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	<id>https://wiki.splashdamage.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=192.168.0.64&amp;*</id>
	<title>Mod Wiki - User contributions [en-gb]</title>
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	<updated>2026-06-10T14:26:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Benchmarking&amp;diff=4099</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Benchmarking&amp;diff=4099"/>
		<updated>2008-02-05T12:53:12Z</updated>

		<summary type="html">&lt;p&gt;192.168.0.64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Benchmarking with Enemy Territory QUAKE Wars =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1. Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
Enemy Territory QUAKE Wars (ETQW) provides several means to benchmark the system performance. However, anyone using ETQW for benchmarking should be careful in properly interpreting the results.&lt;br /&gt;
&lt;br /&gt;
ETQW uses several threads of execution for instance for the game logic, texture streaming, texture transcoding, sound processing etc. However, by default the renderer is not running in a separate thread. When a system has multiple CPUs or a CPU with multiple cores the ETQW performance can be improved by enabling the multi-threaded renderer by setting the console variable '''r_useThreadedRenderer''' to '''2'''. However, when a system does neither have multiple CPUs nor a CPU with multiple cores the performance may not improve if this multi-threading is enabled.&lt;br /&gt;
&lt;br /&gt;
At any time one of the many components in a PC can become a bottleneck and limit the performance. As such correct interpretation of the results requires identifying the bottlenecks in the system.&lt;br /&gt;
&lt;br /&gt;
At higher resolutions the ETQW performance quickly becomes limited by the graphics card. This means that graphics card cannot keep up with the speed of the CPU and memory. At lower resolutions and with high end graphics cards the ETQW performance is more likely to be dependent on the CPU speed, but also very much dependent on the memory speed. Increasing the memory speed can sometimes have close to the same effect on the performance as increasing the CPU speed. ETQW may not utilize all the available memory bandwidth but increasing the memory speed also lowers the memory access time which affects the performance.&lt;br /&gt;
&lt;br /&gt;
== 2. Multiplayer Performance using 'timeNetDemo' ==&lt;br /&gt;
&lt;br /&gt;
A network demo is a recording of the network traffic during a multiplayer game. A network demo can be recorded at the a client connected to a multiplayer server. Such network demos are referred to as ''client netdemos''. A network demo can also be recorded at the server. These network demos are referred to as ''server netdemos''.&lt;br /&gt;
&lt;br /&gt;
When playing back a ''client netdemo'', ETQW will behave exactly as if playing a live multiplayer game. ''Server netdemos'' record more information than ''client netdemos'', and when playing back a server demo the view can be moved freely through the world or the view can be attached to any of the players that were playing on the server at the time of the recording.&lt;br /&gt;
&lt;br /&gt;
ETQW allows playback of ''client netdemos'' as fast as possible where the engine continuously runs one game frame and one render frame. Playing back a network demo as fast as possible is referred to as a ''time net demo''. Time Net demos can be used to rate the ''overall'' performance of a system configuration including CPU speed, memory speed and GPU speed.&lt;br /&gt;
&lt;br /&gt;
The ETQW net time demos are meant to be used to rate the overall system performance. However, when using ETQW to benchmark the speed of graphics cards always make sure the system has the fastest CPU and the fastest memory available to make sure the CPU and memory subsystem have as little effect on the performance as possible.&lt;br /&gt;
&lt;br /&gt;
When benchmarking the speed of CPUs always make sure the system has the fastest memory available to make sure the effect of the memory speed on the performance is as small as possible. Furthermore use a low resolution with the fastest graphics card solution available and disable features like anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
A net time demo can be started with the following console command:&lt;br /&gt;
&lt;br /&gt;
'''timeNetDemo''' &amp;lt;demoName&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After playing the net demo the average framerate (FPS) is shown. Furthermore, the number of MegaTexture tiles that were processed is shown as well. While the player moves through an ETQW environment, terrain texture data is streamed in from the harddisk on a per tile basis. This texture data needs to be processed before it can be displayed. This process uses multiple threads such that a slow harddisk won't slow down the game. However, processing the texture data does take up CPU time. In other words the number of tiles that were processed during the demo playback may change the average FPS. To get consistent results, and/or when benchmarking only the graphics card performance set '''r_megaTilesPerSecond''' to 0. This way, parts of the terrain may become blurry during demo playback but the harddisk and CPU performance won't affect the measured average FPS.&lt;br /&gt;
&lt;br /&gt;
== 3. Single Player Performance using 'timeServer' ==&lt;br /&gt;
&lt;br /&gt;
Single player games with bots are typically more CPU intensive because the game does not just have to keep track of things that are happening in the player's view, but has to keep track of everything in the world. This may include things that happen behind the player or happen on the other side of a map. Furthermore, the game has to run the Artificial Intelligence (AI) for the bots which requires CPU time as well.&lt;br /&gt;
&lt;br /&gt;
To benchmark the CPU and memory speed of a system it is best to measure the performance of a single player game. This can be done with the following console command:&lt;br /&gt;
&lt;br /&gt;
'''timeServer''' &amp;lt;mapName&amp;gt; &amp;lt;number of game frames&amp;gt; &amp;lt;number of bots&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is similar to running a time net demo except that this command runs a live game. It basically runs the game as fast as possible for the specified number of game frames with the specified number of bots. Each game frame it also renders one frame and it also runs one bot AI think frame.&lt;br /&gt;
&lt;br /&gt;
With the bots running in a separate thread the game is not deterministic because the bots may query the collision state of the game world at arbitrary times. As such the 'timeServer' test is best run multiple times, where the median of the runs is taken as the performance result.&lt;/div&gt;</summary>
		<author><name>192.168.0.64</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4098</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4098"/>
		<updated>2008-02-05T12:52:14Z</updated>

		<summary type="html">&lt;p&gt;192.168.0.64: /* ETQW:TV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development kit is currently in BETA. A list of download locations is [http://community.enemyterritory.com/index.php?q=node/210 available here].&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>192.168.0.64</name></author>
		
	</entry>
</feed>