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Tutorials
Basics
Taking A Screenshot
- Settings and options for making a great screenshot!
Terrain
Making a Terrain Model
- Create a terrain mesh for your map.
Vehicles
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.
Models & Textures
Making A Normal Map
- Using Renderbump to generate a bump-map from a high-poly model.
Script & Code
Declarations
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.
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
GUI Overview
- Overview of the GUI system.
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
Notes for W:ET mappers
- for Wolfenstein: Enemy Territory mappers
Notes for Radiant users
- for experienced Radiant users
Notes for Worldcraft users
- for experienced Worldcraft users
The Basics
Editor Basics
- start here
Brush Basics
- make your map
Entity Basics
- populate your map
Lighting Basics
- light your map
Portal Basics
- portalise your map
Reference Basics
- modularise your map
Map files
How do I ...?
- Common and useful tasks
Troubleshooting
- Common problems and fixes
Advanced Stuff
List of Entities
- Descriptions for all entities
Optimising Geometry
- How to increase performance
Everything Else
Bugs and Fixes
- Known and new bugs or issues
Customising editWorld
Biscuits
- Biscuits that enhance ETQW mapping
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
Main page
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History
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