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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
  • <br>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
    77 KB (12,135 words) - 15:01, 29 April 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
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