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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
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