Difference between revisions of "Main Page"

From Mod Wiki
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* '''[[Design: New In ETQW|What's new in ETQW]]''' - How ETQW mapping differs from Doom3/Quake4
 
* '''[[Design: New In ETQW|What's new in ETQW]]''' - How ETQW mapping differs from Doom3/Quake4
 
* '''[[Design: editWorld Basics|editWorld Basics]]''' - A brief introduction to editWorld
 
* '''[[Design: editWorld Basics|editWorld Basics]]''' - A brief introduction to editWorld
* '''[[Design: editWorld from Radiant|editWorld for Radiant users]]''' - Guide for experienced Radiant users
+
* '''[[Design: editWorld from Radiant|editWorld for Radiant users]]''' - A guide for experienced Radiant users
* '''[[Design: editWorld from Worldcraft|editWorld for Worldcraft users]]''' - Guide for experienced Worldcraft users
+
* '''[[Design: editWorld from Worldcraft|editWorld for Worldcraft users]]''' - A guide for experienced Worldcraft users
 +
* '''[[Design: ETQW from WET|ETQW or W:ET mappers]]''' - A guide to ETQW mapping for Wolfenstein: Enemy Territory mappers
 
* '''[[Design: Map files|Map files]]''' - List and description of files and file types that form a map
 
* '''[[Design: Map files|Map files]]''' - List and description of files and file types that form a map
 
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Revision as of 10:08, 17 October 2007

Tutorials

Taking A Screenshot

Making a Terrain Model

  • Step 1 - Create a terrain mesh for your map.
  • More to go here, temp for now.

Vehicle Tutorial

  • Step 1 - Design considerations, before you do anything else!
  • Step 2 - Initial rough model, rig and basic script.
  • Step 3 - More advanced rig and scripting.
  • Step 4 - Further technical setup ideas.

Code

Vehicle Scripting

Entity Scripting

  • Classes - Tree of entity types.
  • Events - List of all script events.
  • Examples - Some example walkthoughs of building up a scripted entity.
  • Script Files - List of the script files used by the game.

GUIs


Design

Introduction

editWorld

Primitives

Entities

Lighting


Art

Models

  • In-Game Models - Making models for use in the engine.
  • High-Poly Models - Making source models for baking normal maps.
  • Renderbump - Create normal maps from high-poly geometry.
  • Imposters - Sprites used for rendering complex models cheaply at a distance.

Animation

Textures

Terrain Editing

Atmospheres and Effects