Starting Quake Mapping - Link Resources

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Starting Quake Mapping - Link Resources

Post by AEon »

Q3W Level Editing & Modeling Link Resources


Welcome to the Quake3World Level Editing & Modeling Link Resources... Color Legend
  • Main Topics in yellow.
  • Topics in bold.
  • Sub Topics are marked in orange.
  • Important information is marked in red.

    Note: Reference Links - will *only* skip to posts = main topics, not to the actual sub topics. A limitation of phpBB.
Table of Contents
Last edited by roughrider on Mon May 17, 2010 9:00 am, edited 14 times in total.
Reason: Fixed links to Main Topics.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Getting Started with Quake 3 Engine Level Editing - Essential Files:
  1. Uninstall Radiant (should you still have an old version installed)
  2. Get GtkRadiant editor
    • Current stable releases:
      :arrow: Download list for GtkRadiant.
      :arrow: If you install versions above 1.4 you will need to download the game packs, which can also be found on the Download List page linked above.

      :arrow: GtkRadiant Version 1.4
      • Install current stable version.
      • (widely used, less plug-ins though).
      or
      :arrow: Get the latest GTKradiant version that also supports DOOM 3 and Quake IV (real-time lighting):
      • Go :arrow: here to get the latest versions and the game packs for versions above 1.4

        For the latest v1.5 branch of GTKradiant development the GtkRadiant 1.5.0 Documentation will help.
      • The other supported gamepacks for Enemy Territory, Half-Life, Heretic 2, Jedi Academy, Jedi Knight 2, Quake II, Q3A/TA, Soldier of Fortune 2, Star Trek Voyager / Elite Force, and Wolfenstein, can be directly downloaded from radiant/nightly/1.5 @ idsoftware.com. The gamepacks can also be downloaded from the link above on the download list page. Visit qeradiant.com for more information.
      AEon: Note presently (2010) I am using v1.4, because the model rotation/preview works, compared to v1.2.13.
  3. Get Q3Map2 compiler
  4. Get Q3Map2Toolz front-end
    • Current stable release:
      :arrow: Get Q3Map2Toolz and install
      :arrow: Q3Map2Toolz by Hr.O not sure the version of the download
  5. Scan the rest of this thread for information and content to learn from and use.
  6. Then Start Mapping for Quake III Arena!

Feedback

Post all of your known links here in this thread to help out other mappers.
  • :arrow: Please check to make sure the link is not in the list below, *before* you post!
    :arrow: Please only post relevant information.
    :arrow: Please let us know if any of the links are dead or have new URLs.
    :arrow: Broken links are marked with ***, if you know replacement links, post them!
Last edited by roughrider on Mon May 31, 2010 7:22 am, edited 5 times in total.
Reason: Link fixes
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

General Level Editing Links


Archived Q3W Level Editing Forum Threads Architecture, Urban Exploration, and Inspiration Level Design International - German Sites FAQs Linux Macintosh Manuals Mapping Communities and General Sites Map Hosting Map Objects Map Packing Utilities Map Review Sites Miscellaneous Plug-ins
  • Bob-tools no longer available from my old site (roughrider)
Screenshot Hosting
Search Engines Sound Effects Terrain Stuff Tools Tutorials
Last edited by roughrider on Mon May 31, 2010 9:55 am, edited 5 times in total.
Reason: Removed old, out-dated links that no longer work.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Modeling


Getting Started Visual Modeling of Natural Surfaces and Objects - Tools
Last edited by AEon on Fri Feb 11, 2005 6:07 pm, edited 1 time in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Textures / Shaders / Tutorials


Miscellaneous Texture/Font Items Graphics Tutorials and Texture/Shader Learning Aids Template Textures - Placeholders Community Texture Collections Texture Collections by Artist Skyboxes, Environments, Cloudscapes and Skies Photorealistic Textures Artist Download Packs - Quick Access to Textures Metal and Ore Textures Organic, Plantlife & Liquid/Gas Textures Object Textures Effect Textures
Last edited by AEon on Fri Feb 11, 2005 6:10 pm, edited 1 time in total.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Just posted some new rock textures that you may want to add to the list above somewhere...!

http://www.quake3bits.com/htm/textures/kt_rock_6.htm
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

riddla wrote:
My Mapediting Favorites in a zip file
If these possibly can help to rebuild a decent sticky thread have at it:

http://www.lrctf.com/users/riddla/Q3mapediting.zip

These are just IE favs in a zip (unzip using folder names). Yeah, I know there are quite a few shortcuts pointing to threads on the old Q3W board, but I feel like the other stuff outweighs that aspect.

Thanks to slinki of our mod project (http://www.lrctf.com) for hooking me up with most all of these favs back in the day

Hope this helps out...
Myth wrote:
Consists of 106 unique textures. Samples:

ImageImage
ImageImage
ImageImage

Download: Hope & Glory - New Gothic Texture Set (2.2MB) by Myth
redfella
Posts: 441
Joined: Mon May 12, 2003 7:00 am

Post by redfella »

black & white blanket logic
MaxGaMin
Posts: 77
Joined: Wed Mar 30, 2005 7:22 am

Post by MaxGaMin »

Hi!
I'm a new comer here.
Thanks in advance.

This page has a great free app to generate textures quickly on and on.
I think this tex-editor is a must-have one.

http://www.imagemagick.org/
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Chris Cookson's (Mojo) site's (hopefully temporarily) down so his Gmax/3dsMAX importer/exporter plugins are unaccessible.

Here's one mirror for those who still need his plugins:
http://www.game-editing.net/dev/sources ... thor&id=44
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

obsidian wrote:Chris Cookson's (Mojo) site's (hopefully temporarily) down so his Gmax/3dsMAX importer/exporter plugins are unaccessible.
His old 'Mojo' site is dead as it was linked to the original gmax server which died quite a while ago. GMax stuff is all now handled by TurboSquid.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Method's Level Design Process Tutorial

http://method.gamedesign.net/ld_process.htm
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
User avatar
Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

High res cliff and grass textures, this thread has images and replies.
http://www.quake3world.com/forum/viewtopic.php?t=8757
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

obsidian
You also probably need q3map_skylight.

Experiment with the sun/sunExt intensity value as well as the skylight amount value. Larger intensity values with small amount values will result in darker shadows, while smaller intensity values with greater amount values will result in lighter shadows.

I recommend the use of q3map_sunExt over normal q3map_sun for better quality of shadow edges.

Read this:
http://www.shaderlab.com/q3map2/shader_manual/apI.html
Advanced info on skybox lighting use!


Edit: Just noted the rest of the new manual (Q3Map2 Shader Manual):

http://www.shaderlab.com/q3map2/shader_ ... index.html

Totally awesome obsidian and ydnar!


Edit2: 5 new Hi-Res Skyboxes by Hipshot thread (fixed ;)):
http://www.quake3world.com/forum/viewtopic.php?t=9242
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Method's Quake 4 Ambient Light tutorial:

http://www.gamedesign.net/node/1186
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

skwas
Posts: 4
Joined: Wed Jan 04, 2006 3:48 am

Post by skwas »

Hi peeps,

Not sure if it is still used by anyone, but I just wanted to note that MiriX is still available through FilePlanet.
I'm not sure if it will work with D3/Q4 though, probably not.

hf,
[color=white]s[/color][color=red]k[/color][color=white]was[/color]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Advanced Skybox Tutorial by Hipshot

http://developer.valvesoftware.com/wiki ... -_Advanced

"This tutorial explains how to create more advanced skies with Terragen, in combination with Skypaint and Photoshop."
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Great plugin that installs a .dll file in your Windows system32 directory that allows you to browse through thumbnails of .tga files with Windows Explorer.

http://greggman.com/pages/thumbplug_tga.htm
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Map hosting:
map-factory.org
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Last edited by a13n on Sun Dec 17, 2006 2:10 am, edited 1 time in total.
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

roq compiler 3
http://icculus.org/homepages/riot/

Now roq creation is much, much easier than it never shuold in conjunction with ioquake3.
Last edited by a13n on Sun Dec 17, 2006 2:10 am, edited 1 time in total.
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

O'dium's "next gen" (normal/specular/diffuse) texture creation tutorial.
http://www.quake2evolved.com/overdose/s ... exture.htm
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Post Reply