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Rain/Sprinklers - DarkPlaces Materials Test Map By GremlinForester

Rain/Sprinklers - DarkPlaces Materials Test Map By GremlinForester

Zircon Engine - a "DarkPlaces Mark V" project

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 Release 44 - More Effects/Video/Linux/User Interface - Much More To Come

Zircon Release 44 - More Effects/Video/Linux/User Interface - Much More To Come

Zircon Engine - a "DarkPlaces Mark V" project

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

2024 Quake Omega Effects Challenge Series #1 of 20

Zircon Engine - a "DarkPlaces Mark V" project

2024 Quake Omega Effects Challenge Series #1 of 20 is the Intermap Travel Demo now available for download.

Zero Ping Movement Version 1 (Quake Re-Release Support Improved)

Zero Ping Movement Version 1 (Quake Re-Release Support Improved)

Zircon Engine - a "DarkPlaces Mark V" project 2 comments

Discussion of Zero Ping Movement Version 1 -- this is a movement mode available in Zircon that allows smooth gameplay with incredibly bad connections...

December Lab Report #12 of 12 - Journey Onward

December Lab Report #12 of 12 - Journey Onward

Zircon Engine - a "DarkPlaces Mark V" project

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...

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

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

Zircon Engine - a "DarkPlaces Mark V" project 4 comments

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...

November Lab Report #10 of 12 - Making .obj maps / Blender

November Lab Report #10 of 12 - Making .obj maps / Blender

Zircon Engine - a "DarkPlaces Mark V" project 2 comments

A discussion of making obj maps in Blender for use in Zircon and DarkPlaces, and a discussion about physics.

November Lab Report #9 of 12 - Zircon Beta #1

November Lab Report #9 of 12 - Zircon Beta #1

Zircon Engine - a "DarkPlaces Mark V" project 4 comments

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...

October Lab Report #8 of 12 - The Battle of DarkPlaces Beta Has Begun

October Lab Report #8 of 12 - The Battle of DarkPlaces Beta Has Begun

Zircon Engine - a "DarkPlaces Mark V" project

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...

October Lab Report #7 of 12 - Compiling Android, Windows

October Lab Report #7 of 12 - Compiling Android, Windows

Zircon Engine - a "DarkPlaces Mark V" project

How to compile for Android, including the debugging methods I use. How to compile current Zircon for Windows.

October Lab Report #6 of 12

October Lab Report #6 of 12

Zircon Engine - a "DarkPlaces Mark V" project 3 comments

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...

September Lab Report #5 of 12

September Lab Report #5 of 12

Zircon Engine - a "DarkPlaces Mark V" project 1 comment

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

August Lab Report #4 of 12

August Lab Report #4 of 12

Zircon Engine - a "DarkPlaces Mark V" project 3 comments

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

Zircon Engine - a "DarkPlaces Mark V" project

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

Zircon Engine - a "DarkPlaces Mark V" project 2 comments

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

Zircon Engine - a "DarkPlaces Mark V" project 2 comments

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

How To Test Replacement Textures In DarkPlaces

How To Test Replacement Textures In DarkPlaces

Zircon Engine - a "DarkPlaces Mark V" project Textures

This shows how to test a replacement texture in DarkPlaces and how to clear it to normal.

Upscaling Monster Skins, Map Textures

Upscaling Monster Skins, Map Textures

Zircon Engine - a "DarkPlaces Mark V" project

AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.

Tools / References

Tools / References

Quake3_Quake1 Mapping Resources Mapping/Technical

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

Quake3_Quake1 Mapping Resources Mapping/Technical

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

DarkPlaces/Zircon How To Record A Demo

DarkPlaces/Zircon How To Record A Demo

Zircon Engine - a "DarkPlaces Mark V" project Mapping/Technical

This is how to record a demo in DarkPlaces or Zircon.

Curved Path Train (Func_Train / Misc_Mdl_Train)

Curved Path Train (Func_Train / Misc_Mdl_Train)

Quake3_Quake1 Mapping Resources Mapping/Technical

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...

Visual Guide To Engine Changes

Visual Guide To Engine Changes

Zircon Engine - a "DarkPlaces Mark V" project Design/Concepts

Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...

Switchable Lights In Quake3_Quake1

Switchable Lights In Quake3_Quake1

Quake3_Quake1 Mapping Resources Mapping/Technical

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

Quake3_Quake1 Mapping Resources Mapping/Technical

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

Quake3_Quake1 Mapping Resources

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)

Quake3_Quake1 Mapping Resources Mapping/Technical 4 comments

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

Quake3_Quake1 Mapping Resources Mapping/Technical

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

Quake3_Quake1 Mapping Resources Mapping/Technical

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)

Quake3_Quake1 Mapping Resources Mapping/Technical

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...