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| {| style="border: 1px solid #AAAAAA;" width="100%" | | {| style="border: 1px solid #AAAAAA;" width="100%" |
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− | === Introduction ===
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− | * '''[[Design: New In ETQW|What's new in ETQW]]'''
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− | * '''[[Design: ETQW from WET|Notes for W:ET mappers]]''' - for Wolfenstein: Enemy Territory mappers
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− | * '''[[Design: editWorld from Radiant|Notes for Radiant users]]''' - for experienced Radiant users
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− | * '''[[Design: editWorld from Worldcraft|Notes for Worldcraft users]]''' - for experienced Worldcraft users
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− | |-
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| === The Basics === | | === The Basics === |
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| * '''[[Occlusion Tests]]''' | | * '''[[Occlusion Tests]]''' |
| * '''[[Vehicle Route Constraint System]]''' | | * '''[[Vehicle Route Constraint System]]''' |
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− | === Everything Else ===
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− | |-
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− | * '''[[Design: editWorld Bugs and Fixes|Bugs and Fixes]]''' - Known and new bugs or issues
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− | * '''[[Design: editWorld Customisation|Customising editWorld]]'''
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| |- | | |- |
| |} | | |} |
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 www.enemyterritory.com.
Software Development Kit
The Enemy Territory: QUAKE Wars Software Development kit is currently in BETA. A list of download locations is available here.
Tutorials
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Vehicles
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- Vehicle Tutorial - The whole thing! Click below for smaller segments.
- 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.
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Models & Textures
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Script & Code
Declarations
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- Materials - All you need to know about material declarations.
- Templates - Setting up templates to save time and effort.
- Surface Types - Available surface types for particle & sound effects.
- Skins - Easily switch textures on surfaces.
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Vehicle Scripting
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Entity Scripting
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- 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.
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GUIs
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Design
Art
Models
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- 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.
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Animation
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Textures
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Terrain Editing
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Atmospheres and Effects
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