  • '''Big grunts''' x2
    23 KB (3,907 words) - 05:44, 31 January 2019
  • ...f this method is that you will also profile the mission load time, and for big missions that will easily swamp any work done during the mission run time u
    9 KB (1,156 words) - 19:47, 29 January 2024
  • ...assumes that the clock's hand movement is managed by the materials for the big and little hands.
    7 KB (903 words) - 19:17, 16 October 2018
  • ...ars, but overall not more than 4 entities. Remember to make the SEED space big enough so that all to-be spawned entities will fit!
    4 KB (661 words) - 11:13, 9 November 2014
  • ...t amount of geometry sent to GPU also increases in (K+1) times, so setting big values will decrease performance. On the other hand, bigger values may be n
    10 KB (1,774 words) - 12:46, 14 November 2022
  • '''Big Papa Jay'''
    5 KB (773 words) - 18:54, 30 March 2024
  • ** If your title or text is too big to fit on one line just insert a \n midway. Each line should centre.
    64 KB (11,619 words) - 03:40, 25 March 2024
  • So, ExportFontToDoom3 makes xskip too big in the case of the above letters.
    8 KB (1,405 words) - 18:31, 8 May 2024