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Tutorials to be written - for newbie modders

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  • Tutorials to be written - for newbie modders

    I saw that in this forum much people can do great things.
    Why dont share knowledge?

    I think we need some tutorials written by expert people about all the queke modding and mapping matters. In example, i need a tutorial to edit lights in quake maps, and i can write about texturing...
    A Quake-mod wiki will be great!


    ready tutorials

    -HOW TO create a Quake map -> LINK
    -EDIT and save .RTLIGHS with Darkplaces and/or other engines. LINK

    tutorials needed:

    -HOW TO create Shaders
    -ABOUT textures: diffusemaps, bumps, gloss, luma, normals and so on....
    -HOW TO create Normalmaps
    -ABOUT The Quake folder tree in PK3s
    Last edited by inkub0; 01-20-2011, 07:41 AM.
    Ia! Ia! Shubb Niggurath!


    "Not dead is what forever can wait" (HPL)

  • #2
    Thir 3rd one (HOW TO create a Quake map) exists more or less:

    An excellent tutorial that explains how to install Radiant (a great map editor),configure it for Quake (including but not limited to mods) and use it to make your first few rooms can be found here. It was written by gb.
    dfsp*spirit
    my FPS maps

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    • #3
      Excellent!
      Thanks for this, I was actually planning on making something myself!
      Check out my awesome Deviant art page!
      Quake fanart (obviously included)!

      http://harry-the-fox.deviantart.com/

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      • #4
        peg gives out pm's on how to set up quark, vary in-def and helpful

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        • #5
          ok 1st post modified... know any other tutorial?
          Ia! Ia! Shubb Niggurath!


          "Not dead is what forever can wait" (HPL)

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          • #6
            What a pity!
            Hexen2 is not supported by GTKRadiant
            Ia! Ia! Shubb Niggurath!


            "Not dead is what forever can wait" (HPL)

            Comment


            • #7
              DarkPlaces RTLIGHTS EDITING tutorial

              =) thanks to nexuizNinjaz ! i updated the 1st post.
              Ia! Ia! Shubb Niggurath!


              "Not dead is what forever can wait" (HPL)

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              • #8
                There is a lot out there on shaders.

                Q3A Shader Manual
                The main manual that can be found many places.

                NetRadiant - Complete list of shader keywords - Alientrap Development
                This is the keywords.

                Q3ASE Homepage
                Here is a shader editor and a tutorial to go with it here
                Quake 3 Arena Shader Editor

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                • #9
                  Shaders are a hit and miss. Much of the Q3 shader commands are invalid in Darkplaces sadly found this out the hard way lol

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                  • #10
                    That is true. Has anyone put together a list of the shaders in DP?

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                    • #11
                      ...the list is shorter than you think.

                      (the same thing, that my wife always tells me in bedroom)

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                      • #12
                        So we shouldn't be calling you Seven but Stumpy?

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                        • #13
                          Maybe we must ask Q3A shader compatibility to LordHavoc...
                          Ia! Ia! Shubb Niggurath!


                          "Not dead is what forever can wait" (HPL)

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                          • #14
                            There are a lot of tutorials and answers at places like inside3d and func_msgboard. You can search both with google by adding

                            site:celephais.net

                            for func, and

                            site:inside3d.com

                            for i3d to your google search line. Try it.

                            My radiant tutorials will be expanded when I get the time - it's surprising how many people look at the tutorials really. I got a couple requests already. But you can imagine that I was slaving away on RMQ most of the time so had no time for writing...

                            Lights is pretty easy - make a light fixture or lamp (using a light texture) and put a light entity in front of that. Bam, done. You can also use torches which have the light built in.

                            Hexen 2 support for radiant - I'm pretty sure this can be done if someone makes a game pack for H2. Radiant has many game packs for different games, they contain a text file with certain definitions on how to do things, and an entity .def file for mapping... someone should really do one for H2. Quest also supports H2 iirc:

                            Welcome - Quest - a Quake et al Map Editor

                            I used Quest before I started using radiant - a lot of the recently released RMQ map was actually done in Quest but finished in radiant. So Quest is a quite capable editor and later switching to radiant is easy.

                            H2 map compilers are at the Hammer of Thyrion site. You must run bsp, vis, light like in Quake.

                            Isn't there a Quake mod wiki already?

                            For requests etc, I can always be reached in #rmq at irc.anynet.org.

                            There are Darkplaces and FTE wikis afaik. Google for them.
                            Scout's Journey
                            Rune of Earth Magic

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                            • #15
                              Originally posted by inkub0 View Post
                              Maybe we must ask Q3A shader compatibility to LordHavoc...
                              He's a busy guy. I sent him 2 emails and a IRC message to him concerning my fix for Mission Pack 2's PlasmaGun - told him the code that caused it and how I fixed it (with a copy and paste of the "broken code" and "fixed code") and no reply to it. Not sure what else he'd need to know to fix it engine wise.

                              Although personally I'd love to have the full Quake 3 shader options in this. It would GREATLY improve Reforged for one. Like the issue with Chthon and his huge memory requirement - the missing shader options from Q3 could drop that memory usage to half or less.

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