tag:blogger.com,1999:blog-47415273639209811652024-02-08T07:11:26.122+11:00Suction Cup HandsThis is an old blog (2012) that ended up just containing Quake III Arena information which may still be valuable today.<br>
One day I may come back to revisit and redux this site, such as changing the font like I already have.Unknownnoreply@blogger.comBlogger6125tag:blogger.com,1999:blog-4741527363920981165.post-34433555141535993942012-02-20T23:51:00.002+11:002013-05-25T14:21:56.749+10:00Q3 Info: ioquake3
I want to take a quick look at the differences between ioquake3 and Quake III Arena, as in the additions and improvements that ioquake3 has made.
ioquake3 is made to remain completely compatible with Q3A. Some of (what I consider) the main features are:
Stereoscopic rendering
OGG support
Voip & Mumble support
PNG support
OpenAL
and extremely cross platform
When playing the game there Unknownnoreply@blogger.comtag:blogger.com,1999:blog-4741527363920981165.post-81725748214812969112012-02-18T17:49:00.000+11:002013-10-08T17:43:38.221+11:00Q3 Tutorial: Adding an Extra Skin
Our buddy "Doom" from the last tutorial has an extra unused skin. I think it's actually a texture for a Doom statue somewhere in the game, but we're going to make it into a new playable skin without writing over an old skin like in the last tutorial.
Let's take a look.
Doom Statue
As you can see, the first 5 characters are Doom characters., before there were only four. So now the first Unknownnoreply@blogger.comtag:blogger.com,1999:blog-4741527363920981165.post-88271110503279742542012-02-17T21:24:00.002+11:002013-10-08T17:42:44.621+11:00Q3 Tutorial: Basic Content Replacement
In this guide I'm going to do an extremely basic mod which, when loaded, replaces something from the game. This can actually be done for anything, models, textures, skins, sounds, fonts, and whatever else.
Why would you want to do this? I can think of 4 reasons.
Higher resolution content (for images and sounds (the original are quite low quality))
Free content (remake everything so you don'tUnknownnoreply@blogger.comtag:blogger.com,1999:blog-4741527363920981165.post-27623116679664030112012-02-15T20:18:00.000+11:002013-05-25T14:21:15.795+10:00Q3 Modding: Conversion Mods
Ok I have a confession to make. Some of the Stand-Alone Mods in the last post can run as Total Conversion Mods, and some of these Total Conversion Mods run as Stand-Alone. But let's take a look anyway. First I am going to list some Conversion Mods, mods that are complete new games. Then I will list some Game-Play Mods, mods that add new aspects to the game, or sometimes change the game all up Unknownnoreply@blogger.comtag:blogger.com,1999:blog-4741527363920981165.post-67580679216653041852012-02-14T21:36:00.002+11:002013-05-25T14:16:39.056+10:00Q3 Modding: Stand-Alone Games
There are a few, what I consider, really good games that have been built on top of the Quake 3 engine (I use 'Quake 3 engine', 'Q3A engine', and 'id Tech 3 engine' interchangeably, they are all the same thing), some with similar game play to Quake and some which are completely different. I think the majority of these games started as total-conversion mods. This means they replaced everything Unknownnoreply@blogger.comtag:blogger.com,1999:blog-4741527363920981165.post-58113520197991983362012-02-13T20:59:00.000+11:002013-05-25T14:14:10.873+10:00Q3 Modding: The Q3A Engine
Quake 3 Gold
While this first post is about Quake 3 Arena, this blog isn't dedicated to it. However, I am planning this as a first but not the last, and what I hope this will result in is an eventual tutorial to modding visual aspects of Q3A (textures, models, skins, sounds, vfx) because there are tutorials out there for modding the engine already yet there is nothing for building models Unknownnoreply@blogger.com