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Rain and sprinkers effects in a materials test map showcasing some material effects that are possible in the DarkPlaces engine. Download the map (.pk3...
Zircon #44 has improved video cutscene support, a graphical mouse-driven menu with screenshots for load games, new graphical effect capabilities (and...
2024 Quake Omega Effects Challenge Series #1 of 20 is the Intermap Travel Demo now available for download.
Discussion of Zero Ping Movement Version 1 -- this is a movement mode available in Zircon that allows smooth gameplay with incredibly bad connections...
The Year Of Our Lord 2024. A discussion of probable upcoming topics. The age of engine stabilization has come to a close, a shift towards using the engine...
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...
A discussion of making obj maps in Blender for use in Zircon and DarkPlaces, and a discussion about physics.
Forged from DarkPlaces Beta, twice as fast as classic DarkPlaces, Zircon Beta Release #1 has 100% of all Zircon features plus new features. Zircon Beta...
The Battle of DarkPlaces Beta Has Begun. DarkPlaces Beta -- it is twice as fast as classic DarkPlaces with many improvements. Zircon is based on classic...
How to compile for Android, including the debugging methods I use. How to compile current Zircon for Windows.
Zircon now has a Mac and Android build, as polished as possible. A discussion of some long time "DarkPlaces demons" defeated in the latest version of...
Discussion of DarkPlaces alternate source codes, Q3 mapping topics like infinite background, DarkPlaces "recall" CTRL-R.
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 shows how to test a replacement texture in DarkPlaces and how to clear it to normal.
AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.
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.
This is how to record a demo in DarkPlaces or Zircon.
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...
Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...
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...
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