id Software is responsible for the Quake, Doom and Wolfenstein series of games. With flexible engines, id Software have a strong mod community

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From GTKradiant to UDK
Quake III Arena

From GTKradiant to UDK

Quake III Arena Mapping/Technical 0 comments

This is a quick tutorial to port a map from gtkradiant to UDK. It should work with any id tech 3 based game or *.map file redeable by gtkradiant.

BSP-Level based game Engines

BSP-Level based game Engines

HaZardModding Mapping/Technical 7 comments

This tutorial explains how the technology behind the mapping process works, and how the game engine knows what it has to calculate. The required background...

Milkshape 3D Basics & Fundamentals

Milkshape 3D Basics & Fundamentals

Other Tutorial 10 comments

A tutorial on the fundamentals and basic use of Milkshape 3D by Ben "Zom-B" Wilson. I cover the GUI of Milkshape, creating simple shapes using two different...

Make a door and a keypad
Doom III

Make a door and a keypad

Doom III Mapping/Technical 8 comments

This tutorial will guide you through the making of two rooms, a door, and a keypad. We will also make the door unlock when the correct code is entered...

How to create a RoQ video-file

How to create a RoQ video-file

Other Tutorial 7 comments

This is a little tutorial on how to create a RoQ video file for ID games like Quake 3 or Doom 3.

Photo to Seamless texture

Photo to Seamless texture

Textures Tutorial 13 comments

How to make a seamless/well tiling texture from a photo and add additional parts to make the texture "your own".

Material Shaders for Id Tech 4 (Doom 3)
Doom III

Material Shaders for Id Tech 4 (Doom 3)

Doom III Textures 3 comments

Using the Textures created in my 'Building Texture maps for Material Shaders using Photoshop' Tutorial, we go through the process of getting a Basic...

ID TECH 4: Radiant - Brush Works

ID TECH 4: Radiant - Brush Works

Mapping/Technical Tutorial 3 comments

In this tutorial we'll see how to manipulate the brushes, and creating different structures by standard blocks. This tutorial is compatible with Doom...

ID TECH 4: Radiant - Mapping Basics

ID TECH 4: Radiant - Mapping Basics

Mapping/Technical Tutorial 4 comments

In this tutorial we'll see how to setup the editor for the Id-tech 4 games (Doom 3, Quake 4 and Prey) and build your first playable room. Adding lights...

Quake 2

Cooperative Play.. Cooperative?

Quake 2 Client Side Coding 6 comments

Weapons, weapons, weapons. What's with all the ultraviolence? Let's look forward and try something that might be useful for cooperative play...

Quake 2

Class/Team-Based addon: Armor Values

Quake 2 Client Side Coding 0 comments

Want different armor values in your mod? Tired of the normal values? This is for you.

Quake 2

Monsters Fighting Each-Other

Quake 2 Client Side Coding 1 comment

Like monsters? Want them to hate each other? This is for you! Fun fun fun!

Quake 2

Player Speeds

Quake 2 Client Side Coding 3 comments

This tut shows you how to manage speeds for player classes in Q2. -NOTE: This code hacks ClientThink which will not always work!

Quake 2

Working Quake2 Replacement Sounds

Quake 2 Sound Effects 0 comments

Adding replacement sounds for the current Quake2 weapons is a tough job. We're going to hack this without the engine for new sounds..

Quake 2

Protection at start of spawn

Quake 2 Server Side Coding 3 comments

Ever been angry at those people who stand near spawn points ALL day railing and launching rockets at those who just spawned? This will fix it. It is a...

Quake 2

Class or Team Based Mod

Quake 2 Client Side Coding 10 comments

This tutorial will show you how to make a class based mod! You can change a few words around and in an instant you have a team based mod! Change a few...

Quake 2

Implementing the PMenu

Quake 2 Client Side Coding 0 comments

Hello! Paril here, yet again with a vengence for modifications! Anyways, here's a tutorial for how to add Zoid's CTF PMenu system into your...

Quake 2

Suck the life out of them, literally

Quake 2 Client Side Coding 0 comments

This mini-mod will show you how to use the parasite's drain life attack. This tutorial also shows you that monster attacks work with players, too!

Quake 2

Push and Pull

Quake 2 Client Side Coding 3 comments

Ever wanted a tractor beam in your Quake2 mod? Ever wanted to just push your enemies around like a ragdoll? Does that lava down there look tempting? A...

Quake 2

Understanding Quake2's print functions

Quake 2 Client Side Coding 0 comments

This small but powerful tutorial will get you started on printing messages to the client.

Quake 2

Climbing - Hard to reach places?

Quake 2 Server Side Coding 3 comments

This tutorial will show you how to add climbing support in your Quake2 mod. With just a few presses of a button and holding +forward, you're on your...

Quake 2

The Stuffcmd

Quake 2 Server Side Coding 2 comments

This is a tiny code that is used to force a command upon a client! This should be used in some way to prevent bugs..

Quake 2

Ejecting Shells

Quake 2 Client Side Coding 3 comments

This Mini-Tutorial will show you how to add ejecting brass to your Quake2 mods. This is quite easy, and does not involve much. I will also show you the...

Quake 2

Adding Reloading to Mods

Quake 2 Client Side Coding 0 comments

Paril here! Down at Paril's Projects, we try alot of stuff to put into our mods. Our main focus is realism. Anyways, you may have seen this tutorial...

Quake 2

Understanding Quake2 Weapon Frames

Quake 2 Client Side Coding 0 comments

Here I'll show you what all those numbers in weapons mean. Some people find it hard to do. I'll also tell you how to correctly name your model's...

Quake 2

Adding a new weapon (Melee)

Quake 2 Server Side Coding 5 comments

Adding a new weapon is simple.. adding a MELEE weapons isn't as easy! If you've tried coding in Q2, you'll notice that you cannot use Fire_Hit...

Quake 2

Locational Damage

Quake 2 Server Side Coding 3 comments

How to add a simple locational damage code to Quake2. Imagine the possbilities with this code! A headshot can do 80 damage, 160 damage, or 1500 damage...

Quake

Random Spray Rifle Part 2

Quake Client Side Coding 0 comments

After doing your Counter-Strike-esque spray rifle, why not add movement based accuracy and ammo usage? Do this tutorial and add it in!

Quake

Random Spray Rifle Part 1

Quake Client Side Coding 1 comment

A very basic tutorial on making a automatic rifle in Quake with random spread of bullets ala CounterStrike

Quake

Footsteps in DarkPlaces

Quake Server Side Coding 0 comments

Want footsteps in q1? Want the sounds to depend on type of ground walking on? Keep on reading then.

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Popular Tutorials
From GTKradiant to UDK
From GTKradiant to UDK Intermediate Mapping/Technical
Climbing - Hard to reach places? Basic Server Side Coding
Locational Damage Basic Server Side Coding
Milkshape 3D Basics & Fundamentals
Milkshape 3D Basics & Fundamentals Basic Other
Material Shaders for Id Tech 4 (Doom 3)
Material Shaders for Id Tech 4 (Doom 3) Basic Textures
ID TECH 4: Radiant - Mapping Basics
ID TECH 4: Radiant - Mapping Basics Basic Mapping/Technical
BSP-Level based game Engines
BSP-Level based game Engines Basic Mapping/Technical
How to create a RoQ video-file
How to create a RoQ video-file Basic Other
Random Spray Rifle Part 1 Basic Client Side Coding
Random Spray Rifle Part 2 Basic Client Side Coding
Easy locational damage!
Easy locational damage! Basic Server Side Coding
Secondary Trigger in Quake
Secondary Trigger in Quake Intermediate Server Side Coding
Make a door and a keypad
Make a door and a keypad Intermediate Mapping/Technical
Footsteps in DarkPlaces Basic Server Side Coding
Adding a new weapon (Melee) Intermediate Server Side Coding
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- Mapping/Technical
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