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PostPosted: Wed Nov 09, 2005 5:36 pm 
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I would like a ligting tutorial. Not so much a "how" but a "why" one. WHY do you put lights where you do, and the reasoning behind it (looking purdy vs. r_showLightCount having a fit)

As on old-fart Quake 1 mapper, the whole light volume thing is a bit new, so I'm looking to understand it better.

My ideal dream tutorial would be taking a map, unlit; and lighting it, with a WHY each one is there. I'll even provide a small map if somebody would do this.


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PostPosted: Thu Nov 17, 2005 12:09 pm 
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I would like a tutorial on Moving blocks that crush the player and start when the map is loaded.

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PostPosted: Sun Nov 20, 2005 5:52 am 
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The first 10 posts have been the best...

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How-to on converting doom3 textures to use in quake4 editor.


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PostPosted: Sun Nov 20, 2005 6:50 am 
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I don't see why copying the shader and the corresponding images wouldn't work.

I mean, provided you understand all the references being made in the material shader, it's pretty straight forward where the images will need to be.

I suggest you read this...

http://www.modwiki.net/wiki/Material_%28decl%29

And if that doesn't make sense read this...

http://www.modwiki.net/wiki/Texturing

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PostPosted: Tue Dec 06, 2005 11:54 am 
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The first 10 posts have been the best...

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didnt read any of the links you posted but instead, I downloaded the clean shaders pack for doom3 and that made it alot for more simpler for changing the textures over. basically in quake4, you have to have all the tga and dds files in the same directory and the proper scripts in the right mtr file. or, well, it just wont work. dont try it any other way in q4 edit, it gets really pissy and crashed alot.


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PostPosted: Sun Jan 01, 2006 6:19 am 
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I need a 'complete' tutorial(notice the emphasis on "complete") on how to create decals for Q4(how to get them to show up right in editor, getting them transparent, making the non-important parts on the image to disappear like the black parts, etc.)
This would be very helpful. All the posts I have read on decals are just not complete enough to explain it well.
Thx.


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PostPosted: Sun Jan 01, 2006 7:47 am 
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assboat wrote:
I would like a ligting tutorial. Not so much a "how" but a "why" one. WHY do you put lights where you do, and the reasoning behind it (looking purdy vs. r_showLightCount having a fit)

As on old-fart Quake 1 mapper, the whole light volume thing is a bit new, so I'm looking to understand it better.

My ideal dream tutorial would be taking a map, unlit; and lighting it, with a WHY each one is there. I'll even provide a small map if somebody would do this.

http://www.quake3bits.com/htm/tutorials ... ghting.htm
http://www.quake3bits.com/htm/tutorials ... utdoor.htm

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PostPosted: Sun Jan 01, 2006 9:13 am 
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I'll see if we can accomodate some of these (decal creation, lighting, etc.) on the q4 sdk site once we get back to work this upcoming week... I've been wanting to do that unlit level step-by-step lighting for a while. :)


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PostPosted: Thu Feb 09, 2006 5:21 pm 
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i would like a video/toturial of how to guide your npc from scratch.
how to make him talk, how to make him use animation of talking, how to make him fellow you, give you weapons, everything bout npc there is to know

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PostPosted: Mon Mar 27, 2006 4:32 am 
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a tut on Q4 3d skyboxes would be nice.. a search revieled a ton of threads but no "this is how it's done" posts. :?

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PostPosted: Wed Dec 27, 2006 1:12 am 
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Video tuts work best for me rather than text and pics, but I guess either way.

If there could be a tut on Arched doorways as to say like in q3 dm6 that would be awesome.


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 Post subject: Re: Quake4 specific Tutorial Requests
PostPosted: Sat Mar 29, 2008 7:50 pm 
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How do you make clouds in the FX editor?

After making something in the FX editor, how do you import it into the level editor?


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