Search found 216 matches

by DaEngineer
Mon Nov 10, 2025 1:47 pm
Forum: ID Tech
Topic: Quakompiler – A modern compiling GUI for Quake engines
Replies: 1
Views: 845

Re: Quakompiler – A modern compiling GUI for Quake engines

I have released v0.2 on Github . Here are the highlights: New features Implemented Quake 3 support Implemented batch file exporting for Windows and Linux Added a "Thanks" section to the About page Fixed bugs Fixed section folding not being saved The vertical scroll position of the Quake 1 ...
by DaEngineer
Tue Nov 04, 2025 2:26 pm
Forum: ID Tech
Topic: dark souls in q3 - fpscup03-3
Replies: 2
Views: 593

Re: dark souls in q3 - fpscup03-3

Interesting read, thanks for sharing it. I can't say anything about the gameplay unfortunately, I never got into Defrag and have no idea how the mod or the movement works, so I just flew around with noclip (I did load the mod though). This must have been a pain in the butt to build, but congrats for...
by DaEngineer
Mon Nov 03, 2025 11:02 pm
Forum: ID Tech
Topic: Quakompiler – A modern compiling GUI for Quake engines
Replies: 1
Views: 845

Quakompiler – A modern compiling GUI for Quake engines

https://victorkarp.com/wp-content/uploads/2025/11/icon.png I’ve just released v0.1 of my new application Quakompiler , a modern cross-platform GUI for compiling Quake engine maps. It’s written in GDScript, the Godot Engine’s scripting language. https://raw.githubusercontent.com/VictorKarp/Quakompil...
by DaEngineer
Fri Oct 10, 2025 10:16 am
Forum: ID Tech
Topic: [Quake 1] [BETA1] Monastery Gardens
Replies: 4
Views: 1413

Re: [Quake 1] [BETA1] Monastery Gardens

Thank you, I've just joined.
by DaEngineer
Mon Oct 06, 2025 1:54 pm
Forum: ID Tech
Topic: [Quake 1] [BETA1] Monastery Gardens
Replies: 4
Views: 1413

Re: [Quake 1] [BETA1] Monastery Gardens

Thanks :) Majestic Maze was the primary inspiration for my map. I still replay Alice every couple of years and can't wait to finally reach that part every time.

I almost became a gardener and would probably have gone for it if the game artist thing hadn't worked out at the time :D
by DaEngineer
Thu Oct 02, 2025 11:37 am
Forum: ID Tech
Topic: [Quake 1] [BETA1] Monastery Gardens
Replies: 4
Views: 1413

[Quake 1] [BETA1] Monastery Gardens

Monastery Gardens is my very first Quake 1 map. Except for playing around with the Half-Life 2 editor in the late 2000's, I've never created an actual single player map for anything so far. I really wanted to change that, and this is my attempt to do so. The map is loosely based on q3dm1 "Arean...
by DaEngineer
Wed Jan 26, 2022 12:11 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

Thanks :) Here are the latest files, without rgbGen identity. The backpack texture is included again, but it hasn't changed.
by DaEngineer
Thu Jan 13, 2022 3:59 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

Here are two videos of the new backpack FX. One without rgbGen identity in the shader and one with rgbGen identity.

I recreated the armor effect instead of the armor shard one. The backpack is now also back to fullbright to improve visibility. Thoughts?
by DaEngineer
Tue Jan 11, 2022 5:05 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: [Final] Quadwell

@Obsessed: Thank you :) I don't get the reference unfortunately because I don't follow e-sports. I don't even play Q3 or QL online, I just like to create nice backdrops for shooting bots. @Whiskey 7: Thank you! @Johnny Law: Thanks a lot. These out of reach areas were particularly fun to design and a...
by DaEngineer
Fri Jan 07, 2022 12:01 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

I agree, the shell effect sounds promising. I'll create it in the next few days and upload it here. Contrary to what I said earlier it's probably more sensible to also make the pack fullbright and not lit by the environment, because all other items are too. @Hipshot: It's true, the backpack doesn't ...
by DaEngineer
Fri Jan 07, 2022 11:55 am
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: [Final] Quadwell

Thank you guys :) The map is in lvlworld's map queue and I've also made a Quake Live version. There will be a lite version with regular lightmapscale and fewer props soon, because I've heard that the performance is too bad for competitive play.
by DaEngineer
Sun Jan 02, 2022 12:35 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta3]

The map is now finally done. The most noticeable improvement is the new lighting. I've added a new eye candy area out of reach and made various small fixes and changes. I'll sent it to lvlworld soon. As usual, you can grab the latest version on my website . Here are the latest pictures, full change ...
by DaEngineer
Wed Dec 29, 2021 9:01 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta3]

Really close to final, but I'm not there yet :D I've added more details since the last version, fixed some things, tweaked the lighting (thanks to cityy's recent thread) and improved the skybox. There will be a new version within the next couple of days.
by DaEngineer
Sat Dec 18, 2021 7:12 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta2]

@Theftbot and @v1l3: Thank you! @Obsessed: Thank you for finding that, it's fixed now. I've made some changes and uploaded a new version. Here's the changelog: - Clipped two walls at the YA teleporter to keep the player from getting stuck - Textured some surfaces out of bounds that were caulked but ...
by DaEngineer
Mon Dec 13, 2021 11:21 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta2]

Good point, there's probably no need to overoptimize areas that don't really hurt anyone. Besides, resizing textures makes it necessary to adjust the horizontal and vertical stretch on all affected faces.
by DaEngineer
Mon Dec 13, 2021 11:15 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

The filename is hardcoded, yes. But two things. First thing is that your assets are packed directly in the "powerups" folder, whereas they were in "powerups/backpack" before. Second thing is that I don't think Quake 3 supports obj models in-game? I know q3map2 can convert obj to...
by DaEngineer
Mon Dec 13, 2021 8:12 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta2]

Thank both of you for figuring that out. I've uploaded a new version where window1.jpg and the levelshot are resaved without the Progressive flag. I forgot to test the last version in vanilla Quake 3 on Windows. I was using Quake3e on Linux, which didn't throw any errors. The new pk3 is slightly sma...
by DaEngineer
Mon Dec 13, 2021 4:10 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

Oh wow, that looks really nice! :eek: Thank you :) Here is a zip with the latest files. I've updated the readme file and added a simple shader, so the mesh is always rendered fullbright. This should help a bit with the visibility problem. I've also changed the mesh format from md3 to obj. The mesh ...
by DaEngineer
Sun Dec 12, 2021 10:20 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

Here's the new textured backpack. The lighting on this shot is fully baked. It's a 1k texture, the mesh has 3220 tris. I'll prepare the files for integration into Quake soon, probably tomorrow.
by DaEngineer
Sun Dec 12, 2021 2:38 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 1006887

Re: EntityPlus - A single player Q3 mod

It's really nice to see that the mod is still alive and kicking :) I started working on a new backpack model yesterday, the highpoly is done already. Lowpoly and textures will follow soon.
by DaEngineer
Sat Dec 11, 2021 4:17 pm
Forum: ID Tech
Topic: New map for Quake 3 EntityPlus
Replies: 4
Views: 16736

Re: New map for Quake 3 EntityPlus

I just played through it and had a blast. That map was outstanding! I thought that crossing the bridge would end the level, and up to that point everything was relatively "normal". The unexpected rollercoaster ride that happened next was incredible. I really like environments with this wei...
by DaEngineer
Sat Dec 11, 2021 1:10 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

Re: Quadwell [Beta2]

This map was stuck in a close-to-finished state for 4 years now, but I finally gave it a last push. [lvlshot]https://victorkarp.com/wp-content/uploads/2021/12/Victor-Karp-Quake-3-Quadwell-04-1024x576.jpg[/lvlshot] [lvlshot]https://victorkarp.com/wp-content/uploads/2021/12/Victor-Karp-Quake-3-Quadwel...
by DaEngineer
Sun Jul 16, 2017 3:55 pm
Forum: ID Tech
Topic: [Final] Quadwell
Replies: 26
Views: 28092

[Final] Quadwell

EDIT: The map is now final, you can download it for classic Quake 3 and Quake Live on my website . It has been around 6 years since I've posted a map here. I finally wanted to create a really nice looking one with the skills I've gathered since then, so here it is. It will most likely be my last Qu...
by DaEngineer
Thu Feb 16, 2017 12:12 am
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 21898

Re: [SOF2] MP_ZIBA Sky and Compile issues

The picture with the -fast comparison was uploaded by me some years ago, I think here and in another mapping forum. -fast enables fast lighting for the first light stage and the bounce lighting, that's right. I prefer not to use -fast but -fastbounce for my compiles, even for WIP ones. This way the ...
by DaEngineer
Wed Feb 15, 2017 6:21 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 21898

Re: [SOF2] MP_ZIBA Sky and Compile issues

So I should use it in combination with -samples and ignore what Q3Map2 Wikibooks says? Try it out, there's nothing to lose. I'm currently working on a map and use -samples 3 but I always only used -filter before. In the tests I did in the past -filter looked slightly better than -samples, although ...