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Tutorials
Taking A Screenshot
Taking A Screenshot
- Settings and options for making a great screenshot!
Making a Terrain Model
Making a Terrain Model
- Create a terrain mesh for your map.
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.
Making A Normal Map
Making A Normal Map
- Using Renderbump to generate a bump-map from a high-poly model.
Script & Code
Vehicle Scripting
Basic Overview
- Introduction to vehicle setup.
Entity Definition
- One definition to rule them all!
Vehicle Definition
- Introduction to the
.vscript
file.
Positions & Views
- Configuring player positions & camera views.
Components
- Details of various vehicle components.
Weapons
- Things that go boom!
IK
- Inverse Kinematics & you...
Cockpits
- Cockpit setup.
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
Event Based Scripting
- GUIs are event-based.
Materials
- Using materials in GUIs.
Transitions
- Transitions.
Templates
- Using templates in GUIs.
List Enumeration
- List enumerations.
Properties
- Player/Global properties and more.
Timelines
- GUI timelines.
Layouts
- Window layouts.
Reference
- GUI reference.
Design
Introduction
What's new in ETQW
- How ETQW mapping differs from Doom3/Quake4
editWorld Basics
- A brief introduction to editWorld
editWorld for Radiant users
- A guide for experienced Radiant users
editWorld for Worldcraft users
- A guide for experienced Worldcraft users
ETQW or W:ET mappers
- A guide to ETQW mapping for Wolfenstein: Enemy Territory mappers
'References'
- What are 'References', and how to create and edit them
Map files
- List and description of files and file types that form a map
Troubleshooting
- Common problems and how to fix or overcome them
editWorld
Customising editWorld
- Customising editWorld's setup
How do I ...?
- Quick reference for common and useful tasks
Bugs and Fixes
- List of known and new bugs or issues with editWorld
Primitives
Brush Basics
- The basics of brush usage and editing
Portal Basics
- What portals are for and when to use them
Optimising Geometry
- How to optimise map geometry for performance
Entities
Entity Basics
- The basics of entity usage and editing
List of Entities
- Descriptions and uses for all entities
Lighting
Lighting Basics
- The basics of lighting and the different lights
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
MD5 Export Process
- How to export an animated MD5.
Vehicle Setup
- How to set up a vehicle.
Textures
Basic Texture Overview
- Supported texture types and implementations.
Texturesheets
- Overview of what texturesheets are, and when to use them.
The Atlas Editor
- Create environment texture sheets to improve performance.
RenderBumpFlat
- Create normal-maps from high-poly geometry.
Detail Textures
- Add high-frequency detail to your textures.
Terrain Editing
Making a Terrain Model
- Create a terrain mesh for your map.
EditWorld's Terrain Editor
- Set up a Surface Tree for your MegaTexture.
MegaBuild
- Render and compile your MegaTexture.
Water Surfaces
- Create water to go with your landscape.
STUFF System
- Procedurally distribute models over your terrain mesh.
Atmospheres and Effects
The Atmosphere Editor
- Create and edit atmospheres for your map.
The Ambient Light Editor
- Create and edit ambient light setups.
Environment Maps
- Used for reflection effects.
Water Surfaces
- Creating water effects.
The Effects Editor
- Create and edit particle effects.
Cheap Decals
- Bulletholes and other collision decals.
Navigation menu
Views
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