Shown entries: 1-14
Animate a Quake material with four frames, UV scrolling, and a lightmap stage. Includes original texture frames and an FTEQW test capture.
Build a PK3 for DarkPlaces, learn which copy of a file wins, and verify the result with the engine's which command.
Build a layered gunshot impact with sparks and smoke in DarkPlaces, then try the same effectinfo file in FTEQW.
How to detect the surface under the player and play different footstep sounds depending on material.
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.
List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.
How to compile DarkPlaces engine in Visual Studio for your game (Windows).
How to convert Valve SMD to MD3 or DPM using DPM Wizzard
Old school shooters are always associated with pixelated low res textures and low-poly models. Many game designers use them because they are so much easier to make and create a nostalgic atmosphere.
DarkPlaces has beautiful weather features such as rain, snow and fog.
Lighting is one of the most important and influential elements in level design.
Darkplaces uses a variation of Phong shading as a default lighting model.
This chapter contains references of various special effects hardcoded in light renderer.
Want cool modern fonts and utf8 support in your Quake mod? Learn how to use True Type Font in DarkPlaces game engine.













