The Dog!’s Ten Quick-n-Dirty steps to a SIMPLE room:

  Create new map: Click file, new map Create a small hollow room (make a box and hollow it out): Make a box. In the XY Top window, click/hold your left mouse button at coordinates 256,-256 (upper left) – then drag your mouse to the -256,256 (lower right) [you should see a red square appear in grid]. Make the box […]

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Player Models HowTo

Wolfenstein: Enemy Territory Documentation © 2003 Splash Damage, Ltd. All Rights Reserved. The player model system in Enemy Territory exists out of multiple parts. This document will elaborate on all the different files needed, how to create them and how to fit them together. There are quite a few files involved per player model, so good media management is a […]

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[SOLVED] assertion failure: FaceTexdef_exportTokens: bad texdef

Hello everyone, This thread is merely an information dump for future reference, so in case you are not coincidentally experiencing the exact same error at this moment in time you can safely ignore this thread. Background: I was working on the Bergen port for ET: Legacy and I got prompted an error message, that I have never ever seen before. […]

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Player Models HowTo

Wolfenstein: Enemy Territory Documentation © 2003 Splash Damage, Ltd. All Rights Reserved. Player Models HowTo The player model system in Enemy Territory exists out of multiple parts. This document will elaborate on all the different files needed, how to create them and how to fit them together. There are quite a few files involved per player model, so good media […]

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Coding a Milkshape 3D Plugin

  Coding a Milkshape 3D Plugin A tutorial by jebus Introduction This tutorial will explain the process of creating a Milkshape 3D plugin using MSVC. In order to complete this tutorial you will need a general knowledge of C++ and the following: Microsoft Visual C++ (works for versions 5.x & 6.x) Milkshape 3D Milkshape 3D SDK Got everything above? Then […]

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S H A D E R S

original source: http://q3mapping.tripod.com/shaders.htm S  H  A  D  E  R  S If you want to hack and crack Q3 learn how to make shaders. Stuff you might need      I am prepared to do some typing if you are prepared to do some reading. Shaders is a very complex subject for beginning Q3 mappers. So I will do my best to […]

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Q3Map2-specific entity keys:

  Let it be known that entity keys with a preceeding underscore (“_”) character are keys read by the compiler, and keys with no preceeding underscore are read by both the compiler and the game. _indexmap Path to an art file (typically .pcx or .bmp) used to guide the mapping of shaders onto a metashaded surface, such as Quake III: […]

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BSP phase minor switches:

  -custinfoparms Enables custom surfaceparms for game mods without the need to recompile Q3Map2 itself. Custom surfaceparms are stored in custinfoparms.txt, in the “scripts” directory. Custom surfaceparms follow the format: // Contentflags { surfaceparmName 0x0000 //whatever bitflag is used by your mod for said surfaceparm } // Surfaceflags { surfaceparmName 0x0000 //whatever bitflag is used by your mod for said […]

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