Entries in section: 109
Shown entries: 1-30
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Tune lightmap resolution without bloating a BSP
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Tune lightmap resolution without bloating a BSP

Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.

Build an animated DarkPlaces material
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Build an animated DarkPlaces material

Animate a Quake material with four frames, UV scrolling, and a lightmap stage. Includes original texture frames and an FTEQW test capture.

Create a DarkPlaces particle effect with effectinfo.txt
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Create a DarkPlaces particle effect with effectinfo.txt

Build a layered gunshot impact with sparks and smoke in DarkPlaces, then try the same effectinfo file in FTEQW.

Pack a DarkPlaces mod: PK3 load order and file overrides
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Pack a DarkPlaces mod: PK3 load order and file overrides

Build a PK3 for DarkPlaces, learn which copy of a file wins, and verify the result with the engine's which command.

Understanding VIS and hint brushes in Q3Map2
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Understanding VIS and hint brushes in Q3Map2

Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.

Three Years of Development: What have I learned?
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Three Years of Development: What have I learned?

A reflect on the three-year development journey of Heptyl, mistakes I made and the future.

Critical Self-Evaluation in Game Art
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Critical Self-Evaluation in Game Art

How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.

Introduction to BSP Trees
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Introduction to BSP Trees

Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

Surface detection and Footsteps in Quake Engine
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Surface detection and Footsteps in Quake Engine

How to detect the surface under the player and play different footstep sounds depending on material.

Level Design for Action Games: From Blockout to Playable Experience
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Level Design for Action Games: From Blockout to Playable Experience

Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.

Exporting MD3 models with tags
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Exporting MD3 models with tags

A brief tutorial how to export MD3 model to use it in Quake engines.

Creating a driver for Windows: Part 1 - Introduction
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Creating a driver for Windows: Part 1 - Introduction

In this series of tutorials, I would like to explain how to write drivers for Windows: where to start, how the driver model works, and answer some of the most common questions in this area.

What is in-game unit? About Hammer Units
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What is in-game unit? About Hammer Units

I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation. Of course, this is true for most games, but the developer can change the proportions depending on what they are doing.

Finding Real IP Behind Cloudflare
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Finding Real IP Behind Cloudflare

The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.

How I setup my VPS servers
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How I setup my VPS servers

This guide walks you through the process of setting up a secure and optimized VPS using Apache, MySQL, PHP, and Cloudflare. It covers everything from system updates to security headers and performance enhancements. Of course, the information presente

How to Set Up a Quake (DarkPlaces) Server on a VPS
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How to Set Up a Quake (DarkPlaces) Server on a VPS

This guide will help you host your own Quake server using the DarkPlaces engine (e.g., Zircon) on a Linux VPS, and manage it with PM2, a powerful process manager.

Understanding NAT and Firewalls
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Understanding NAT and Firewalls

A brief explanation of what NAT, DMZ are, how packet filtering works, and more.

Q3MAP2 Shader examples
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Q3MAP2 Shader examples

Example shader persets for Quake 3 mapping

 How to use TrenchBroom for Half-Life (Counter-Strike) mapping
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How to use TrenchBroom for Half-Life (Counter-Strike) mapping

Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

How to setup swap file on Linux Server
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How to setup swap file on Linux Server

Linux Swap File Setup

How to hide Apache and PHP versions
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How to hide Apache and PHP versions

Hiding Apache and PHP versions is a basic security step in protecting your server.

Q3MAP2 Warnings and errors
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Q3MAP2 Warnings and errors

How to fix most common probles with q3map2

Quake DarkPlaces console variables (CVARs) and commands (CMDs)
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Quake DarkPlaces console variables (CVARs) and commands (CMDs)

List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.

Most common map compiler errors QBSP
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Most common map compiler errors QBSP

List of most common warnings and errors you can get while compiling a map.

How to compile DarkPlaces engine in Visual Studio
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How to compile DarkPlaces engine in Visual Studio

How to compile DarkPlaces engine in Visual Studio for your game (Windows).

How to use .TTF fonts in DarkPlaces
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How to use .TTF fonts in DarkPlaces

Want cool modern fonts and utf8 support in your Quake mod? Learn how to use True Type Font in DarkPlaces game engine.

DarkPlaces lighting #2 - Lighting model
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DarkPlaces lighting #2 - Lighting model

Darkplaces uses a variation of Phong shading as a default lighting model.

DarkPlaces lighting #1 - Introduction
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DarkPlaces lighting #1 - Introduction

Lighting is one of the most important and influential elements in level design.

DPM Wizard (Converting half-life models to MD3 or DPM)
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DPM Wizard (Converting half-life models to MD3 or DPM)

How to convert Valve SMD to MD3 or DPM using DPM Wizzard

DarkPlaces lighting #3 - Lighting special effects
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DarkPlaces lighting #3 - Lighting special effects

This chapter contains references of various special effects hardcoded in light renderer.

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