Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
Yeah you should put his tutorials they are very good ... -Fluffinster
Fluffinster@Posted: Thu Mar 31, 2011 3:20 pm :
Would it be possible to put the link for my Tutorial Pack in here? -Fluffinster
BNA!@Posted: Fri Aug 06, 2004 8:08 am :
D3W Tutorials and Articles: Master List
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 2:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 7:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 7:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 7:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 6:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 3:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 8:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
rich_is_bored@Posted: Sun Oct 14, 2007 12:19 am :
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Yeah you should put his tutorials they are very good ... -Fluffinster
Fluffinster@Posted: Thu Mar 31, 2011 3:20 pm :
Would it be possible to put the link for my Tutorial Pack in here? -Fluffinster
BNA!@Posted: Fri Aug 06, 2004 8:08 am :
D3W Tutorials and Articles: Master List
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 2:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 7:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 7:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 7:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 6:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 3:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 8:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
rich_is_bored@Posted: Sun Oct 14, 2007 12:19 am :
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Yeah you should put his tutorials they are very good ... -Fluffinster
Fluffinster@Posted: Thu Mar 31, 2011 3:20 pm :
Would it be possible to put the link for my Tutorial Pack in here? -Fluffinster
BNA!@Posted: Fri Aug 06, 2004 7:08 am :
D3W Tutorials and Articles: Master List
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
With Tetzlaf's permission, I just wanted to inform anyone interested that Tetzlaf has a post about creating/changing in-game sounds via custom soundshader & .def files. It's actually a mini-tutorial on its own.
normally I would just link but since this is short and sweet
Tutorial (tip) how to use trigger hurt on monsters
this is a quick one you just need two little parms in your trigger for it to affect monsters
anyTouch 1
and
def_damage (insert something that isnt the default they seem to ignore default sometimes)
example
damage_triggerhurt_1000 for an instant kill for lesser monsters and players
Manipulating ai - ai_lostcombat. Very useful for beginners, or people that like manipulating ai of monsters.
haakjay@Posted: Thu Jul 13, 2006 10:30 pm :
Can Someone help me with a download to the map editor. I've been searching and searching all over the web, and all i find is tutorials, but not the actual application.
Can someone please post a download link?
Thanks
Shikamaru@Posted: Thu Jul 13, 2006 10:41 pm :
lol , you dont download the doom 3 map editor ... its allready installed with the game. Just load up doom 3 and bring down the console by pressing "Ctrl, Alt, ~" then type in "editor" that will exit doom 3 and open up the editor....
haakjay@Posted: Thu Jul 13, 2006 10:45 pm :
Oh thanks alot I just got my copy of doom 3 you see and all i want to doo is mod stuff.
Thanks a million my friend
Oh yeah, whats with this Yoda dude and his bad language and bad attitude?
efx@Posted: Thu Jul 13, 2006 11:13 pm :
haakjay wrote:
Oh yeah, whats with this Yoda dude and his bad language and bad attitude?
Who knows? Pay him no mind and maybe he'll go away.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
rich_is_bored@Posted: Sat Oct 13, 2007 11:19 pm :
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
*expects some familiarity with editor**
items you should be familiar with
func_rotate
func_bobbing
target_light_Fadein
target_light_fadeout
target_setinfluence
lighs and fog texture
func_emitters
first of, an intro as this is my first post on doom3world.org.
Im Diablobasher, ive been mapping/modding for a while, but havnt reallyinteracted with many communities. I have spent the last few days learning the doom 3 editor, and have picked it up very quickly due to all the tutorials available to make a noob feel welcome
So i decided to create some of my own. My first video tutorial is on PDA's and can be found at http://www.modsonline.com 's doom3 video tutorials section
Cheers
RedWolf@Posted: Mon Aug 01, 2005 8:02 pm :
Totorial on Elevators and Lifts with out scripts and not using func_plat...
This my first tutorial, could I get it added to the listings, thank you
Added, thanks.
Hm.. coming to think of it, there are a few tutorials posted as replies that aren't featured on the list? Weird...
Anyways, this list is a kind of a mess and it'll probably get replaced altogether in the future as we move most of the static stuff to the DOOM 3 Reference Wiki. So bare with us during the transition...
rich_is_bored@Posted: Tue Aug 16, 2005 4:45 am :
The sad thing is this list could be maintained by the very people who want to add their tutorials to the list if they bothered to register at wiki.doom3reference.com and paid this page a visit...
It's certainly not hard to register, click edit, find a suitable spot in the list and add a link.
Func_static@Posted: Tue Aug 16, 2005 4:02 pm :
rich_is_bored wrote:
The sad thing is this list could be maintained by the very people who want to add their tutorials to the list if they bothered to register at wiki.doom3reference.com and paid this page a visit...
It's certainly not hard to register, click edit, find a suitable spot in the list and add a link.
Does this Site own wiki?
Burrito@Posted: Tue Aug 16, 2005 4:19 pm :
Func_static wrote:
Does this Site own wiki?
No Doom3World.org doesn't maintain a Wiki on its own. But that isn't necessary as http://wiki.doom3reference.com is a partner-site to us as their admin is a mod over here.
All good friends here - its no competition you know.
Func_static@Posted: Tue Aug 16, 2005 5:29 pm :
okay, I submitted my work to that place. I feel So important now that I made a tutorial
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Créer une salle Placer les textures Créer deux salles Créer une vitre Créer une vitre cassable Créer une porte
Effets de lumières: -Stomboscope -Changer la taille de la lumière (puissance) -Créer une lumière destructible
Ajouter des monstres Arrondir les murs Arrondir (déformation par Patch) Créer un ciel Créer une echelle Créer un ascenceur Barres arrondies Donner un chemin aux PNJ Téléporter un monstre Un monstre attaque un marines Créer un robot guide, defender (exclusivité mondiale !!!) LEAK, probleme de compilation Insérer les particules Utiliser les particules Donner un nom a un PNJ Donner de l'energie a un PNJ Mettre des bornes d'énergie Changer de niveau (chargement du niveau suivant) Placer le Super Turbo Turkey Puncher 3 dans votre niveau Créer une caméra Compiler et lancer un niveau
i've seen a few complaints about MNeMiC's broken links to his video tutotrials. i just thought i'd let people know that they are still there. just go right to the main page, http://www.mnemic.tk/ , and navigate around until you find the d3 videos...
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 2:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 7:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 7:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 7:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 6:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 3:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 8:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
rich_is_bored@Posted: Sun Oct 14, 2007 12:19 am :
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
Skul@Posted: Mon Jul 17, 2006 9:40 pm :
You're actually supposed to create a thread for your tutorial and then post the link to it.
light_radius Eg. 50 50 50 ( for X,Y and Z angles )
start_off 0 ( causes light to be off at the map start )
Press K for light colour change and J for the light editor.
textures/custom/Brick1
{
qer_editorimage textures/custom/Brick1_ed.tga /// qer_editorimage is the image that will show in the editor
bumpmap textures/custom/Brick1_local.tga /// bumpmap is the bumps on the texture ( make it deep )
diffusemap textures/custom/Brick1_ed.tga /// diffusemap is the same as the qer_editorimage
specularmap textures/custom/Brick1_s.tga /// specular map is how much light will reflect off the surface = lighter you make it the more light will reflect off the surface and the more dark you make it the more the surface will block the light.
}
Quick explanation:
The engine draws every part of the level eve when you can't see it.
This obviously is a bad idea for performance.
That's why you use visportals - these tell the engine how far it can look.
If you see a visportal, the engine checks whether this visportal can see another visportal. If so then the engine checks whether this visportal can see another one - if the first visportal can't see the third, the engine wont rrender the world benind it - that's called "reducing overdraw" to throw in a catch phrase.
if you lower the console and enter "r_showPortals 1" you can see your visportals ingame.
Red means it's closed, nothing behind it get's rendered, green means it's open and renders stuff to the next red visportal (highly simplified, but I hope you get the concept):
pda test_matt
{
name "Joe Stinger"
fullname "Joe K. Stinger"
icon "gui/pda/bio1"
id "1657-03"
post "marine"
title "marine21"
security "none"
pda_email "test_matt_email_1"
pda_email "test_matt_email_2"
}
email test_matt_email_1 {
to "Joe K. Stinger"
from "Admin"
date "26-03-2145"
Subject "Accses code"
text {
"To Joe Stinger i just wanted to let you know that the new code to the storage room is 957.\n\n"
"Sargent Stock."
}
}
email test_matt_email_2 {
to "Joe K. Stinger"
from "mum"
date "25-03-2145"
Subject "Christmas"
text {
"hello dear i just wanted to know if you were comeing down for christmas or not.\n\n"
"the whole family misses you and we all really want you to come back for the holidays.\n\n"
"missing you, mum."
}
}
Key: Value:
s_global 1 --- that makes the sound/music play throughout the entire map.
s_looping 1 --- that makes the sound/music loop.
--------------------------------------------------------------------------------------
I hope that helps someone with anything , most things wernt explained clearly but i hope you got the gist of it.
Dogstar@Posted: Tue Sep 26, 2006 1:47 pm :
Thanks, Shikamaru. I found that interesting and helpful. If only everyone wrote things as clearly, with nice little explanations! When does the full compendium of DoomEd Lore come out..?
NGX@Posted: Tue Sep 26, 2006 6:39 pm :
ajm113 wrote:
I made a video tutorial using gimp on importing textures.
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
BNA!@Posted: Wed Jan 17, 2007 6:28 am :
Lucky wrote:
is there a collection of all of the tutorials from page one somewhere?
most of the links are dead, and I'd be gratefull, if someone could reupload them, or link me to somewhere where I could find them
Well, that's the problem with externally linked tutorials - they always tend to vanish sooner or later.
If outside links are dead there's nothing we could do about it. If it's interal links then let me know, eventually I moved something to the wrong directory with the server change.
Tron@Posted: Wed Jan 17, 2007 6:44 am :
For outside links check out archive.org, it's possible it will have them archived.
That doesn't help out with videos and stuff, but for the text it could help.
tory2@Posted: Thu May 31, 2007 5:03 pm :
Hey i made a tutorial on moving ladders without scripts
- How do we set the 3ds max grid to have the same unit as the D3/Q4 editor? - How do we customize lights? - How can we change the way a texture will appear on a brush? - How can we individually move sommets of brushs? - How do we use triggers? - How do we make a guis unlock a simple door? - How do we do a multiplayer map? - How do we make a pk4 file? - How do we Open Up the editor? - How to insert a guis into one of your model? - How can we use differents textures files for one model, or differents models with one texture file?
Advanced
- How to insert a new texture in the D3/Q4 editor? - How to insert a new model in the D3/Q4 editor? - How to make a moveable model? *Coming Soon - How do we make a bumpmap, and how do we use it? *Coming Soon - How do we unwrap a model?
BNA!@Posted: Mon Jul 02, 2007 2:36 pm :
ShaZe wrote:
http://shaze.exphoster.com/
Please add why people should go there, i.e. a listing of the tutorials you offer, thanks.
NGX@Posted: Sat Oct 13, 2007 7:29 pm :
I've looked around for a bit but haven't come across anything: is there a tutorial that covers the func_something tool? I've tried to use func_rotating to make a texture rotate (such as a fan). What happened was that the patch itself started rotating, instead of the texture of that patch. I looked around for a tutorial that explains the func_ functions; how to create them and how much creative freedom you have with them, but I obviously didn't find anything.
Also.. are there any more map object models hidden around anywhere? I'm not ready to create my own models yet, and the selection of existing models is rather poor and boring.
But back on topic.. I've read through the tutorials that explain basic mapping but haven't found anything that explains how to use the more advanced tools, without getting into scripting (unless that is necessary.. I don't know).
I'm gonna delete that, and put three, bigger sprocket-type machineries there instead, and have the models rotating down on the Z axis (or down towards the floor, in other words ).
rich_is_bored@Posted: Sat Oct 13, 2007 11:19 pm :
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Ah, the perfect opportunity to pimp the newly uploaded entity listing on the wiki. That's right folks, now every entity in every idTech 4 based game has a corresponding article providing you with a short description, all the available key/value pairs, and any pertinent notes.
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Last edited by BNA! on Sun Apr 09, 2006 4:43 pm, edited 6 times in total.
Post subject: MBolus Tutorial: Monsters on the Walls, Part 2!
Posted: Wed Oct 20, 2004 6:55 am
found a secret
Joined: Sun Aug 15, 2004 5:59 am Posts: 628 Location: Some creature's lair
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
_________________ MBolus Le mieux est l'ennemi du bien
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
_________________ The harder it goes down, the faster it comes back up!
_________________ Imagination is the beginning of creation. You imagine what you desire, you will what you imagine and at last you create what you will. --George Bernard Shaw
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Last edited by BNA! on Sun Apr 09, 2006 4:43 pm, edited 6 times in total.
Post subject: MBolus Tutorial: Monsters on the Walls, Part 2!
Posted: Wed Oct 20, 2004 6:55 am
found a secret
Joined: Sun Aug 15, 2004 5:59 am Posts: 628 Location: Some creature's lair
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
_________________ MBolus Le mieux est l'ennemi du bien
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
_________________ The harder it goes down, the faster it comes back up!
_________________ Imagination is the beginning of creation. You imagine what you desire, you will what you imagine and at last you create what you will. --George Bernard Shaw
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Part 2 of Monsters on the Walls is now available, although I am awaiting a link from a host for the accompanying map. The map should be hosted within a day or so.
http://www.doom3world.org/phpbb2/viewtopic.php?t=6853 You will be able to have monsters on essentially any wall, floor, or ceiling, as promised!
Have a nice day.
Also check out the homepage ( d3collective.hollosite.com ), im looking for some feed back =) I might also try to get hosted by planetdoom ( http://www.planetdoom.com ) I'm not quite sure about this.
Here's a single listing of most of the useful threads and tutorials on the Doom 3 World forums. If you find any more useful threads or tutorials, post them below and I'll add them to this list.
Brain Trepaning's Level Editing Videos Master List - How to Create a Room
- How to Create Your Second Room
- How to Optimize Your Map
- How to Fix Leaks
- How to Add a LevelShot to Your Map
- How to Make Your Map a PK4 File
- How to Make Curves
- How To Safely Alter Original Doom 3 Content
- How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- RenderBump for Doom 3
- Blending Terrain Textures for DOOM 3
Brain Trepaning's Modelling Videos (3dsmax / gmax related) Master List - How To Bring a Textured Mesh into Doom 3
- How To Get a Multi-Textured Mesh into Doom 3
- Multi Mesh and Texture Object from 3ds Max to Doom 3
- Animated Prop Meshes for Doom 3
- Changing Monster Meshes in Doom 3
- Changing Monster Meshes in Doom 3 with GMAX
- Creating Caves in DOOM 3
- Using RenderBump
*** NOTE: Submit additions to the list by posting in this thread. Once your tutorial has been added, your post will be deleted.
edited by eskimo roll, just shows what a close knit family we are here //group hug edited by bb_matt, just shows what a nit I am //group frag edit: lol
edited by der_ton, updated the list from Brain Trepaning's VT factory
Last edited by bb_matt 7 October 2004 painstakingly edited by der_ton 14 October 2004 lol - edited 25 October 2004 edited 29 November 2004
Last edited by BNA! on Sun Apr 09, 2006 4:43 pm, edited 6 times in total.