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...
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...
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...
Discussion of DarkPlaces alternate source codes, Q3 mapping topics like infinite background, DarkPlaces "recall" CTRL-R.
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...
"folder" bug-fix, was using "id1" always instead of current gamedir. gamedir autocomplete was skipping "id1" folder because it was already the first gamedir...
Looking at water rendering methods and experiments with monsterclip and r_fakelight 2 plus a quick look at autosprite2.
Spotlights explored in detail including all the "too much information" needed to create one. And a discussion of func_video_text.
Making impossible geometry, the Pac-Man machine and exploring rendering of 2D and the rendering of "2D" in 3D space.
Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.
This page is a list of relevant tools like compilers or model editors and resources such as shader directive documentation.
How to use func_text, the "easy label" in Quake3_Quake1 to quickly put some text or numbers somewhere in a map.
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...
An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.
An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.
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...
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...
Quake3_Quake1: Examining the properties of the world entity (worldspawn) which includes the map title, the sky -- which in Q3 format often emits light...
DarkPlaces (and therefore Zircon engine) supports reflections, mirrors and various liquid effects. An examination of these follows.
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...
How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.
NPCs can have dialog in Quake3_Quake1 (monster_any::talkdialog).
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 available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...
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...
Illustrations of Quake 1 BSP vs. Quake 3 BSP and allusions to the origin of this project.
You can tag anything on ModDB on ModDB, and all tags can be voted up/down by the community depending on their relevance.
Official tags, as well as up-voted tags will appear higher in the list as they are deemed the most relevant.
If you discover a page that does not have any tags applied, why not help out the community by submitting tags, or posting a comment with #tags in it, which will be automatically linked.