Search found 216 matches
- 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 ...
- 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...
- 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...
- 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.
- 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
I almost became a gardener and would probably have gone for it if the game artist thing hadn't worked out at the time
- 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...
- 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.
- 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?
I recreated the armor effect instead of the armor shard one. The backpack is now also back to fullbright to improve visibility. Thoughts?
- 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...
- 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 ...
- 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.
- 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 ...
- 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
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.
- 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 ...
- 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.
- 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...
- 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...
- 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 ...
- 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.
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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 ...