| Quake-3: Arena Updated 25 Jul 2009 | Upper levels: - QuArK Information Base - 2. Map editing - 2.6. FAQs for each supported g...

2.6.10. Quake-3: Arena | [ Prev - Up - Next ]

If you have any questions, problems or find solutions regarding this topic, please post them in the QuArK forum/mailing-list.

Index

- - A MUST READ for all Quake-3: Arena map-designers (08 Jan 2007)
- - Brush Primitives Format (25 Jul 2009)

A MUST READ for all Quake-3: Arena map-designers | Decker - 08 Jan 2007 | [ Top ]

If you plan on making maps for Quake-3: Arena, it should be almost mandatory to read the Q3Radiant manual written by Paul Jaquays of id Software. Yes you read it correct, I did write "the Q3Radiant manual". It contains very good hints and tips, that a map-designer should know, or at least would want to, before falling into the utter frustration when something just won't work. The manual should be available from www.qeradiant.com, or other well assorted Quake-3: Arena/Q3Radiant editing sites.

Brush Primitives Format | tiglari - 25 Jul 2009 | [ Top ]

'Brush Primitives' is a somewhat experimental map format employed by GtkRadiant, and read by the the GtkRadiant version of qbsp3. It's main feature is that like it can represent the full range of texture-positionings, like QuArK's 'enhanced texture positioning (and also the mapversion 220 format of WorldCraft 3.3). There is a bit of information about brush primitives right here: 'Face Formats' QuArK reads maps in brush-primitives format, and will write them (currently Q3(T)A only) if the 'Config -> Map -> Options' item
    When building the map .. brush primitives in maps
is checked.

Copyright (c) 2009, GNU General Public License by The QuArK (Quake Army Knife) Community - http://quark.sourceforge.net/ | [ Prev - Top - Next ]