This is a group for all ID Tech 4 engine modders. Whether your modding forte is Prey, Doom 3, Quake 4 or all of them, we welcome you. Also, we will accept you no matter your modding skill. Even if changing the clip-size of your weapons seems difficult, then feel free to join up and we'll try and help you with it as best we can. This is a place for ID Tech 4 modders to hang out, chat, help each other out or post their latest work, even if its a very rough alpha they only want fellow modders experimenting with. We may accept people with no mods out if they are willing to learn, or have a WIP. Happy modding, Adam

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S.T.A.R 1088 - Menu UI, (New) Animations & Concept art
Doom III

S.T.A.R 1088 - Menu UI, (New) Animations & Concept art

Apr 15, 2013 Doom 3: S.T.A.R 1088 News 13 comments

My goals also focus on good weapon handling and balance. Animations play a vital role on this... Main menu finally put together and fully functional...

S.T.A.R 1088 - Inventory & Animations
Doom III

S.T.A.R 1088 - Inventory & Animations

Mar 13, 2013 Doom 3: S.T.A.R 1088 News 16 comments

Introducing my own animations into this mod. Check them out!

S.T.A.R 1088 - Interfaces & gameplay
Doom III

S.T.A.R 1088 - Interfaces & gameplay

Feb 16, 2013 Doom 3: S.T.A.R 1088 News 5 comments

I would like to focus on the mod itself a bit deeper, interfaces, gameplay, science fiction.

S.T.A.R 1088 - Q/A about this mod
Doom III

S.T.A.R 1088 - Q/A about this mod

Jan 29, 2013 Doom 3: S.T.A.R 1088 News 6 comments

More information about this Doom 3 modification. This short list of Q/A is meant as a preventive way to avoid any confusions.

S.T.A.R 1088 (Was once MissionMod) - Internal changes
Doom III

S.T.A.R 1088 (Was once MissionMod) - Internal changes

Jan 21, 2013 Doom 3: S.T.A.R 1088 News 2 comments

Important internal changes. This mod was once called Doom 3: Mission mod but now I decided to somehow "discontinue" it and replace it by a new campaign...

Post comment Comments  (0 - 10 of 26)
spectre1130
spectre1130 Nov 21 2012, 8:06pm says:

Hi all. I am very new to this site and had a few questions. First off, I am student in game design and my passion is hard surface modelling, and environment asset creation. I have some experience in UDK, but none in this kind of thing. I downloaded the IDT4 engine and was wondering how to even access the engine itself. Is this an engine like UDK or CE3 with an actual visual interface and menus, or this just a code based app???? Also, I have a copy of Doom III, which I loved by the way, but it is XP only. I run Win7 now so can't run this copy that I know of. Does this source code run through the game and is tweak-able through there?

I am not a programmer by any means , so if this all code based I guess I'm out. I have loved the id games since Wolfenstein 3D and beyond. I would love to mess around in the engine if at all possible. Thanks in advance from a modding noob!

+1 vote     reply to comment
Slayer_2
Slayer_2 Feb 16 2012, 3:56pm says:

50 members, never expected it to get this big.

+2 votes     reply to comment
ice_trey
ice_trey Oct 13 2011, 4:34pm says:

i did some tuts which i ul here

+2 votes     reply to comment
Ichiman94
Ichiman94 Aug 22 2011, 7:54am says:

Maybe it's time for uploading tutorials before they release the source code and more newbie people want to use it? I will help putting up mapping and modding/scripting tutorials if you want.

+2 votes     reply to comment
Slayer_2
Slayer_2 Jul 31 2011, 8:14pm says:

Man, we have a lot of new recruits recently.

+2 votes     reply to comment
General_Dingo
General_Dingo Jul 16 2011, 1:07am says:

Been tinkering around with Wolfenstein 2009. Heh, incendinary sniper. :-D

+2 votes     reply to comment
Shadowhide
Shadowhide Apr 23 2011, 9:48am says:

hi guys,its possible to bind entity to "info_player_start" ? (doom3)

+2 votes     reply to comment
TheHappyFriar
TheHappyFriar Oct 6 2011, 9:36pm replied:

You don't bind directly to that entity & it depends on what you want to do.

If you want to bind in a weapon script, use ".bind($owner)".

Outside weapon scripts you would use ".bind($player1)".

I think. :)

+2 votes     reply to comment
gokusuper5
gokusuper5 Feb 17 2011, 8:21pm says:

Anyone got any luck using megatexture from ET:QW on Doom 3? i think we should work on it now since it'll be out in Sept and Some guys with this quake 2 indie already did it IN QUAKE 2!!

+2 votes     reply to comment
Slayer_2
Slayer_2 Jan 7 2010, 5:49pm replied:

I remember Quake 2 actually rendered very quickly. My huge level took maybe 5 minutes. Then again, my hardware is a decade or so above the recommended specs.

+2 votes     reply to comment
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