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Tutorials, hints and tips for games powered by Quake 3 and Doom 3
engine technology. The tutorials listed on Quake3Bits are not necessarily
exclusive to Quake 3 and Doom 3; the games, but rather their respective
engine technology; games powered by idsoftwares
engines; this includes Quake 4, Quake 3, Doom 3, Return to Castle
Wolfenstein etc..
On this page you'll find a list of all the tutorials currently available
to help you create levels (maps), models and textures for most games
that allow custom content.
Although many of them are aimed at Doom 3 and Quake 3 powered games
using QeRadiant, GTKRadiant level editors and Blender3D and gmax modelling
apps, the general principles should be crossplatform enough
to apply to other 3D applications and editable games.
Featured Tutorial
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VIDEO Tutorials
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Quick
guide to using Blenders Retopo(ology) Tool
The Retopo Tool is a quick and clean way to rebuild low poly meshes
from higher resolution objects. This quick guide to using Retopo
runs over the basic process of using the tool, getting you up to
speed relatively painlessly, it's a valuable and handy skill to
know!.
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Using
Blender 3D's Automatic IK system for game animating
Short tutorial (modelling tip) running through the results of
using Blender 3D's 'Automatic IK' system and how it effects the
movement of individual bones and bone 'chains'.
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The
best way to create spiral stairs VIDEO and text tutorial
Generally regarded as one of the trickyest constructions to make
when level editing. Follow the video and read the accompanying
tutorial and make professional quality steps in no time!
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Video
tutorials - Series 1; 14 part video tutorial
Using Blender 3D to create low poly terrain map objects
This series of Blender 3D video tutorials runs at almost 3hrs
worth of footage (no audio). Essential veiwing for current BlenderHeads
looking to do low poly modelling or modders new to modelling wanting
to get to grips with some of the techniques of using Blender 3D.
The main premise is to show a quick but effective way
of creating a low poly terrain mesh section from start
to finish that can then be used as a 'mapobject' in any game that
supports user created content...
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Trackmania
nations editing video tutorials
Short text and image tutorial explanations to accompany the short
video tutorials on how to create some of the lesser known and
undocumented basic track shapes seen and used in Trackmania Nations;
circle, oval, crosier and double circle... These basic track sections
form the basis upon which further track editing can take place.
Blender3D, game and interactive 3D modeling tutorials
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The following tutorials cover the use of Blender3D in creating modelled
content for games as well as other general 3D related subjects. Currently
Blender is on v2.4x so although these tutorials were written with
v2.3x in mind the general principles should hold true as they don't
make use of any specific 'features' not currently present in the application.
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UT3
editing, Blender 3D and smoothing (smoothgroups)
Using Blender to create custom models for Unreal Tournament 3
presents a few problems, one of which is how to get smoothing
(smooth groups) to work on mesh. This tutorials explains two processes
that work to varying degrees to give a model the appearance of
being smooth grouped.

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Rendering
Skyboxes using Blender 3D
There aren't many free programs that will do a decent job of rendering
skyboxes on their own, but, using Blender 3D and the downloadable
sample file you can render out your own custom skyboxes with very
little hassle.
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Using
brush based terrain for Mega Texture terrain
A tutorial explaining how level designers can and will be able
to use brush or patch mesh based terrain in Mega Texture games.
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Converting
maps into models
An extensive tutorial running through the things level designers
need to know when converting maps (whole or sections of) to the
ASE models using Q3map2.
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Blender
3D - useful shortcut keys
A list of shortcut keys that are useful when modelling meshes
and objects for games and interactive 3D.
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Prepping
custom LWO models in Blender 3D
This tutorial runs through what needs to be done to prepare and
export useable custom LWO models from Blender 3D
for use in Doom 3 powered games, including setting up Blenders
materials properly and how to enable (apply) in game smoothing
(smooth groups) to LWO models.
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Blender
3D setting up the Python Path
Although most scripts that run from Blender - either included
when you install the application or 3rd party scripts created
or downloaded - don't necessarily need the Python API to be installed
you may, during the course of using Blender 3D, find that a number
of the more 'complex' Python *.py scripts don't run reporting
various 'runtime' errors...
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Doom
3 models and smoothgroups (smooth groups)
There are 3 model formats that Doom 3 can use by default.
- *.ASE : ascii text based format native to 3DStudio Max.
- *.LWO : binary 'locked' format native to NewTeks LightWave.
- *.MD5mesh : proprietary format developed for Doom 3 by id.
All these formats use smoothgroups in one of two ways...
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Getting
custom models into Doom 3 - pt.1
When you first try messing around with Doom 3s built in editor
it seems quite clunky and difficult to find where things are it's
changed since Q3Radiant (the Quake 3 editor), one of which is
loading models into Doom3Ed...
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Converting
models from *.gmax to *.max
If you're thinking of creating 'static' map objects for Doom 3
(doorways, crates etc.) they need to be in one of two formats;
*.ase and *.lwo. Animated objects and characters in the Doom 3
use the propriatory MD5 format...
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Modelling
a map with Blender 3D
This is a over view of the methods and principles used to create
the sample map shown below, kat1024. The processes and techniques
involved can be used for modelling any map for Quake 3 or Doom
3 powered games...
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UVWmapping &
2d art work using gmax ('skinning')
2D artwork was used on the meshes which ment using UVWmap and
and UVWunwrap. As this is a big part of the workload for the scene
it's probably a good idea to run through the process...
IMVU (developer) content creator tutorials
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Guide
to creating IMVU rooms using Blender 3D
If you're wanting to make completely custom built rooms for IMVU
then this is a must read.. it's not a full blown tutorial but rather
a guide that contains all the essentials and pertinent information
needed to successfully export a mesh from Blender 3D for use in
IMVU as a custom content.
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Creating
furniture items for IMVU using Blender 3D
This 'quick and dirty' tutorial walks through the essential steps
needed to export a scene or series of objects out from Blender
3D to the CAL 3D format for use with IMVU and their 'Previewer
content creation/developer tool. A template/sample file is available
for download to accompany this tutorial.
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IMvu
developer hints and tips for Blender 3D
A page dedicated to some of the more common hints and tips for
IMvu developing (content creation) when using Blender 3D.
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Making
a product bundle for IMvu
Quite confusing the first time you try to "Make a Bundle"
as it's it involves a number of steps that need to be done in
order for a bundle product to be successfully created.
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Making
opacity maps for IMvu (imvu specific tutorial)
How do you create transparency for your products and items in
IMvu? Easy, use opacity maps. Their setup and use can be a little
confusing so this tutorial highlights the things you need to know
in order to get them to work properly.
Texture creation related tutorials
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A series of tutorials covering various aspects of texture creation,
in particular for nextGen games that make use of normal maps, bumpmapping
as well as DDS textures.
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From
photographs to normal maps, how to...
Follwoing on from the previous tutorials about creating normal
maps, this tutorials covers some of the things you'll need to
know and watch out for when using photographs to create normal
maps.
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Creating
a mask from a photo
Creating a leaf mass for use as a tree sprite can be fiddly and
time consuming, there are a few steps that can be used though
which will allow you to create a mask from a source photograph
quite quickly.
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DDS
images - "unknown file format"
A common misconception about DDS textures and the "unknown
file format" error; they are 'proper' DDS, but 'special'.
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Normal
maps, texture space and orientation
Not all games treat Normal Maps in the same way, as a result problem
can occur due to a number of things...
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Understanding
Oblivion's parallax maps with an 'artists' eye
A tutorial to help 'artists' (texture artists, modellers, etc.)
new to parallax mapping understand how it works and the differences
between parallax and normal maps...
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Creating
bumpmaps from images - pt.1
Although normalmaps (or 'local maps' to give them their proper
Doom 3 name) ideally should be generated by rendering an incredibly
high resolution three dimensional object into 2D...
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Creating
bumpmaps from images - pt.2
This tutorial explains in further detail the process of creating
a heightTemplate for passing through one of the normalmap creation
tools, mentioned in the previous tutorial (though not the specifics
of 'how to use' the tools)...
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Creating
DDS textures using ATI's 'Compressonator'
One of the more puzzling aspects of creating content for Doom
3 powered games (Doom 3, Quake 4 et-al) is DDS; what they are,
what they do and more importantly, how to create them. This tutorial
will walk through the process of creating DDS textures...
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A walkthru
of the mapcenter texture set
I though it might be interesting to add this info to the site.
It was originally posted on the mapcenter forums as part of the
rock texture challenge by way of giving a brief outline/explanation...
Editing idTech4 powered games
^
Tutorials covering subjects useful for the Doom 3 engine; that is;
games built on, using, or powered by idsoftwares Doom 3 technology.
Current Doom 3 powered games include, Doom 3, Quake 4, Prey, Wolfenstein
360, Enemy Territory: Quake Wars. This means the tutorial listed here
will generally apply to all games powered by Doom 3 tech.
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Texture
Blending (terrain)
The tutorial below covers the principles used when texture
blending in Doom 3 powered games (currently Doom 3 itself
and Quake 4), how models need to be set-up, how blending works
and a rundown of the special material (shader) file the Doom 3
engine needs so it can work everything out...
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Doom
3 lighting : outdoor - using parallel lights
In the previous tutorial, Doom
3 lighting principles, we ran through what is effectively
a method for 'indoor' lighting using the default 'point' light
setup; i.e. lighting that makes use of there being a number of
light sources available which illuminate a scene using standard
volumetric point lighting (more on this later)...
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Doom 3
lighting principles
This tutorial isn't going to cover the specific technical details
of using lights with Doom 3, instead it'll cover the general principles
and what you need to have in mind as you work...
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Setting
up Doom 3's and Quake 4's editor (Doom3Radiant) for custom mods
This tutorial is going to run through the steps you need to take
so you're able to use Doom 3 Radiant ('D3Edit' or 'doom edit')
to create content (maps) for custom modifications of the Doom
3 engine...
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Creating
a terrain in Doom 3 using patch meshes - pt.1
You need a basic understanding of how to manipulate patch mesh
to fully grasp the concepts outlined in this tutorial. If you
don't know 'how to.. patch mesh' then click here an read that
tutorial.
- Creating
a terrain in Doom 3 using patch meshes - pt.2
This tutorial is a follow up on the previous article about what
you need to keep in mind when making a terrain in Doom 3 from patch
mesh objects. This tutorial continues the 'optimising' theme..
Misc. and third party tutorials
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Miscellanious tutorials covering subjects related to game content
creation but not specifically Doom 3 or modelling.
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Creating
PAK/PK3/PK4 files
There are a couple of ways to create PK3 or PAK files for games
using idsoftware technology, including the recently released Doom
3. The two main ways are...
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Steam jet effect
for RtCW SP/MP - pt.1
Although there are a couple of entities we could use to create
this effect they don't quite do what we want in this case; a plain
old jet of steam, each entity having it's own particular properties
giving different results ingame...
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Steam jet
effext for RtCW SP/MP - pt2
Ok, the pic below shows the setting used for the 2 target_smokes',
the only difference being one's 'black' the other 'white', the
info_notnull targets and 'gravity' set on the lower one...
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RtCW
SP end / change map trigger
Right.... what we're talking about here is the walkable trigger
at the end of a level where you seem to be able to walk a couple
of paces into before the next level loads...
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'DONOTENTER'
clip brush - use of
Most of the pics below are 'exceptions to the rule' on using DoNotEnter
clip brushes as it's usage (the rules) usually applies to structures
with flat walls and floors...
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Advanced
curves tutorial
Make sure you can see, or get access to the top, side, front and
3D camera views. You'll need these views to edit the patches properly
on all sides and see what you're doing...
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Tri-souping...
a 'solution' to z-fighting
I wrote this as a reply to a forum topic (now long since gone
the way of the dodo) on the difference between 'trisouping' and
'3 point clipped' brushwork and how that related to z-fighting
ingame...
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Common
error messages (Quake 3 powered games)
The following text is a collection of Questions & Answers
taken from the Quake3World level editing forums before the big
f.u.b.a.r. of late 2004...