Difference between revisions of "Main Page"

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* '''[[Design: New In ETQW|What's new in ETQW]]''' - How ETQW mapping differs from Doom3/Quake4
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* '''[[Design: New In ETQW|What's new in ETQW]]'''
* '''[[Design: ETQW from WET|ETQW or W:ET mappers]]''' - A guide to ETQW mapping for Wolfenstein: Enemy Territory mappers
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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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* '''[[Design: editWorld from Radiant|editWorld for Radiant users]]''' - A guide for experienced Radiant users
 
* '''[[Design: editWorld from Worldcraft|editWorld for Worldcraft users]]''' - A guide for experienced Worldcraft users
 
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* '''[[Design: Entity List|List of Entities]]''' - Descriptions and uses for all entities
 
* '''[[Design: Entity List|List of Entities]]''' - Descriptions and uses for all entities
 
* '''[[Design: Geometry Optimisation|Optimising Geometry]]''' - How to optimise map geometry for performance
 
* '''[[Design: Geometry Optimisation|Optimising Geometry]]''' - How to optimise map geometry for performance

Revision as of 19:02, 24 October 2007

Tutorials

Basics

Terrain

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

Script & Code

Vehicle Scripting

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


Design

Introduction

The Basics


Advanced Stuff

Everything else


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

Textures

Terrain Editing

Atmospheres and Effects