Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.
Q3MAP2.exe (the Q3 map compiler) will not load scripts/*.shader files that are not listed in scripts/shaderlist.txt -- meaning one must manually edit the .txt file as an extra step to use a new .shader file. Zircon and DarkPlaces load all .shader files in the scripts folder. (Quake3_Quake1 Tutorials)
New: q3map2.exe loads all .shader files in scripts folder (Download Q3Map2 No ShaderList.Txt).
Q3Map2.exe 64-Bit For Windows (June 8 2024) - Features
I use the J.A.C.K. map editor, but this Q3MAP2 compiler should work just fine with TrenchBroom or the traditional Q3 map editor.
Here is a map that is huge. It is 15 percent of the size of the largest Q3 map I have created.
With DarkPlaces, this would like textures/texturecan/checkerboard_gloss.jpg or such.
These can be in a func_door or func_illusionary - they can move.
AFAIK TrenchBroom does not support patches at this time.
Any curved edge you see in a Quake 3 map is a patch.
Every "curved" brush here is NOT a brush at all. It is a patch.
DarkPlaces cannot at this time, but I communicated the method I used to the DarkPlaces dev team.
This func_button uses a shader specifying the texture for frame 0 (unpressed button frame) and for frame 1 (pressed button frame):
textures/trak5x_sh/button
{
{
framemap textures/trak5x/misc_button1.tga textures/trak5x/wall_wall7a.tga
}
}
Link: Animated textures in Q3 article from July 2023
A mini-campaign playable tech demo: Link: Quake3_Quake1 Tech Demo Download (Open Source/.Maps)
The -game nexuiz enables extra Q3 map compiler features that DarkPlaces supports. "-meta" must always be used for BSP. -mv and -mi are increased limits. -fs_game "id1" or -fs_game "quake3_quake1" is gamedir.
BSP:
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -meta -v -mv 1000000 -mi 6000000
VIS:
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -vis -saveprt -fast
LIT:
Quick light ...
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -light -deluxe -faster -cheapgrid -filter -gamma 0.7
Good light ..
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -light -deluxe -fast
The Quake 3 is massively more efficient with vertex and triangle counts compared to the Quake 3 map format, which chops up every surface for the WinQuake software renderer that no one uses anymore.
I am not a master of this. There are tutorials written by Sock (Arcane Dimensions author).
Those tutorials are available at link: Web.archive.org
If you look carefully, the leaves are moving a bit. It is not the model, it is the shader.
There is one in Quake3_Quake1 Demo (open source with .maps) in the quake3_quake1\scripts folder. It should be fully Quake compatible and additionally knows the Quake 3 extra worldspawn keys, the Quake 3 special entities and fields (this .fgd has extra capabilities for the Quake3_Quake1 also).
These textures DO NOT use shaders at all <-- !!!
They are from TextureCan.com and I renamed the _Normal_OpenGL to textures\texturecan\ something_norm.jpg and the ambient occlusion to textures\texturecan\ something_gloss.jpg. The ambient occulusion does not fully equate to _gloss so this may or may not yield perfect results.
The _norm gives it depth. The _gloss gives it light reflection/refraction.
There are also textures at AmbientCG.
r_glsl_deluxemapping 1 must be on. This is the map "park.bsp" in the Intermap Demo. The source code for that is available in the download.
This rock is part of the .bsp -- it is lightmapped and every crack and nuance of the rock collides perfectly -- but it is not a brush. It in .obj model from Link: OpenGameArt.
I happened to convert this model to .md3 with Link:Noesis. Noesis is one of the most useful tools for model conversion, scaling, centering, rotating, etc. Blender can also be useful. As are online model converters which occasionally can do jobs that Noesis can't (like real weird model format to .obj conversion).
{
"classname" "misc_model"
"model" "models/outdoors/rock_03.md3" // <------- that compiles entirely into the map
"angles" "0 30 0"
"spawnflags" "6" // Flag 2 is solid (otherwise non-solid), Flag 4 is lightmapped = 2 + 4 = 6
"modelscale" "7" // Which is scale, this model has 7x magnification of size
"origin" "5043 4544 -641"
}
Embedded models have visibility just like the area they are in. For instance, an .obj or .md3 sink in a bathroom will not draw when you cannot see any part of the inside of the bathroom.
However, embedded models do not have their own visibility -- for instance you could not import a house model and expect that if inside the house.obj that it would work like inside a house made from brushes.
They can be a func_wall or func_illusionary, just like patches.
Brushes can be structural or they can be detail. (All misc_model are effectively detail no matter what, and also patches).
Detail is an attribute you apply to brushes that are not walkways or walls or major surfaces. The excludes them from interfering and needlessly complicating visibility calculations, makes the map compile faster, makes it smaller.
Decals can be a flat brush near the surface or a patch. Decals can be animated, it is possible to make something that looks like a window shadow or a rotating fan shadow. Decals can be part of a func_plat or door.
Quake 3 BSP is incredibly lax with these. Also, there are shaders that can make the water level rise a bit and then recede a bit, in addition to the more commonly seen effects.
The sink and the bathtub are .OBJ (Kenney) embedded in the map as misc_model. The toilet here actually is a Quake entity (that means box collision so you cannot throw a grenade behind the toilet).
However, because the sink is misc_model as part of the map, there is actually a bottle of pills in the sink that perfectly collides and that bottle of pill spawned above the sink and fell into the sink.
Quake 1 BSP cannot do sizes. It knows 3 sizes -- player, shambler and point. It is impossible to make a tiny Shambler running around or a giant Shambler running around because those sizes cannot collide and you will actually see mods with dragons or such where the mapper boxes the entire area that the dragon is in with clip brushes to entrap the dragons because the dragons cannot collide correctly with the world.
I found a higher triangle count models (but still within reason) for a sink and toilet model ...
This is the map "park.bsp" in the Intermap Demo.
Read about how my best friend's life-or-death situation spurred me into making a Quake mod to greatly improve on the game's cooperative mode.
A discussion of optional user interface capability and the road to come for Zircon.
Rain and sprinkers effects in a materials test map showcasing some material effects that are possible in the DarkPlaces engine. Download the map (.pk3...
Zircon #44 has improved video cutscene support, a graphical mouse-driven menu with screenshots for load games, new graphical effect capabilities (and...
(This q3map2.exe can be used with any map editor like TrenchBroom or the traditional Quake 3 map editor). This is a 64-bit q3map2.exe map (Quake 3 format...
Entirely focused on improving the permadeath Endless Castle experience.
Work in progress for a future release. Most of the changes in source code are for progs / player.mdl.md3tags -- a text file specifying attachment triangles...
A long-lost mod for Quake 1, from an OG Quake fan turned professional game developer. My goal with Millennium Co-Op is to tune and tweak Quake 1 for a...
Work in progress for a future release. Most of the changes in source code are related to "modeldecompile" with per frame support.
Work in progress for a future release. Most of the changes are related to documenting the DarkPlaces model rendering with comments and some friendlier...
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Quake is one of my all-time most favorite games. It’s amazing to see new mods and tech being released after all these years! Games like Wrath and new mods / expansions like QDoom fill me with newfound excitement for all-things Quake. I hope I can dig up and release some more ancient Quake gems from the vault.
After many years I returned to Quake and have been playing both the main game and the expansions on Nightmare, I'm almost finished. Great experience, pretty fair too, whatever you shoot stays down unlike DooM.
Извените что тревожу но подскажите как устанавливать ети моды на игру Quake?? Бо на игру half life както проще????
Закинь в корневую папку игры мод (не ID1, а корневую), например "Copper". Запусти игру и в консоли "~" (или Ё) набери "game copper". Игра переключится на мод. А можно сделать bat-файл и в нем прописать, например "quakespasm-spiked-win64.exe -game copper" и игра запустится сразу с модом.
OMG! The Creators of Arcane Dimensions are making a commercial FPS Game rrunning on the Quake Engine/idTech 1 Engine! 😺
And it's being published by 3D Realms! 😻
This has nothing to do with Arcane Dimensions.
Uhh yes it does, BloodShot is one of the level designers for this.
Hello, i am a level designer on Wrath and I wanna second what dumptruck said above. BloodShot was not on the AD team and we only ever had one(1) AD dev on the team. That individual has since taken a leave on the project so as it stands, no AD devs are working on Wrath. Hope this clears up some confusion.
DAMN! You're right my mistake, I dunno why I said BloodShot was involved with Wrath since he had no involvement on AD as you said.
Sorry for the misinformation, I must've been tired as hell when I wrote that. >.>
Aaaand it's out! 😺
Store.steampowered.com
Gog.com
no it isn't.
Awesome!