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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=ETQW:TV&amp;diff=4081</id>
		<title>ETQW:TV</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=ETQW:TV&amp;diff=4081"/>
		<updated>2007-12-19T12:40:24Z</updated>

		<summary type="html">&lt;p&gt;Digibob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==An Overview: What is ETQW:TV?==&lt;br /&gt;
&lt;br /&gt;
ETQW:TV is primarily aimed at competition gaming, where large audiences might want to watch high-profile matches without having to set up bandwidth-intensive and fixed-perspective video streaming.&lt;br /&gt;
&lt;br /&gt;
ETQW:TV essentially allows a server to host extra spectator slots, but without having any performance impact on the main server. This is achieved by running a so-called repeater that then streams data to spectator clients connected to it. You can also set up relay servers that increase the number of spectators that can watch a match. By stringing several relays together, ETQW:TV can be used to broadcast matches to hundreds of spectators, who can all follow the match as if they were on the main server.&lt;br /&gt;
&lt;br /&gt;
ETQW:TV also allows the feed operator to set up a deliberate broadcasting delay to prevent spectators from relaying information back to the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To spectate a server using ETQW:TV, the server must be running a repeater itself. If this is your own server, this is simply a matter of setting the cvar &amp;quot;net_spawnRepeater&amp;quot; to &amp;quot;1&amp;quot; before starting up the server.&lt;br /&gt;
&lt;br /&gt;
Running a repeater relay server is equally simple: Just set the cvar &amp;quot;net_spawnRepeater&amp;quot; to &amp;quot;1&amp;quot;, and then type &amp;quot;connect &amp;lt;server&amp;gt;&amp;quot; on the server console, where &amp;lt;server&amp;gt; is the main server you are wanting to broadcast via the relay. Please note that the main server must be running a repeater, as repeater relays can only be connected to other repeaters. If the server you are trying to connect the relay to is not running a repeater, you will get a warning on the relay's console.&lt;br /&gt;
&lt;br /&gt;
Repeater servers spawn by default on port 27833. If that port is unavailable, the game will try to use the next 3 consecutive ports. You can also specify a port to use by setting the &amp;quot;net_repeaterPort&amp;quot; cvar.&lt;br /&gt;
&lt;br /&gt;
The repeater on the main server is primarily designed for connecting relays to, as it does not support delaying broadcasts, and will not report itself to the Demonware master for inclusion in the server browser. You must run a repeater relay if you wish to have a server show up in the internet TV list in the server browser.&lt;br /&gt;
&lt;br /&gt;
Read the next two sections to configure the repeater's client controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Client Management==&lt;br /&gt;
&lt;br /&gt;
Repeater and relay servers may host any number of clients, as long as you have sufficient hardware to support it.&lt;br /&gt;
&lt;br /&gt;
To control the maximum number of clients that may connect to the server, you can set the &amp;quot;ri_maxViewers&amp;quot; cvar to whatever number of clients you wish to allow. This cvar can be modified whilst the server is running to allow more or less viewers. There is no limit on this cvar, but it is not recommended to set it to values greater than 256.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Passwords==&lt;br /&gt;
&lt;br /&gt;
There are three different passwords that can be set up on your repeater to control access to it. This applies to both the main repeater, and repeater relays.&lt;br /&gt;
&lt;br /&gt;
In all cases, connecting clients or relays must set the &amp;quot;password&amp;quot; cvar to the value of the appropriate password.&lt;br /&gt;
&lt;br /&gt;
===g_viewerPassword===&lt;br /&gt;
This will stop viewer clients from connecting to the server unless they provide the appropriate password, and will not affect repeater relays connecting to the server. To enable this, simply set &amp;quot;g_viewerPassword&amp;quot; to your desired password and set &amp;quot;ri_useViewerPass&amp;quot;to &amp;quot;1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===g_repeaterPassword===&lt;br /&gt;
This will prevent repeater relays from connecting to the server unless they provide the appropriate password and will not affect viewer clients connecting to the server. Setting the password works the same as for g_viewerPassword. No additional cvars need to be set to enable this password.&lt;br /&gt;
&lt;br /&gt;
===g_privateViewerPassword===&lt;br /&gt;
This can be used to allow clients or relays access even if the viewer limit has been reached. To control the regular viewer limit count, you can adjust &amp;quot;ri_maxViewers&amp;quot;, and &amp;quot;ri_privateViewers&amp;quot;. The server will be considered full for connecting clients and relays when ( max - private ) slots are in use. Clients and relays connecting to the server with the private password will consider it full if ( max ) slots are in use.&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&lt;br /&gt;
A server has &amp;quot;ri_maxViewers&amp;quot; set to 24, and &amp;quot;ri_privateViewers&amp;quot; set to 16. In this case, once there are ( max ( 24 ) - private ( 16 ) ) = 8 slots in use, clients or relays connecting without the private password will see the server as being full, while clients and relays with the private password will be able to connect until all 24 slots are taken up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Clients on a repeater may talk to other clients connected to the same repeater, but not to those on the main server, nor those on any other repeater in the chain, though they will be able to see global chat from the main server. Each viewer client's text will show their viewer index after their name, which can be used to kick abusive clients.&lt;br /&gt;
&lt;br /&gt;
You can disable clients being able to talk on the repeater by setting &amp;quot;g_noTVChat&amp;quot; to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Admining==&lt;br /&gt;
&lt;br /&gt;
You may list all clients on the repeater from the server console, or via rcon by using the &amp;quot;listRepeaterClients&amp;quot; command. This will display their index and ip, and name if they are a client.&lt;br /&gt;
&lt;br /&gt;
Clients may be kicked from the repeater either from the server console or via rcon by using the &amp;quot;kickRepeaterClient&amp;quot; command along with the index of the client to remove.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Delayed playback==&lt;br /&gt;
&lt;br /&gt;
You can enable delayed playback on repeater relays by setting the &amp;quot;net_clientRepeaterDelay&amp;quot; cvar. This value is the number of minutes to store data for before passing it on. This value must be set before the relay is connected to a server, and only applies to relays - it will have no effect on the main repeater server. Fractional values are allowed, so you may use 0.5 for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
In this mode, the server needs to store enough data for the playback period, so clients connecting to the server whilst it is gathering data will see the loading screen until this is finished. This also means that the server will use additional memory to store this data, so this should be taken into consideration when choosing how much of a delay you want to apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bandwidth==&lt;br /&gt;
&lt;br /&gt;
The bandwidth requirements for a viewer client connected to a repeater are similar to those of a player connected to a normal server. By default, clients connected to a repeater will be sent snapshots every 3 frames, which is the same as regular clients. This can be adjusted by changing the &amp;quot;net_repeaterSnapshotDelay&amp;quot; cvar.&lt;br /&gt;
&lt;br /&gt;
A relay connected to a repeater requires a much greater amount of bandwidth, mainly because repeaters need to be sent data about all entities and all players in order to be able to forward this data on to other viewers connected to them. In addition, repeaters are sent snapshots every frame by default, instead of every 3 frames. This can be adjusted by changing the &amp;quot;net_repeaterRelaySnapshotDelay&amp;quot; cvar. Repeaters also have a higher default rate limit as a result of this, controlled by the &amp;quot;net_serverMaxRepeaterRate&amp;quot; cvar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Client controls==&lt;br /&gt;
&lt;br /&gt;
As a client, you can spectate players on the server by double clicking their name in the Limbo Menu's player list. You can also cycle through all clients on the main server (including spectators) by pressing your attack key (left mouse button by default), and you can switch to free camera mode by pressing your alt attack key (right mouse button by default).&lt;br /&gt;
&lt;br /&gt;
The speed of the camera can be controlled by changing the &amp;quot;pm_demoCamSpeed&amp;quot; cvar. You can also choose to spectate a specific client index or name by using the &amp;quot;setSpectateClient&amp;quot; console command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VoIP==&lt;br /&gt;
&lt;br /&gt;
There is currently no support for VoIP over repeaters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mods &amp;amp; Maps==&lt;br /&gt;
&lt;br /&gt;
The repeater can be set up to auto-download additional content by setting the &amp;quot;net_clientRepeaterAutoDownload&amp;quot; cvar to &amp;quot;1&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4080</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=4080"/>
		<updated>2007-12-19T12:38:39Z</updated>

		<summary type="html">&lt;p&gt;Digibob: &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;
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| 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;
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| 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;
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=== 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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=== 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;
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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;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4031</id>
		<title>Packaging up a Map or Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4031"/>
		<updated>2007-12-14T12:57:08Z</updated>

		<summary type="html">&lt;p&gt;Digibob: /* Pak Files Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.2 v. 1.4 ==&lt;br /&gt;
&lt;br /&gt;
Patch 1.2 does not support all the required features to get simple map or campaign mods running, nor does it provide the ability to download content from the server. Both of these issues will both be fixed in version 1.4. As a workaround for now, you can treat these simple mods as full mods as described below.&lt;br /&gt;
&lt;br /&gt;
When running with text based declarations, you must set the &amp;quot;com_useBinaryDecls&amp;quot; cvar to 2, which will allow text declarations to override binary declarations. This will be the default setting in 1.4.&lt;br /&gt;
&lt;br /&gt;
== Pak File Configs ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Configs ===&lt;br /&gt;
&lt;br /&gt;
An addon config contains meta data used to detail which maps/campaigns are held within a pk4 without the need for the engine to load any assets from the pk4.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 addonDef {&lt;br /&gt;
 	0x12345678&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 mapMetaData maps/volcano {&lt;br /&gt;
 	&amp;quot;pretty_name&amp;quot;		&amp;quot;Volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;mapinfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;dz_deployInfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;climate_skins&amp;quot;		&amp;quot;climate_skins_volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;server_shot_thumb&amp;quot;	&amp;quot;levelshots/thumbs/volcano.tga&amp;quot;&lt;br /&gt;
 	&amp;quot;show_in_browser&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The file must start with the &amp;quot;addonDef&amp;quot; identifier, and then a set of braces containing a list of dependencies. This list is the checksums of any other pak files which this pak file requires to also be loaded. The list may simply be empty if the pak file is entirely stand-alone.&lt;br /&gt;
&lt;br /&gt;
After this you may provide any meta data required by the game you are running. The base ETQW game will load &amp;quot;mapMetaData&amp;quot; and &amp;quot;campaignMetaData&amp;quot; blocks, but you may provide any kind of meta data and it will be loaded regardless of whether the game understands how to use the data or not.&lt;br /&gt;
&lt;br /&gt;
The above example specifies that this pak file contains a map stored as &amp;quot;maps/volcano&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To get the checksum for a pak file, use the &amp;quot;path&amp;quot; command, this will list all loaded pak files and their checksums.&lt;br /&gt;
&lt;br /&gt;
=== Pakmeta Configs ===&lt;br /&gt;
&lt;br /&gt;
Pakmeta configs are named pakmeta.conf. They are similar in structure to addon configs, but they do not contain the addonDef section at the top of the file, only the meta data blocks.&lt;br /&gt;
&lt;br /&gt;
When using the SDK exe you may also provide a pakmeta config in the root of your mod folder. This lets you provide additional data without having to include that of the base game.&lt;br /&gt;
&lt;br /&gt;
Only one pakmeta config at a time will be loaded from within pak files, the pak file with the highest priority which contains a pakmeta config, will be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Binary Configs ===&lt;br /&gt;
&lt;br /&gt;
When packaging up binaries (game code/compiled script), you need to include a binary.conf file in the pak file. This file should contain a single number, which represents which OS the binaries are being supplied for. The currently supported numbers are 0 for Windows, and 2 for Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak File Priority ==&lt;br /&gt;
&lt;br /&gt;
Pak files are sorted in alphabetical order within their own directory. The following is the list of directories which will be searched, from lowest priority to highest priority.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the values in &amp;lt;&amp;gt; are cvar names, which if blank will not be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak Files Overview ==&lt;br /&gt;
&lt;br /&gt;
Pak files are simply zip archives with a .pk4 extension.&lt;br /&gt;
&lt;br /&gt;
There are basically 4 types of pak files you may use.&lt;br /&gt;
&lt;br /&gt;
=== Official Pak Files ===&lt;br /&gt;
&lt;br /&gt;
These are named starting with &amp;quot;pak&amp;quot;. they will always be loaded in the pure system, unless they *only* contain files which are excluded from pure requirements. A list of pure exceptions is listed below. Official pak files can never be downloaded from a server.&lt;br /&gt;
&lt;br /&gt;
=== Addon Pak Files ===&lt;br /&gt;
&lt;br /&gt;
These are pak files which aren't named starting with &amp;quot;pak&amp;quot;, and contain a addon config within them. These files will never be included automatically for pure, but only when the game decides it needs them, and are generally used for custom maps and campaigns. The meta data from these pak files will always be loaded however, so the gamecode knows what is contained within them. Addon pak files may be downloaded from servers.&lt;br /&gt;
&lt;br /&gt;
=== Binary Pak Files ===&lt;br /&gt;
&lt;br /&gt;
These should contain any and all binaries you need to load for your mod, for a specific OS, as well as containing a matching binary config. These pak files may be downloaded from the server, and will warn the user that they are downloading executable code. Again, their name should not begin with &amp;quot;pak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Pak Files ===&lt;br /&gt;
&lt;br /&gt;
These are any paks file not covered by the previous cases. These will be included in the pure system if and only if, the server loads any files which are not covered by pure exclusions during engine startup (or during first map load, but that is riskier, so is not recommend).The easiest way to get this to happen is to include a declaration file which is not on the pure exclusion list. This file can be empty.&lt;br /&gt;
&lt;br /&gt;
== Pure Mode Exclusions ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of directories and extensions for files which will not mark a pak file as being required for pure if they are loaded.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Path&lt;br /&gt;
! Extension&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .lang&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| generated/ogg/localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .wav&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .font&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .cfg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Map ===&lt;br /&gt;
&lt;br /&gt;
In the case of simply adding a new map to an existing game, all you need to do is add everything to an Addon pak file.&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Campaign ===&lt;br /&gt;
&lt;br /&gt;
This is very similar to adding a new map. First you must again add all the required media to an Addon pak file. If this is purely a campaign using existing maps, then this will likely just be a single campaign .def file. If it is a campaign using base game maps, then you can simply supply the meta data for the new campaign and you are done. If the campaign includes custom maps, then you must make sure to include the checksums for the pak files which contain those maps in the dependencies section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Full Mods ===&lt;br /&gt;
&lt;br /&gt;
If you want your content to always be loaded, then you should run with the &amp;quot;fs_game&amp;quot; cvar set to the mod name, and include all of the pak files in this directory.&lt;br /&gt;
&lt;br /&gt;
All binaries for the mod should be packaged up in Binary pak files, one for each OS, as described above.&lt;br /&gt;
&lt;br /&gt;
All required content should be pakaged up in either Official or Additional pak files, one of which should contain a Pakmeta config if you wish to override the one from the base game.&lt;br /&gt;
&lt;br /&gt;
Any optional maps should be included in Addon pak files.&lt;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4030</id>
		<title>Packaging up a Map or Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4030"/>
		<updated>2007-12-14T12:54:50Z</updated>

		<summary type="html">&lt;p&gt;Digibob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.2 v. 1.4 ==&lt;br /&gt;
&lt;br /&gt;
Patch 1.2 does not support all the required features to get simple map or campaign mods running, nor does it provide the ability to download content from the server. Both of these issues will both be fixed in version 1.4. As a workaround for now, you can treat these simple mods as full mods as described below.&lt;br /&gt;
&lt;br /&gt;
When running with text based declarations, you must set the &amp;quot;com_useBinaryDecls&amp;quot; cvar to 2, which will allow text declarations to override binary declarations. This will be the default setting in 1.4.&lt;br /&gt;
&lt;br /&gt;
== Pak File Configs ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Configs ===&lt;br /&gt;
&lt;br /&gt;
An addon config contains meta data used to detail which maps/campaigns are held within a pk4 without the need for the engine to load any assets from the pk4.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 addonDef {&lt;br /&gt;
 	0x12345678&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 mapMetaData maps/volcano {&lt;br /&gt;
 	&amp;quot;pretty_name&amp;quot;		&amp;quot;Volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;mapinfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;dz_deployInfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;climate_skins&amp;quot;		&amp;quot;climate_skins_volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;server_shot_thumb&amp;quot;	&amp;quot;levelshots/thumbs/volcano.tga&amp;quot;&lt;br /&gt;
 	&amp;quot;show_in_browser&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The file must start with the &amp;quot;addonDef&amp;quot; identifier, and then a set of braces containing a list of dependencies. This list is the checksums of any other pak files which this pak file requires to also be loaded. The list may simply be empty if the pak file is entirely stand-alone.&lt;br /&gt;
&lt;br /&gt;
After this you may provide any meta data required by the game you are running. The base ETQW game will load &amp;quot;mapMetaData&amp;quot; and &amp;quot;campaignMetaData&amp;quot; blocks, but you may provide any kind of meta data and it will be loaded regardless of whether the game understands how to use the data or not.&lt;br /&gt;
&lt;br /&gt;
The above example specifies that this pak file contains a map stored as &amp;quot;maps/volcano&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To get the checksum for a pak file, use the &amp;quot;path&amp;quot; command, this will list all loaded pak files and their checksums.&lt;br /&gt;
&lt;br /&gt;
=== Pakmeta Configs ===&lt;br /&gt;
&lt;br /&gt;
Pakmeta configs are named pakmeta.conf. They are similar in structure to addon configs, but they do not contain the addonDef section at the top of the file, only the meta data blocks.&lt;br /&gt;
&lt;br /&gt;
When using the SDK exe you may also provide a pakmeta config in the root of your mod folder. This lets you provide additional data without having to include that of the base game.&lt;br /&gt;
&lt;br /&gt;
Only one pakmeta config at a time will be loaded from within pak files, the pak file with the highest priority which contains a pakmeta config, will be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Binary Configs ===&lt;br /&gt;
&lt;br /&gt;
When packaging up binaries (game code/compiled script), you need to include a binary.conf file in the pak file. This file should contain a single number, which represents which OS the binaries are being supplied for. The currently supported numbers are 0 for Windows, and 2 for Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak File Priority ==&lt;br /&gt;
&lt;br /&gt;
Pak files are sorted in alphabetical order within their own directory. The following is the list of directories which will be searched, from lowest priority to highest priority.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the values in &amp;lt;&amp;gt; are cvar names, which if blank will not be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak Files Overview ==&lt;br /&gt;
&lt;br /&gt;
Pak files are simply zip archives with a .pk4 extension.&lt;br /&gt;
&lt;br /&gt;
There are basically 4 types of pak files you may use.&lt;br /&gt;
&lt;br /&gt;
The first is Official pak files, these are named starting with &amp;quot;pak&amp;quot;. they will always be loaded in the pure system, unless they *only* contain files which are excluded from pure requirements. A list of pure exceptions is listed below. Official pak files can never be downloaded from a server.&lt;br /&gt;
&lt;br /&gt;
The second is Addon pak files. These are pak files which aren't named starting with &amp;quot;pak&amp;quot;, and contain a addon config within them. These files will never be included automatically for pure, but only when the game decides it needs them, and are generally used for custom maps and campaigns. The meta data from these pak files will always be loaded however, so the gamecode knows what is contained within them. Addon pak files may be downloaded from servers.&lt;br /&gt;
&lt;br /&gt;
The third is Binary pak files. These should contain any and all binaries you need to load for your mod, for a specific OS, as well as containing a matching binary config. These pak files may be downloaded from the server, and will warn the user that they are downloading executable code. Again, their name should not begin with &amp;quot;pak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The last form of pak file is any not covered by the previous cases, and shall be refered to as Additional pak files. These will be included in the pure system if and only if, the server loads any files which are not covered by pure exclusions during engine startup (or during first map load, but that is riskier, so is not recommend).The easiest way to get this to happen is to include a declaration file which is not on the pure exclusion list. This file can be empty.&lt;br /&gt;
&lt;br /&gt;
== Pure Mode Exclusions ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of directories and extensions for files which will not mark a pak file as being required for pure if they are loaded.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Path&lt;br /&gt;
! Extension&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .lang&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| generated/ogg/localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .wav&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .font&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .cfg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Map ===&lt;br /&gt;
&lt;br /&gt;
In the case of simply adding a new map to an existing game, all you need to do is add everything to an Addon pak file.&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Campaign ===&lt;br /&gt;
&lt;br /&gt;
This is very similar to adding a new map. First you must again add all the required media to an Addon pak file. If this is purely a campaign using existing maps, then this will likely just be a single campaign .def file. If it is a campaign using base game maps, then you can simply supply the meta data for the new campaign and you are done. If the campaign includes custom maps, then you must make sure to include the checksums for the pak files which contain those maps in the dependencies section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Full Mods ===&lt;br /&gt;
&lt;br /&gt;
If you want your content to always be loaded, then you should run with the &amp;quot;fs_game&amp;quot; cvar set to the mod name, and include all of the pak files in this directory.&lt;br /&gt;
&lt;br /&gt;
All binaries for the mod should be packaged up in Binary pak files, one for each OS, as described above.&lt;br /&gt;
&lt;br /&gt;
All required content should be pakaged up in either Official or Additional pak files, one of which should contain a Pakmeta config if you wish to override the one from the base game.&lt;br /&gt;
&lt;br /&gt;
Any optional maps should be included in Addon pak files.&lt;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4029</id>
		<title>Packaging up a Map or Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Packaging_up_a_Map_or_Mod&amp;diff=4029"/>
		<updated>2007-12-14T12:52:03Z</updated>

		<summary type="html">&lt;p&gt;Digibob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.2 v. 1.4 ==&lt;br /&gt;
&lt;br /&gt;
Patch 1.2 does not support all the required features to get simple map or campaign mods running, nor does it provide the ability to download content from the server. Both of these issues will both be fixed in version 1.4. As a workaround for now, you can treat these simple mods as full mods as described below.&lt;br /&gt;
&lt;br /&gt;
When running with text based declarations, you must set the &amp;quot;com_useBinaryDecls&amp;quot; cvar to 2, which will allow text declarations to override binary declarations. This will be the default setting in 1.4.&lt;br /&gt;
&lt;br /&gt;
== Pak File Configs ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Configs ===&lt;br /&gt;
&lt;br /&gt;
An addon config contains meta data used to detail which maps/campaigns are held within a pk4 without the need for the engine to load any assets from the pk4.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 addonDef {&lt;br /&gt;
 	0x12345678&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 mapMetaData maps/volcano {&lt;br /&gt;
 	&amp;quot;pretty_name&amp;quot;		&amp;quot;Volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;mapinfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;dz_deployInfo&amp;quot;		&amp;quot;volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;climate_skins&amp;quot;		&amp;quot;climate_skins_volcano&amp;quot;&lt;br /&gt;
 	&amp;quot;server_shot_thumb&amp;quot;	&amp;quot;levelshots/thumbs/volcano.tga&amp;quot;&lt;br /&gt;
 	&amp;quot;show_in_browser&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The file must start with the &amp;quot;addonDef&amp;quot; identifier, and then a set of braces containing a list of dependencies. This list is the checksums of any other pak files which this pak file requires to also be loaded. The list may simply be empty if the pak file is entirely stand-alone.&lt;br /&gt;
&lt;br /&gt;
After this you may provide any meta data required by the game you are running. The base ETQW game will load &amp;quot;mapMetaData&amp;quot; and &amp;quot;campaignMetaData&amp;quot; blocks, but you may provide any kind of meta data and it will be loaded regardless of whether the game understands how to use the data or not.&lt;br /&gt;
&lt;br /&gt;
The above example specifies that this pak file contains a map stored as &amp;quot;maps/volcano&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To get the checksum for a pak file, use the &amp;quot;path&amp;quot; command, this will list all loaded pak files and their checksums.&lt;br /&gt;
&lt;br /&gt;
=== Pakmeta Configs ===&lt;br /&gt;
&lt;br /&gt;
Pakmeta configs are named pakmeta.conf. They are similar in structure to addon configs, but they do not contain the addonDef section at the top of the file, only the meta data blocks.&lt;br /&gt;
&lt;br /&gt;
When using the SDK exe you may also provide a pakmeta config in the root of your mod folder. This lets you provide additional data without having to include that of the base game.&lt;br /&gt;
&lt;br /&gt;
Only one pakmeta config at a time will be loaded from within pak files, the pak file with the highest priority which contains a pakmeta config, will be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Binary Configs ===&lt;br /&gt;
&lt;br /&gt;
When packaging up binaries (game code/compiled script), you need to include a binary.conf file in the pak file. This file should contain a single number, which represents which OS the binaries are being supplied for. The currently supported numbers are 0 for Windows, and 2 for Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak File Priority ==&lt;br /&gt;
&lt;br /&gt;
Pak files are sorted in alphabetical order within their own directory. The following is the list of directories which will be searched, from lowest priority to highest priority.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_cdpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_basepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_devpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_savepath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\base&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game_base&amp;gt;&lt;br /&gt;
 &amp;lt;fs_userpath&amp;gt;\&amp;lt;fs_game&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the values in &amp;lt;&amp;gt; are cvar names, which if blank will not be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pak Files Overview ==&lt;br /&gt;
&lt;br /&gt;
Pak files are simply zip archives with a .pk4 extension.&lt;br /&gt;
&lt;br /&gt;
There are basically 4 types of pak files you may use.&lt;br /&gt;
&lt;br /&gt;
The first is Official pak files, these are named starting with &amp;quot;pak&amp;quot;. they will always be loaded in the pure system, unless they *only* contain files which are excluded from pure requirements. A list of pure exceptions is listed below. Official pak files can never be downloaded from a server.&lt;br /&gt;
&lt;br /&gt;
The second is Addon pak files. These are pak files which aren't named starting with &amp;quot;pak&amp;quot;, and contain a addon config within them. These files will never be included automatically for pure, but only when the game decides it needs them, and are generally used for custom maps and campaigns. The meta data from these pak files will always be loaded however, so the gamecode knows what is contained within them. Addon pak files may be downloaded from servers.&lt;br /&gt;
&lt;br /&gt;
The third is Binary pak files. These should contain any and all binaries you need to load for your mod, for a specific OS, as well as containing a matching binary config. These pak files may be downloaded from the server, and will warn the user that they are downloading executable code. Again, their name should not begin with &amp;quot;pak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The last form of pak file is any not covered by the previous cases, and shall be refered to as Additional pak files. These will be included in the pure system if and only if, the server loads any files which are not covered by pure exclusions during engine startup (or during first map load, but that is riskier, so is not recommend).The easiest way to get this to happen is to include a declaration file which is not on the pure exclusion list. This file can be empty.&lt;br /&gt;
&lt;br /&gt;
== Pure Mode Exclusions ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of directories and extensions for files which will not mark a pak file as being required for pure if they are loaded.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Path&lt;br /&gt;
! Extension&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .lang&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| generated/ogg/localization&lt;br /&gt;
| .ogg&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .wav&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .font&lt;br /&gt;
|-&lt;br /&gt;
| localization&lt;br /&gt;
| .cfg&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Map ===&lt;br /&gt;
&lt;br /&gt;
In the case of simply adding a new map to an existing game, all you need to do is add everything to an Addon pak file.&lt;br /&gt;
&lt;br /&gt;
=== Addon Mod: A New Campaign ===&lt;br /&gt;
&lt;br /&gt;
This is very similar to adding a new map. First you must again add all the required media to an Addon pak file. If this is purely a campaign using existing maps, then this will likely just be a single campaign .def file. If it is a campaign using base game maps, then you can simply supply the meta data for the new campaign and you are done. If the campaign includes custom maps, then you must make sure to include the checksums for the pak files which contain those maps in the dependencies section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Full Mods ===&lt;br /&gt;
&lt;br /&gt;
If you want your content to always be loaded, then you should run with the &amp;quot;fs_game&amp;quot; cvar set to the mod name, and include all of the pak files in this directory.&lt;br /&gt;
&lt;br /&gt;
All binaries for the mod should be packaged up in Binary pak files, one for each OS, as described above.&lt;br /&gt;
&lt;br /&gt;
All required content should be pakaged up in either Official or Additional pak files, one of which should contain a Pakmeta config if you wish to override the one from the base game.&lt;br /&gt;
&lt;br /&gt;
Any optional maps should be included in Addon pak files.&lt;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4028</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=4028"/>
		<updated>2007-12-14T12:31:05Z</updated>

		<summary type="html">&lt;p&gt;Digibob: /* Basics */&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;
{| 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;
=== 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;
| 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;
=== 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;
{| 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;
=== 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;
| 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;
=== 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;/div&gt;</summary>
		<author><name>Digibob</name></author>
		
	</entry>
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