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Posted (edited)

DarkRadiant Video Tutorials wiki page

 

I made some changes to the DarkRadiant Video Tutorials wiki page. I added missing descriptions to some of the video's and more video sources.

https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials

 

Just wondering if people might disagree with some of the changes, especially the added video's from different makers. Or people have suggestions. If not, then good.

 

Edit: I removed the link to Bikerdudes video's again because in them he talks of reusing parts of maps from other missions (in this case I think mission A new Job). I didn't check out all of his video's in that playlist, so I didn't spot it before. The reason I removed them is that I don't want people to show the wrong example of building. Also, I think that the video's (although very informative), aren't great purely as instruction.

 

Edit 2: Added dates of video submissions.

Edited by datiswous
  • Like 2
  • Thanks 1
  • datiswous changed the title to Wiki changes
Posted

Upload license

When you upload files to the Wiki, on the upload page there is an option to choose a license. But in the dropdown menu there are no options for license's. Maybe some can be added?

 

ksnip_20221028-042046.thumb.jpg.086c5505c8d5b69f50cdc41c984017c6.jpg

  • 4 weeks later...
Posted (edited)

I added template SEED to Category:Templates . I changed the SEED template into a categorizing template and then created category SEED (subcategory of Editing) and listed all SEED pages under that 😬. Hope that's ok..

The previous version of the SEED template just listed a list of links to the other SEED pages, which now can be found listed clicking on the SEED category.

I added template Template-help to Category:Templates . So now it's easier to see what it does and how to use it.

Edit: I added templates TDM-FM (+ created description) and Infobox to Category:Templates

Edited by datiswous
  • 2 years later...
Posted (edited)

So I thought it might be an idea to make a tutorial for making efx files. Here is a draft:

 

Make an efx file for a mission with info_location's present.

1. In DR create a new filter: Filter > Edit Filters > Add

2. Filter info_locations:
Index 0: Type entityclass, Match .*, Action hide
Index 1: Type entityclass, Match info_location, Action show

image.png.5a126403fedf6cc13fa1e53bacea27b8.png

Optionally you can add: Index 2: Type entityclass, Match worldspawn, Action show
(this roughly adds the map's layout to the 2dview, while it's still easy to see the info_locations)

3. Activate made filter
4. You see only the info_locations in the map. write down the names of all the info_locations.
5. In the fm make a folder efxs and inside that make a file "map-name.efx". So the file needs to have the same name as your map and the extension needs to be efx.
6. It's best to copy over the contents of another mission's efx file so you have the structure.

For example Requiem:

Spoiler
Version 2
eaxreverb "GranaryZone" {
   preset QUARRY
 }
eaxreverb "TheMageTower" {
   preset CASTLE_LARGEROOM
 }
eaxreverb "TheEvilTower" {
   preset STONEROOM
 }
eaxreverb "TheEvilTower1" {
   preset STONEROOM
 }
eaxreverb "GreenmanCrypt" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "ShrineZone" {
   preset CHAPEL
 }
eaxreverb "Cave_Location" {
   preset CASTLE_SMALLROOM
 }
eaxreverb "City_Location" {
   preset CITY_STREETS
 }
eaxreverb "City2_Location" {
   preset CITY_STREETS  
 }
eaxreverb "Church" {
   preset CHAPEL
 }
eaxreverb "Crypts" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "TE1" {
   preset CASTLE_SMALLROOM
 }

7. Here you need to change after eaxreverb "Name", which is the name of the info_location you wrote down in step 4 and after preset comes the efx-preset you think should be used for that location.

A way to easilly check the correct reverb is to start tdm inside the map/mission and use console command teleport info_location-name.
Then you can test a set reverb in the file. When you want to test another reverb, you can change it in the file and then in tdm use console command reloadsounds, so you don't have to reload the map.

Edited by datiswous
  • Like 1
  • 3 weeks later...
Posted

"the only format added specifically for TDM, so not very widespread" – this sounds weird. OBJ is one of the most popular formats in 3d modelling applications and game engines. If you mean that obj support has been added to TDM fairly recently, and there aren't many missions yet that use it – that makes more sense.

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