Game Editing and Modding Hints & Tips

On this page you'll find basic but essential hints and tips for editing idTech4 powered games (formally known as the 'Doom 3' engine); currently Quake Wars, Quake 4, Prey and Doom 3. Whether you're level editing and designing, building and importing custom models or creating new texture sets for the games listed above, you should find the following Quick Fire Comments® useful.

If you can't see a useful tip listed send it in.

wglmakecurrent pt4, deleting config (*.cfg) files

Unable to find default tag file [directory/path]/shadertags.xml. No tag support

GTK Radiant 1.5 and wglMakeCurrent errors

General model export check list

What is 'smoothing', what are 'smooth groups'

Quake Wars and applying materials/textures to ASE models

Loading a custom ASE model into Quake Wars EditWorld

Quake Wars and DDS images/textures

Quake 4 editor and multicore CPUs - wglMakeCurrent pt2

Quake 4 portal 'popping'

Texture 'normalisation' & patch meshes

Organising frequently used shaders

Getting brushwork into a 3D app

3rd Person Perspective

Normal maps - TIP : texture space and orientation

Quake 4 "addon.conf" configuration file

Creating mapsize data for Quake 4 MP maps

r_lightdetaillevel [n]

WARNING: Couldn't load map file

Using 'inline' models

Models not loading into the D3/Q4 editor

'Overbright' lights

Texture rotation issues

Quake 4 MP collision problems

Quake 4 model rotation problem

Types of 'surface' in Quake 4

Custom DDS textures showing as 'black'

Creating Quake 4 levelshots and map list entries

Folder structure for MP level editing

Where are the particle, articulated figures editors?

Using ASE models in Quake 4

Useful Quake 4 console commands

How to test MP maps in Quake 4

wglMakeCurrent, anti aliasing and Radiant editor

Starting the Quake 4 editor

Using GTKRadiant to build a basic terrain

Condump log.txt

Converting old maps into Quake 4 and Doom 3

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