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  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} ...ere to acquire and set up the sources, please refer to the main article: [[DarkRadiant - Compilation Guide]]
    2 KB (383 words) - 17:31, 29 December 2016
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for instructions about how to setup VC++ 2005 Expr
    3 KB (507 words) - 17:31, 29 December 2016
  • ...ot yet support Wayland environments, which is the default since Fedora 25 (DarkRadiant will just segfault during startup). You'll need to [https://fedoraproject.o DarkRadiant can be built and installed from an unofficial ebuild repository (overlay).
    9 KB (1,360 words) - 09:50, 13 January 2024
  • cd C:\DarkRadiant The time neede to compile DarkRadiant strongly depends on your CPU power and may take up to ten minutes for a rel
    4 KB (676 words) - 16:06, 4 April 2008
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for a link to the Microsoft website.
    2 KB (265 words) - 17:30, 29 December 2016
  • {{darkradiant-menu|sort=Entity}}
    1 KB (191 words) - 16:00, 17 November 2007
  • DarkRadiant is offering a Python script interface which provides access to the most imp If you just want to run the scripts, see here: [[Running Scripts in Darkradiant]].
    91 KB (13,242 words) - 06:12, 2 January 2023
  • <small>The DarkRadiant Logo</small> ...opment forums. The source code is hosted on [https://github.com/codereader/DarkRadiant github].
    3 KB (311 words) - 22:09, 12 April 2024
  • ...the .exe file) from the github release page: https://github.com/codereader/DarkRadiant/releases # Start up [[DarkRadiant]] via the Start menu.
    2 KB (365 words) - 14:13, 18 September 2022
  • #REDIRECT [[DarkRadiant - Compiling in Visual C++ 2013]]
    56 bytes (7 words) - 07:48, 12 October 2014
  • #REDIRECT [[DarkRadiant - Compiling in Windows]] {{darkradiant|sort=Compilation}}
    93 bytes (10 words) - 18:06, 29 December 2016
  • ...nd install the Windows dependencies package. Then you're set up to compile DarkRadiant in Visual Studio. ...g. Browse to the [https://github.com/codereader/DarkRadiant github page of DarkRadiant] and click on '''Clone in Windows'''. That's it!
    6 KB (881 words) - 19:35, 1 April 2022
  • At the current point there's no Bundle or Installer for DarkRadiant yet, so one needs to compile the application themselves. The following info DarkRadiant depends on a couple of open source libraries that are not available by defa
    4 KB (698 words) - 10:00, 12 January 2020
  • #REDIRECT [[DarkRadiant - Compiling in macOS]]
    46 bytes (6 words) - 23:15, 28 November 2023
  • ...lder the video's the higher the chance some things have changed in current DarkRadiant/TDM === DarkRadiant tutorial ===
    16 KB (2,476 words) - 16:14, 13 June 2023
  • #REDIRECT [[DarkRadiant - Compiling in macOS]]
    46 bytes (6 words) - 13:08, 13 July 2017
  • == Obtaining the Flatpak version of DarkRadiant == * Once Flatpak is ready, you can install the DarkRadiant package in a few ways:
    2 KB (317 words) - 14:20, 18 September 2022
  • 285 bytes (56 words) - 04:07, 7 January 2008
  • Although DarkRadiant was forked from GTKRadiant, the style of legacy GTKRadiant code should ''no {{darkradiant-internal|sort=Coding}}
    7 KB (1,075 words) - 08:31, 26 August 2020
  • The [[DarkRadiant]] '''render system''' works in two phases. {{darkradiant-internal|sort=Render system}}
    947 bytes (137 words) - 23:12, 11 November 2007
  • ...ortcut> tags. The accelerators are connected by the EventManager itself on DarkRadiant startup, so to add a shortcut to a specific event, one currently has to edi {{darkradiant-internal|sort=EventManager}}
    4 KB (566 words) - 23:07, 11 November 2007
  • ...onsists of exactly one global parent node, the toplevel node is called '''<darkradiant>'''. However, you don't have to specify this toplevel node, as it is added ...ghtVolumes''' is automatically recognised as relative path and becomes '''/darkradiant/user/ui/showAllLightVolumes''' before being passed to the libxml functions.
    4 KB (678 words) - 23:15, 11 November 2007
  • 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
  • DarkRadiant Shader System The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.
    2 KB (211 words) - 23:11, 11 November 2007
  • ...e named [[DarkRadiant ShaderDefinition|ShaderDefinitions]] and the named [[DarkRadiant Shader|Shader]] objects. ...gets populated during startup when the material files are parsed by the [[DarkRadiant ShaderFileParser|ShaderFileParser]].
    509 bytes (65 words) - 23:15, 11 November 2007
  • DarkRadiant's codebase is open source, the main part of the source code is hosted on gi All compilers can be acquired for free. In any case, since DarkRadiant is using part of the C++17 feature set, a compiler supporting the C++17 sta
    975 bytes (142 words) - 19:34, 1 April 2022
  • {{darkradiant-internal|sort=GLTextureManager}}
    3 KB (387 words) - 23:17, 11 November 2007
  • A ShaderDefinition structure is a named encapsulation of a [[DarkRadiant ShaderTemplate|ShaderTemplate]] and the shader (material) filename the temp {{darkradiant-internal|sort=ShaderDefinition}}
    217 bytes (25 words) - 23:15, 11 November 2007
  • In DarkRadiant there are some quite useful texturing tools available. This document descri ...brush doesn't always yield the same result when used on patches, although DarkRadiant tries to do its best.
    3 KB (440 words) - 20:37, 2 November 2007
  • DarkRadiant is using the '''major.minor.revision''' scheme for assigning version number Since 0.9.9 the Windows release of DarkRadiant is shipped for both 32 bit (x86) and 64 bit platforms (x64). Users should b
    8 KB (1,297 words) - 09:02, 5 June 2016
  • ...info in this article will be incorporated into the articles in [[:Category:DarkRadiant Menus]] and then deleted.}} .... This dialog appears at the very first DarkRadiant startup as well. See [[DarkRadiant - Quick Installation Guide]] for more information about the right settings
    6 KB (967 words) - 21:53, 11 November 2007
  • |&nbsp; Exit DarkRadiant {{darkradiant-menu}}
    3 KB (535 words) - 02:45, 11 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (208 words) - 22:25, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    2 KB (327 words) - 22:23, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (179 words) - 22:19, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (207 words) - 23:19, 11 November 2007
  • 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
  • {{darkradiant-menu|sort=Patch}}
    4 KB (545 words) - 02:16, 5 November 2007
  • ...nce of DarkRadiant can be poor, depending on your system. Use this to give DarkRadiant a small powerup: {{darkradiant|sort=Tips and Tricks}}
    2 KB (393 words) - 20:18, 9 March 2014
  • {{darkradiant-menu|sort=Help}}
    564 bytes (83 words) - 02:17, 5 November 2007
  • 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

  • DarkRadiant is offering a Python script interface which provides access to the most imp If you just want to run the scripts, see here: [[Running Scripts in Darkradiant]].
    91 KB (13,242 words) - 06:12, 2 January 2023
  • <small>The DarkRadiant Logo</small> ...opment forums. The source code is hosted on [https://github.com/codereader/DarkRadiant github].
    3 KB (311 words) - 22:09, 12 April 2024
  • DarkRadiant is using the '''major.minor.revision''' scheme for assigning version number Since 0.9.9 the Windows release of DarkRadiant is shipped for both 32 bit (x86) and 64 bit platforms (x64). Users should b
    8 KB (1,297 words) - 09:02, 5 June 2016
  • **DarkRadiant: Slow but useable but cannot run simultaneously with Dark Mod except with v **DarkRadiant: No problems.
    29 KB (4,533 words) - 05:05, 28 January 2021
  • ...on the right. In order to achieve this effect, the level-geometry built in DarkRadiant is exported to Blender and the vertices are colored according to the desire =Vertex Painted ASE Models with DarkRadiant and Blender 2.53=
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...ot yet support Wayland environments, which is the default since Fedora 25 (DarkRadiant will just segfault during startup). You'll need to [https://fedoraproject.o DarkRadiant can be built and installed from an unofficial ebuild repository (overlay).
    9 KB (1,360 words) - 09:50, 13 January 2024
  • DarkRadiant Shader System The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.
    2 KB (211 words) - 23:11, 11 November 2007
  • ...nd install the Windows dependencies package. Then you're set up to compile DarkRadiant in Visual Studio. ...g. Browse to the [https://github.com/codereader/DarkRadiant github page of DarkRadiant] and click on '''Clone in Windows'''. That's it!
    6 KB (881 words) - 19:35, 1 April 2022
  • At the current point there's no Bundle or Installer for DarkRadiant yet, so one needs to compile the application themselves. The following info DarkRadiant depends on a couple of open source libraries that are not available by defa
    4 KB (698 words) - 10:00, 12 January 2020
  • In DarkRadiant there are some quite useful texturing tools available. This document descri ...brush doesn't always yield the same result when used on patches, although DarkRadiant tries to do its best.
    3 KB (440 words) - 20:37, 2 November 2007
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} ...ere to acquire and set up the sources, please refer to the main article: [[DarkRadiant - Compilation Guide]]
    2 KB (383 words) - 17:31, 29 December 2016
  • == Obtaining the Flatpak version of DarkRadiant == * Once Flatpak is ready, you can install the DarkRadiant package in a few ways:
    2 KB (317 words) - 14:20, 18 September 2022
  • cd C:\DarkRadiant The time neede to compile DarkRadiant strongly depends on your CPU power and may take up to ten minutes for a rel
    4 KB (676 words) - 16:06, 4 April 2008
  • ...quick information, from within Dark Radiant, access the Help/[https://www.darkradiant.net/userguide/ User Guide]. <drive>:\Documents and Settings\<user>\Application Data\DarkRadiant\input.xml
    104 KB (17,349 words) - 15:12, 19 May 2020
  • ...lder the video's the higher the chance some things have changed in current DarkRadiant/TDM === DarkRadiant tutorial ===
    16 KB (2,476 words) - 16:14, 13 June 2023
  • ...and content) 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.
    227 KB (38,525 words) - 14:59, 13 April 2024
  • ...s]). The feature was added to TDM 2.09. Hot reload by itself does not need DarkRadiant or any special connection: in fact, the very first implementation was <tt>r * '''Game connection''' is the feature of DarkRadiant which allows it to communicate with TheDarkMod game, send commands, and fet
    10 KB (1,743 words) - 15:41, 22 November 2022
  • ...the .exe file) from the github release page: https://github.com/codereader/DarkRadiant/releases # Start up [[DarkRadiant]] via the Start menu.
    2 KB (365 words) - 14:13, 18 September 2022
  • ...guide's "workspace". This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension) In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.
    7 KB (1,236 words) - 19:30, 25 August 2016
  • The objectives editor is a very useful tool located inside Darkradiant (Version 0.9.7 or later) that allows the map author to set objectives or go To access the objectives editor once inside Darkradiant, click the pull-down menu Map>Objectives...
    26 KB (4,493 words) - 17:22, 15 December 2023
  • DarkRadiant's codebase is open source, the main part of the source code is hosted on gi All compilers can be acquired for free. In any case, since DarkRadiant is using part of the C++17 feature set, a compiler supporting the C++17 sta
    975 bytes (142 words) - 19:34, 1 April 2022
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for a link to the Microsoft website.
    2 KB (265 words) - 17:30, 29 December 2016
  • # Set the command name so that DarkRadiant recognises this file # The actual algorithm called by DarkRadiant
    1 KB (170 words) - 14:31, 2 November 2009
  • ...w a mapper can drop a speaker entity in the map and set it up correctly in DarkRadiant. The focus is on soundshader keywords and how to override them. To create a speaker you can simply click {{RMB}} in DarkRadiant and select "Create speaker...". This will:
    11 KB (1,832 words) - 16:14, 13 April 2024
  • ...on of Visual Studio. Please refer to the current article linked from the [[DarkRadiant - Compilation Guide]].}} You'll need a working VC++ build environment to open and compile the DarkRadiant solution file. See below for instructions about how to setup VC++ 2005 Expr
    3 KB (507 words) - 17:31, 29 December 2016
  • ...onsists of exactly one global parent node, the toplevel node is called '''<darkradiant>'''. However, you don't have to specify this toplevel node, as it is added ...ghtVolumes''' is automatically recognised as relative path and becomes '''/darkradiant/user/ui/showAllLightVolumes''' before being passed to the libxml functions.
    4 KB (678 words) - 23:15, 11 November 2007
  • ...info in this article will be incorporated into the articles in [[:Category:DarkRadiant Menus]] and then deleted.}} .... This dialog appears at the very first DarkRadiant startup as well. See [[DarkRadiant - Quick Installation Guide]] for more information about the right settings
    6 KB (967 words) - 21:53, 11 November 2007
  • ==== Create a new Map in DarkRadiant ==== ...working on the map file at the same time. This is a limitation of TDM and DarkRadiant, not Git. To be clear, multiple people can work on it and export parts of
    35 KB (5,861 words) - 22:58, 28 November 2023
  • ...nce of DarkRadiant can be poor, depending on your system. Use this to give DarkRadiant a small powerup: {{darkradiant|sort=Tips and Tricks}}
    2 KB (393 words) - 20:18, 9 March 2014
  • == DarkRadiant == There are some steps that need to be performed in DarkRadiant to get things working.
    2 KB (308 words) - 14:18, 11 June 2017
  • == Configuring Stims/Responses in DarkRadiant == Since release 0.9.0 [[DarkRadiant]] is capable of setting up stims and responses via a graphical interface. T
    6 KB (1,004 words) - 12:50, 14 November 2022
  • ...arkRadiant, select everything, copy to clipboard. Open another instance of DarkRadiant and paste from clipboard. Save as new filename and dmap new file and that h '''A.''' Yes. In DarkRadiant you can select a brush and push "V" to select verticies to drag and resize,
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ''Copy & Paste'' for '''text''' in DarkRadiant uses just the standard operating system clipboard. DarkRadiant itself cannot compile or play your map. Enter dmap <mapname> and map <mapna
    5 KB (874 words) - 18:37, 29 December 2016
  • DarkRadiant or TheDarkMod crashed? If you don't want that to happen again, you need to ...Manager, switch to the Processes tab and locate the program which crashed (DarkRadiant.exe, TheDarkModx64.exe or tdm_installer.exe). <br> It should be in that lis
    6 KB (949 words) - 20:09, 18 March 2024
  • ...e named [[DarkRadiant ShaderDefinition|ShaderDefinitions]] and the named [[DarkRadiant Shader|Shader]] objects. ...gets populated during startup when the material files are parsed by the [[DarkRadiant ShaderFileParser|ShaderFileParser]].
    509 bytes (65 words) - 23:15, 11 November 2007
  • 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
  • ...lose Dark Radiant then insert the above in between two other filters in G:\DarkRadiant\games\doom3.game using a plain text editor. I recommend you back up the ori More details in [[Defining custom Filters in DarkRadiant]]
    20 KB (3,737 words) - 13:45, 21 November 2018
  • * [https://www.darkradiant.net/userguide/#Group Groups, in Dark Radiant’s User Guide]. ...tps://wiki.thedarkmod.com/index.php?title=DarkRadiant_Script_Reference the DarkRadiant Script Reference].
    7 KB (1,139 words) - 17:45, 20 October 2022
  • In a hurry? For a quick take on Prefab import and export, see [https://www.darkradiant.net/userguide/#WorkingWithPrefabs "Working with prefabs" in the Dark Radian ...nt extension, and a different use case. It is used to pack a collection of DarkRadiant map opjects (brushes/patches and entities) into a file so that it can be re
    5 KB (842 words) - 22:47, 26 January 2022
  • <br>A new automation system allows mappers to connect TDM to Darkradiant and see real-time in-engine previews of their map It is also integrated into DarkRadiant (with the help of DarkRadiant devs 😃, of course).
    8 KB (1,179 words) - 03:55, 11 February 2022
  • ...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
  • In a hurry? See [https://www.darkradiant.net/userguide/#_using_layers Using Layers, in the DR User Manual]. .... Layers only affect DR, not your FM. Their data is stored in the map/<FM>.darkradiant file.
    8 KB (1,306 words) - 19:38, 22 January 2022
  • * the editor (D3Ed), but we have [[DarkRadiant]] ...ely new subsystem. It's pretty much the same coding style I was used to in DarkRadiant, minus a few things:
    24 KB (4,081 words) - 16:56, 10 April 2019
  • DarkRadiant's [[Objectives Editor]] to make it easier to create objectives.
    35 KB (5,581 words) - 21:38, 25 April 2024
  • * With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures by using [htt {{editing}}{{darkradiant}}
    3 KB (542 words) - 11:23, 27 May 2021
  • #REDIRECT [[DarkRadiant - Compiling in Windows]] {{darkradiant|sort=Compilation}}
    93 bytes (10 words) - 18:06, 29 December 2016
  • ...the name of the sound shader. We will need it for accessing it later via [[DarkRadiant]]. Open up your map in [[DarkRadiant]] and right-click somewhere in the orthogonal view and choose "Create Entit
    10 KB (1,655 words) - 04:10, 25 November 2010
  • ...her several individual entities, so they are treated as a single entity in DarkRadiant.
    1 KB (227 words) - 22:52, 21 January 2022
  • Although DarkRadiant was forked from GTKRadiant, the style of legacy GTKRadiant code should ''no {{darkradiant-internal|sort=Coding}}
    7 KB (1,075 words) - 08:31, 26 August 2020
  • The [[DarkRadiant]] '''render system''' works in two phases. {{darkradiant-internal|sort=Render system}}
    947 bytes (137 words) - 23:12, 11 November 2007
  • ...ortcut> tags. The accelerators are connected by the EventManager itself on DarkRadiant startup, so to add a shortcut to a specific event, one currently has to edi {{darkradiant-internal|sort=EventManager}}
    4 KB (566 words) - 23:07, 11 November 2007
  • Download '''[http://www.thedarkmod.com/downloads/ TDM]''', '''[[DarkRadiant|DarkRadiant]]''' (map editor), and the '''[https://www.moddb.com/mods/the-dark-mod/addo ...ance in our '''[https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/ "Newbie thread"]''' in the editor forum
    50 KB (8,022 words) - 16:15, 3 May 2024
  • A ShaderDefinition structure is a named encapsulation of a [[DarkRadiant ShaderTemplate|ShaderTemplate]] and the shader (material) filename the temp {{darkradiant-internal|sort=ShaderDefinition}}
    217 bytes (25 words) - 23:15, 11 November 2007
  • |&nbsp; Exit DarkRadiant {{darkradiant-menu}}
    3 KB (535 words) - 02:45, 11 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (208 words) - 22:25, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    2 KB (327 words) - 22:23, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (179 words) - 22:19, 17 November 2007
  • {{todo}} <!-- tels: re-use this for the DarkRadiant menu reference! --> [[Category:DarkRadiant]]
    1 KB (207 words) - 23:19, 11 November 2007
  • ...of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.) * Open DarkRadiant (if you already have it open you might have to close and reopen it to be ab
    7 KB (1,214 words) - 23:26, 18 April 2020
  • More can be found in the "Nature" folder with the DarkRadiant "Create entity" command. * [[Creating LOD Models]] with only Gimp/Photoshop and DarkRadiant
    10 KB (1,719 words) - 08:47, 7 August 2021
  • ...ust there for easy reference when ticking the "Show inherited" checkbox in DarkRadiant's Entity Inspector, to save you some typing.
    5 KB (840 words) - 18:35, 29 May 2019
  • ...terial and modify the parts you want and save it. It should then appear in DarkRadiant under the path specified in the name; so for this material it would be unde Now in DarkRadiant you should be able to find your new leaf particle when browsing through the
    15 KB (2,637 words) - 14:49, 21 November 2018
  • * Add to darkradiant.exe in 'Target' field the parameter: ** C:\DarkRadiant\DarkRadiant.exe fs_game_base=darkmod fs_game=mymap
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  • ...ll '''(nontiling).''' This only affects the way the textures are sorted in DarkRadiant's MediaBrowser and is intended to give additional sorting information about
    3 KB (485 words) - 19:28, 22 August 2008
  • ...r''' entities to your '''atdm:voice''' entity ({{key|CTRL}}+{{key|K}} in [[DarkRadiant]])
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  • #REDIRECT [[Running Scripts in Darkradiant]]
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  • In DarkRadiant, create a model of the object you want to sell. Place it at it's position a
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  • In DarkRadiant, create a book entity. You should use a mobile one. Add the following spawn
    2 KB (406 words) - 14:18, 11 June 2017
  • ...There are already several possibilities for how events can be triggered in DarkRadiant. The most common ones are the player entering a specific area, taking an ob
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  • In this case it is 32, so go to '''Map -> Find Brush''' in DarkRadiant, and enter this number into the '''Entity number''' box and press ''Find''.
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  • * Fixing interaction with outside projects (FM database, DarkRadiant, tdm_installer, etc.) in case it has been broken.
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  • #redirect [[DarkRadiant]]
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  • {{darkradiant}}
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  • ...for voice acting. Gore_Torn for voice acting. Everyone who ever replied my DarkRadiant questions.''
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  • An easy way to check your grid is to open a new file in DarkRadiant, choose a large grid size and drag out a cube brush, choose the next smalle
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  • on the entity in the entity inspector in DarkRadiant.
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  • First of all, draw a particle-emitting surface in DarkRadiant. It can be either a patch or a brush with 5 nodraw sides.
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  • {{darkradiant-menu|sort=Entity}}
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  • {{tutorial-editing}} {{darkradiant}}
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  • {{tutorial-editing}} {{darkradiant}}
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  • [[DarkRadiant]]: Just right-click into the orthogonal view, select "Create Entity" and ch ...rum discussion [https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=462151 here]''
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  • {{darkradiant|sort=Keys}}
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  • ...p is very large it takes some time loading it into the editor, this is why DarkRadiant/DoomEd support the display of lowres editor images replacements. Just resiz
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  • ...eadable types under ''darkmod\Readables'' in the "Create Entity" dialog in DarkRadiant.
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  • '''Further details: http://forums.thedarkmod.com/topic/18586-darkradiant-220-pre-release-testing/page-2#entry400283''' {{darkradiant}}
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  • ...are persistent across DR sessions store their information in the map/<FM>.darkradiant file.
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  • ...help TDM mappers learn how to build a well optimized medieval street in [[DarkRadiant|Dark Radiant]] for The Dark Mod using [[Visportals|vis-portals]].
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  • In DarkRadiant:
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  • In [[DarkRadiant]]: Select your brush, {{RMB}} -> Create Entity -> '''atdm:liquid_water'''
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  • * '''[[DarkRadiant Video Tutorials]]'''
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  • #REDIRECT [[DarkRadiant - Compiling in Visual C++ 2013]]
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  • ...one or more conversations. There is a custom conversation editor GUI for [[DarkRadiant]] (on the map menu), which is the easiest way to make and edit them; but yo
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  • ...10517], TDM Forum mirror: [http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page__view__findpost__p__199332 ], with advanced example: [http:
    21 KB (3,877 words) - 21:28, 23 November 2021
  • ..."View Properties"->"Grid:Spacing" and set it to '''10'''. This matches the DarkRadiant grid set to "1". Usually it's better to just turn on the edge length render
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  • To create a spline in DarkRadiant, click on the button "Create a NURBS curve" along the left edge of the wind
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  • ...rest of this tutorial assumes that you have a basic understanding of using DarkRadiant. If you haven't done so, please go read the [[Dark Radiant Must Know Basic http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/?p=395486
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  • DarkRadiant
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  • * [[Texturing in DarkRadiant]]
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  • #REDIRECT [[DarkRadiant - Compiling in macOS]]
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  • ...a [[SEED]] entitiy to "watch" over entities that you created inside the [[DarkRadiant|editor]], namely the SEED can:
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  • #REDIRECT [[DarkRadiant - Compiling in macOS]]
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  • '''Further details: http://forums.thedarkmod.com/topic/18586-darkradiant-220-pre-release-testing/page-2#entry400283''' Therefore, better use DarkRadiant feature to scale models.
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  • Save the file. Now you can load your new texture in [[DarkRadiant]] provided you did it all correctly.
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  • ...oned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.
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  • ...i. '''atdm:random_food'''. You will find them under "darkmod/Randoms" in [[DarkRadiant]] when right-clicking and choosing "Create Entity".
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  • ...ght be out of date, so make sure you check the menu "darkmod/Randoms" in [[DarkRadiant]] via "Create Entity" for the latest version.
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  • {{darkradiant-internal|sort=GLTextureManager}}
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  • ...ms to crash in certain circumstances when compatibility-mode is enabled on DarkRadiant.exe. Make sure to disable it if you run into any problems!
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  • Open your map in Darkradiant and import the machine_sounds_system prefab from the prefab/mechanical fold
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  • *[[DarkRadiant Video Tutorials|Video Mapping Tutorials]]
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  • {{darkradiant}}
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  • {{darkradiant-menu|sort=Patch}}
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  • File:Werebeast darkradiant testing.jpg|Newer werebeast test AI (preliminary testing in Dark Radiant)
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  • * In [[DarkRadiant]], create a brush the size of the area you want to cover
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  • {{darkradiant-menu|sort=Help}}
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  • {{darkradiant-menu|sort=Map}}
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  • ...g random food, junk or other things under '''Darkmod/Randoms''' inside the DarkRadiant menu "Create entity" accessible with {{RMB}}.
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  • ...s usual, rename the FM folder. In the “maps” sub-folder, rename the .map, .darkradiant, and .script files, and delete the rest. Tweak the darkmod.txt and starting
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  • Now in DarkRadiant you should be able to find your new leaf particle when browsing through the
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  • r_skipEntities, similar to "filter entities" in DarkRadiant
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  • That's all you need to do in DarkRadiant.
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