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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 ^
VIDEO Tutorials ^
  • 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!.

  • 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'.

  • 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!

  • 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...

  • 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 ^

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.

  • 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.
    UT3, Blender 3D and smoothing (smooth groups)

  • 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.

  • 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.

  • 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.

  • Blender 3D - useful shortcut keys
    A list of shortcut keys that are useful when modelling meshes and objects for games and interactive 3D.

  • 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.

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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 ^
  • 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.

  • 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.

  • 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.

  • 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.

  • 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 ^

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.

  • 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.

  • 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.

  • DDS images - "unknown file format"
    A common misconception about DDS textures and the "unknown file format" error; they are 'proper' DDS, but 'special'.

  • 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...

  • 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...

  • 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...

  • 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)...

  • 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...

  • 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.

  • 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...

  • 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)...

  • 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...

  • 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...

  • 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 ^

Miscellanious tutorials covering subjects related to game content creation but not specifically Doom 3 or modelling.

  • 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...

  • 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...

  • 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...

  • 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...

  • '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...

  • 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...

  • 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...

  • 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...

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