Tag "q3map2"
64-Bit J.A.C.K. q3map2.exe Compiler (Light Integrated)

64-Bit J.A.C.K. q3map2.exe Compiler (Light Integrated)

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This is a 64-bit q3map2.exe map (Quake 3 format) compiler for J.A.C.K. that compiles the Valve Map Format 220 .map files that J.A.C.K. creates. This version...

64-Bit J.A.C.K. q3map2.exe Compiler

64-Bit J.A.C.K. q3map2.exe Compiler

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Note: There is a 64-bit q3map2.exe that allows J.A.C.K. s "normal" and "extra" light options to work for Quake 3 map compiler ... See "64-Bit J.A.C.K...

December Lab Report #11 of 12 - The Future, Embracing The Past

December Lab Report #11 of 12 - The Future, Embracing The Past

News

Zircon now supports protocol 666 and 999, giving it the ability to play demos recorded in Quakespasm, connect to a Quakespasm coop game or host a game...

September Lab Report #5 of 12

September Lab Report #5 of 12

News

Discussion of DarkPlaces alternate source codes, Q3 mapping topics like infinite background, DarkPlaces "recall" CTRL-R.

Zircon Engine Initial Alpha Release 36 (source code)

Zircon Engine Initial Alpha Release 36 (source code)

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Intended to resolve Linux compile issues some had (one user who previous had compile errors reports Linux compile now works). Source code for v 36. It...

Zircon Engine Initial Alpha Release 33 (Wndows binary, Linux will compile)

Zircon Engine Initial Alpha Release 33 (Wndows binary, Linux will compile)

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"folder" bug-fix, was using "id1" always instead of current gamedir. gamedir autocomplete was skipping "id1" folder because it was already the first gamedir...

August Lab Report #4 of 12

August Lab Report #4 of 12

News

Looking at water rendering methods and experiments with monsterclip and r_fakelight 2 plus a quick look at autosprite2.

August Lab Report #3 of 12

August Lab Report #3 of 12

News

Spotlights explored in detail including all the "too much information" needed to create one. And a discussion of func_video_text.

 August Lab Report #2 of 12

August Lab Report #2 of 12

News

Making impossible geometry, the Pac-Man machine and exploring rendering of 2D and the rendering of "2D" in 3D space.

August Lab Report #1 of 12

August Lab Report #1 of 12

News

Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.

Tools / References

Tools / References

Tutorial

This page is a list of relevant tools like compilers or model editors and resources such as shader directive documentation.

Func_Text In Quake3_Quake1

Func_Text In Quake3_Quake1

Tutorial

How to use func_text, the "easy label" in Quake3_Quake1 to quickly put some text or numbers somewhere in a map.

Curved Path Train (Func_Train / Misc_Mdl_Train)

Curved Path Train (Func_Train / Misc_Mdl_Train)

Tutorial

Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...

Switchable Lights In Quake3_Quake1

Switchable Lights In Quake3_Quake1

Tutorial

An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.

Fence Textures, Glass Textures

Fence Textures, Glass Textures

Tutorial

An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.

It Starts With A Small Flickering Light

It Starts With A Small Flickering Light

News

A discussion of "dynamic light sources" in the Q3 map format and how they are not supported. And the story of how the next version of Quake3_Quake1 has...

Animated and Scrolling Textures (animap, tcmod scroll)

Animated and Scrolling Textures (animap, tcmod scroll)

Tutorial

This is an examination of how animated and scrolling textures work in Quake3_Quake1, which targets primarily the Quake 3 map format for use with DarkPlaces...

Worldspawn, Sky, Fog, Map Title, Worldhints

Worldspawn, Sky, Fog, Map Title, Worldhints

Tutorial

Quake3_Quake1: Examining the properties of the world entity (worldspawn) which includes the map title, the sky -- which in Q3 format often emits light...

Reflections, Mirrors, Flowing Water

Reflections, Mirrors, Flowing Water

Tutorial

DarkPlaces (and therefore Zircon engine) supports reflections, mirrors and various liquid effects. An examination of these follows.

Compiling Models Into a Map (misc_model)

Compiling Models Into a Map (misc_model)

Tutorial

The Quake 3 map tools support compiling models (misc_model) into a map and they become part of the .bsp. These models collide and light according to their...

Rotating Doors / Cabinets / Ramps / Drawbridges

Rotating Doors / Cabinets / Ramps / Drawbridges

Tutorial

How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.

Character Talk Dialog - NPC talk dialog

Character Talk Dialog - NPC talk dialog

Tutorial

NPCs can have dialog in Quake3_Quake1 (monster_any::talkdialog).

Books With Markup, Images, Multiple Pages

Books With Markup, Images, Multiple Pages

Tutorial

Books tutorial in the form of item_readable. This tutorial covers how they work. They can have pictures and markup.

Quake3_Quake1 Playable Single Player Demo Release

Quake3_Quake1 Playable Single Player Demo Release

News

Quake3_Quake1 playable single player demo available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...

Quake3_Quake1 Single Player Tech Demo Alpha 1

Quake3_Quake1 Single Player Tech Demo Alpha 1

Download

This is tech demo of Quake3_Quake1 mapping kit with playable single player maps demonstrating the features available. These Quake 1 maps are Q3 format...

Zircon Engine Origins

Zircon Engine Origins

Tutorial

Illustrations of Quake 1 BSP vs. Quake 3 BSP and allusions to the origin of this project.

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