Page 5 of 5 FirstFirst ... 3 4 5
Results 81 to 100 of 100

Thread: Tutorials and et mapping resources

  1. #81

    Re: Tutorials and et mapping resources

    Main mapping applications:

    GTK Radiant 1.4 download:
    http://www.pythononline.co.uk/et/gtk...adiant_1.4.zip

    GTK Radiant 1.5 download:
    http://www.gamefront.com/files/servi...ou?id=11895360

    GTK Radiant 1.6+ download:
    http://icculus.org/gtkradiant/ - stable
    https://github.com/TTimo/GtkRadiant - development

    NetRadiant download:
    http://www.icculus.org/netradiant/files/
    You'll need to download this + copy files in right folders (etmain to etmain, NetRadiant to NetRadiant location):
    http://www.4shared.com/file/GZ_tsjIm/ETmappingpack.html (mirror: http://www.sendspace.com/file/ypjcwd)

    Q: Which Radiant should I use? What is the best choice?
    A: There aren't many differences between them but I recommend NetRadiant - it has more functions (but some are missing too) than GTK Radiants and the latest Q3map2. It's also very stable.
    GTK Radiant 1.4 is a good choice too (because of easy work with it) but it has problems with rotating brushes and doesn't have useful plugins by default.
    GTK Radiant 1.5 is similar to NetRadiant (but older and more unstable) and in my opinion it is the worst choice out of these three.
    Haven't tested 1.6+ yet so can't tell anything about it.

    Other applications:

    PakScape - allows opening/editing .pk3 files:
    http://www.pythononline.co.uk/et/pakscape.zip

    Tank, truck and more - prefab generator:
    http://www.ujeclan.com/

    Few brushwork generators:
    http://mapgen.nerius.com/

    Q3 Model Tool - allows adding tags to models, converting .map to .md3 and more:
    http://www.wolffiles.de/index.php?filebase&fid=1864

    FATE - userfriendly terrain generator:
    http://www.vis.uni-stuttgart.de/~ros...nload.html#win

    EasyGen - more advanced terrain generator:
    http://www.webalice.it/bancala/files_easygen.htm
    http://www.youtube.com/watch?v=SpOIp...eature=related
    Tutorials can be also found on haradirki.de

    PK3 Creator - quick and easy PK3 creating:
    http://www.splashdamage.com/forums/s...ad.php?t=17644

    ETScript - mapscript editor:
    http://www.splashdamage.com/forums/s...d.php?p=190662

    Commandmap creator:
    http://www.christianhart.de/mapping/new/commandmap.zip

    Q3ASE - shader editor and tester:
    http://bpeers.com/software/q3ase/q3ase.zip

    GIMP - free image editor:
    http://www.gimp.org/downloads/

    gmax - free 3D models editor:
    http://www.turbosquid.com/gmax
    You'll need to download md3 import/export plugins:
    http://pages.videotron.com/browser/

    Audacity - free sound editor:
    http://audacity.sourceforge.net/

    Tutorials:

    Mapping tutorials:
    http://www.pythononline.co.uk/et/tutorial.htm - the best starting tutorial for begginers and people who had a long break with mapping
    http://wiki.splashdamage.com/index.p...nemy_Territory - official wiki
    http://forums.warche...ocument-run-map - video-tutorial for beginners
    http://www.haradirki.de/tutor/index.htm - German language
    http://ws.q3df.org/level_design/ - Q3A tutorials, many can be used in ET, containing useful compile/map errors/warnings descriptions
    http://www.nibsworld.com/rtcw/tutori..._started.shtml - accessible only via Web Archive
    http://www.simonoc.com/pages/articles.htm - few terrain and scripting tutorials
    http://www.surfacegroup.org/tutorials/
    http://xterm1n8or.webs.com/tutorials.htm - sorted tutorials links
    http://www.katsbits.com/tutorials/ - mostly modelling tutorials
    http://www.wemakemaps.com/qworkshoptuts.htm - Q3 tutorials, many can be used in ET - accessible only via Web Archive
    http://www.quake3world.com/forum/viewforum.php?f=10 - also Q3
    http://magics-territory.com/et/tutorials/ - tutorials/examples in PK3 form
    http://easymapping.free.fr/html/ - French site
    http://pazurmapping.com/ - few tips and prefabs
    http://www.forum.etjump.com/viewforum.php?f=6 - ETJump site, contains few tutorials and prefabs mainly for trickjump
    http://sites.google.com/site/peyoteet/ - several links and resources

    TC:E mapping:
    http://www.truecombatelite.com/forum...pic.php?t=2081

    Shader manual:
    http://robotrenegade.com/q3map2/docs.../contents.html
    http://www.heppler.com/shader/

    Limits, entity list etc.:
    http://games.chruker.dk/enemy_territory/

    Q3map2 compile options (NetRadiant):
    http://dev.xonotic.org/projects/xono...ine_parameters

    The biggest forum with questions and answers about mapping, modding, server etc.:
    http://www.splashdamage.com/forums/forumdisplay.php?f=8

    Useful prefabs:

    Prefabs:
    http://wolffiles.de/index.php?filebase&cat=1&scat=17

    Skyboxes:
    http://www.custommapmakers.org/skyboxes.php

    Textures:
    http://www.simonoc.com/pages/materials.htm
    http://www.spiralgraphics.biz/packs/
    http://www.rendertextures.com/
    http://archivetextures.net/?category=0
    http://seamlesstextures.org/
    http://www.davegh.com/index.php
    http://www.backgroundsarchive.com/tiles/
    http://subtlepatterns.com/
    http://www.mayang.com/textures/
    http://www.cgtextures.com/

    Sound effects:
    http://www.freesound.org/ - huge sound library, requires registration
    http://www.freesfx.co.uk/ - requires registration
    http://www.soundjay.com/
    http://www.flashkit.com/soundfx/

    Many Quake III Arena models:
    http://www.wemakemaps.com/mapmodels.htm - accessible only via Web Archive, can't download from local and external links but can find some models in google.

    Many other models:
    http://www.blackrayne.net/models_1.php

    Another model/prefab download page:
    http://www.thewolfteam.org/download.php

    Bots waypointing:

    omni-bot:
    http://www.omni-bot.com/forum/downloads.php?do=cat&id=3
    http://www.omni-bot.com/wiki/index.p...nemy_Territory - tutorials
    http://svn.assembla.com/svn/omnibot/...ry/0.8/et/nav/ - already made waypoints


    Basic knowledge:

    brush - basic object drawn in 3D world. There are detail and structural brushes.
    face (surface) - side of a brush.
    entity - object which uses some specific code, for example func_door_rotating placed on brush with origin shader and any other brush changes them into a rotating door. New entities can be added into entity file.
    entity's key/value - changes value (specified by key) of an entity to another one. Every entity has its own specific keys/values (see Chrukers entity list). Pair example: key targetname / value name_of_object123
    entity's spawnflags - boxes in entity window which you can check/uncheck. They add selected functions to entities. Every entity has its own specific spawnflags (see Chrukers entity list).
    texture - image which is drawn on brushes/models. ET can use .tga and .jpg images with 16/32/64/128/256/512/1024/2048 x 16/32/64/128/256/512/1024/2048 resolution. They need to be placed in textures directory.
    pk3 - package which contains files used in map, menu, skinpack, soundpack or mod. Can be opened/edited with help of PakScape.
    .map - file containing world of brushes and entities. It can be opened/edited with Notepad++ or any Radiant and compiled with Q3map2. Doesn't need to be included in .pk3.
    .bsp - compiled version of .map file that is used in ET. It has to be placed in maps directory.
    .md3 - 3D model extension used in ET.
    model tag - place in a model where something can be attached (other entity).
    shader - textures modifications, for example adding transparency. They should be named yourmapname.shader and placed in scripts directory. Every .shader file name should be put in shaderlist.txt. Shader example:
    Code:
    textures/map_name/rocky                              //shader name
    {
    	qer_editorimage textures/map_name/rocky.tga  //texture shown in Radiant
    	surfaceparm rock                             //adds rock step sound
            surfaceparm landmine                         //adds possiblity to plant landmines
    	implicitMap textures/map_name/rocky.tga      //texture drawn in ET
    }
    shaderlist - .txt file (located in scripts folder) with listed .shader files which should be used in Radiant. You should add every .shader file name in next line.
    mapscript - text file with scripts which add special effects such as doing objective, moving objects, finishing map etc. It should be named yourmapname.script and placed in maps directory. Mapscript example:
    Code:
    game_manager                       //script routine
    {
           
         spawn 
         {                             //block start
         
             wm_axis_respawntime 5     //sets Axis respawn time   
             wm_allied_respawntime 5   //sets Allied respawn time
             wm_set_round_timelimit 70 //sets timelimit of map
             wm_set_defending_team 0   //sets the defending team (0 Axis, 1 Allies)
             wm_setwinner 0            //sets the winner (0 Axis, 1 Allies)
    
             wait 500                  //waits 0,5 second
    
             set object invisible      //disables entity called 'object'
             alertentity object2       //changes 'object2' entity state (enable/disable)
             accum 1 set 0             //changes accum 1 value to 0
    
         }                             //block end
    
         trigger captured              //trigger which is called from other part of script
         {
             accum 1 inc 1             //increases accum 1 value by 1 
             accum 1 abort_if_not_equal 4  //stops the rest of script in this block if value isn't equal 4         
             trigger self end          //calls 'end' trigger from itself (game_manager routine)
         }
        
         trigger end
         {
             wm_announce "Hurray!"     //prints information on left side
             wm_setwinner 1            //changes the winner from Axis to Allies
             wait 4000                 //waits 4 seconds
             wm_endround               //ends map
         }    
    }
    
    ///////////////////////
    ///////Barrier/////////
    ///////////////////////
    
    barrier                           //script routine based on scriptname of func_constructible
    {
    	spawn
    	{
    		wait 50
    		trigger self setup
    		constructible_class 3
    	}
    
    	trigger setup
    	{
    		setstate axisconstruct_n_materials default	
    		setstate axisconstruct_n_clip default		
    		setstate axisconstruct_n_flag default
    	}
    
    	built final
    	{
    		setstate axisconstruct_n_materials invisible	
    		setstate axisconstruct_n_clip invisible	
    		setstate axisconstruct_n_flag invisible
    
    		wm_announce "Axis have built the Barrier!"
    
            wm_objective_status 3 0 1  //sets objective status in limbo menu (based on .objdata)
            wm_objective_status 3 1 2
    	}
    
    	decayed final
    	{
    		trigger self setup
    	}
    
    	death
    	{
    		trigger self setup
    		wm_announce "Allies have destroyed the Barrier!"
    
            wm_objective_status 3 0 2
            wm_objective_status 3 1 1
    	}
    }  
    
    //////////////////
    ///Stealables///
    /////////////////
    
    documents1
    {
            spawn
            {
    	       wait 200
            }
        
            trigger stolen 
            {
    
    	}
    	
       trigger dropped
    	{
    		wm_teamvoiceannounce 1 "allies_hq_objective_lost" //voice announcement
    	}
    	trigger returned
    	{
    		
    	} 
    	trigger captured
    	{
    		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
            wm_announce "Allies have captured the first objective!"
    	}
    }
    
    documents2
    {
            spawn
            {
    	       wait 200
            }
        
            trigger stolen 
            {
    
    	}
    	
       trigger dropped
    	{
    		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
    	}
    	trigger returned
    	{
    		
    	} 
    	trigger captured
    	{
    		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
            wm_announce "Allies have captured the second objective!"
    	}
    }
    
    documents3
    {
            spawn
            {
    	       wait 200
            }
        
            trigger stolen 
            {
    
    	}
    	
       trigger dropped
    	{
    		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
    	}
    	trigger returned
    	{
    		
    	} 
    	trigger captured
    	{
    		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
            wm_announce "Allies have captured the third objective!"
    	}
    }
    
    documents4
    {
            spawn
            {
    	       wait 200
            }
        
            trigger stolen 
            {
    
    	}
    	
       trigger dropped
    	{
    		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
    	}
    	trigger returned
    	{
    		
    	} 
    	trigger captured
    	{
    		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
            wm_announce "Allies have captured the fourth objective!"
    	}
    }
    
    transmitter
    {
           spawn
           {
                   wait 200
                   accum 1 set 0
           }       
    
           death
           { 
                   trigger game_manager captured    //calls the game_manager captured trigger              
                   accum 1 inc 1
                   accum 1 abort_if_not_equal 4
                   wm_announce "Allies have stolen all objectives!"
    
                   wm_objective_status 2 0 2
                   wm_objective_status 2 1 1
           }
    }
    game_manager - first routine in mapscript which is called by script_multiplayer entity. It contains important map informations (like timelimit, defending team etc.).
    .arena - file that contains infos about the map (name, description, position on map etc.). Example file:
    Code:
    {  
    map "bsp_name"                          //should match the .bsp name
    longname "^hNAME ^gOF ^hMAP"
    type "wolfmp wolfsw"
    timelimit 45
    axisRespawnTime 5
    alliedRespawnTime 5
    lmsbriefing "Fight to the death."       //Last Man Standing gametype description
    briefing "This is the map description!"
    axiswintext "Axis won!"
    alliedwintext "Allies won!"
    mapposition_x 999                       //pin position on loading map
    mapposition_y 666
    }
    .objdata - file with objective data displayed in limbo menu. It can be used together with limbo cameras and script. Example file:
    Code:
    // Set scenario information
    wm_mapdescription allied "Description of map/objectives for Allies."
    wm_mapdescription axis "Description of map/objectives for Allies."
    wm_mapdescription neutral "Description of map/objectives for spectators."
    
    // Axis objective descriptions
    wm_objective_axis_desc 1	"Primary Objective:**Prevent Allies from stealing the key."
    wm_objective_axis_desc 2	"Primary Objective:**Defend the base."
    wm_objective_axis_desc 3	"Primary Objective:**Defend the objective."
    wm_objective_axis_desc 4	"Primary Objective:**Don't let the Allies escape."
    
    // Allied objective descriptions
    wm_objective_allied_desc 1	"Primary Objective:**Steal the key."
    wm_objective_allied_desc 2	"Primary Objective:**Capture the base."
    wm_objective_allied_desc 3	"Primary Objective:**Steal the objective."
    wm_objective_allied_desc 4	"Primary Objective:**Escape with truck."
    limbo camera - camera which points at an objective in limbo menu (info_limbo_camera entity).
    prefab - work made by some people which has been released and can be used in your projects (it's a good manner to credit the person that made the prefab you use, many seem to forget that).
    tracemap - image created via ET's /generatetracemap. It needs to be used to calculate weather effects and can be used for creating commandmap. It's generated in maps folder and named mapname_tracemap.tga.
    commandmap - image displayed in ET when pressing G (default), in limbo menu and on compass/radar.
    lightmaps - images created during -light compile in maps/mapname folder. They have to be put in PK3.
    speakers - sounds which can be created/edited via ET's /editspeakers mode. They are saved into .sps file in sound/maps folder.
    skybox - box with sky shader and props_skyportal entity, which gives effect of seamless sky.
    terrain - most often created out of func_group brushes. Can be easily made with help of Easygen or FATE.
    foliage - md3 grass models 'planted' on a texture (like in radar map).
    map leaked - error which means that hull caulk surrounding the map is incomplete and needs to be corrected.

    Common shaders' functions:

    caulk - basic shader which isn't drawn in ET. It should be put on all sides of brushes which you can't see in-game as a player.
    hullcaulk - a box made out of brushes with hull caulk shader should surround the map.
    trigger - shader used on brushes which are trigger_ entities.
    origin - shader used on brushes with entities which require it for functionality, for example func_door, func_door_rotating or func_bobbing.
    ladder - brush with this shader can be climbed.
    cushion - if you fall on a brush/surface with this shader, you won't get hurt. In some mods (ETPro, ETjump) it will keep your speed, in others not. That's why there are 'bugged' jumps on Jaymod trickjump servers.
    slick - brush with this shader is slippy (used for ice etc.).
    clip - blocks only players (not weapons).
    clipweap - blocks players and weapons. There are 2 other clipweap shaders - metal and wood (they have specific sound).

    In-game commands:

    /devmap [name_of_bsp] - command used for running and testing map.
    /autoscreenshot - makes screenshot of actual ET screen.
    /cg_draw2d 0 - removes whole 2D HUD from screen.
    /cg_drawgun 0 - removes gun model from screen.
    /cg_drawfps 1 - draws FPS counter.
    /cg_thirdperson 1 - switches viewpoint to third person.
    /god - makes player immune to everything.
    /noclip - allows you to go everywhere.
    /autorecord - starts recording a .dm_82, .dm_83 or .dm_84 demo (depends on ET version).
    /stoprecord - stops recording.
    /editspeakers - enters speakers editing mode.
    /dumpspeaker - creates a speaker.
    /modifyspeaker - enters speaker's (the one you look at) editing screen.
    /undospeaker - undoes last change of speaker.
    /r_showtris [1|2] - draws triangles on every surface (if 2 - only on rendered surfaces), useful for vis testing.
    /r_triscolor [1.0 1.0 1.0 1.0] - changes RGB colour (first three values) and alpha-blending (last value) of tris triangles.
    /r_speeds 1 - displays informations about map (shaders, leafs, verts, tris etc.).
    /developer 1 - enters developer mode.
    /g_scriptdebug - prints executed script events in the console.
    /generatetracemap - generates tracemap.
    /r_fastsky 1 - creates a black 'sky' on hullcaulk brushes.
    /where - shows current coordinates (x y z)


    Radiant related:

    grid - determines the amount of lines in XYZ view. For example Grid16 draws lines on -64, -48, -32, -16, 0, 16, 32, 48, 64 etc. Bigger grid = less lines = less brush allocating possiblities.
    plugin - Radiant addon, for example SunPlug which sets map coordinates.
    Brush Cleanup - tool used for finding and correcting/deleting invalid brushes.
    Clipper - tool used for cutting a brush into more smaller brushes.
    CSG Substract - tool used for cutting brushes using another brush. It's not recommended because it creates many T-junctions.
    Surface Inspector - tool used for modifying textures on brush faces.
    Patch Inspector - tool used for modifying textures on patch faces.
    Entity Inspector - tool used for modifying entities (adding spawnflags and changing keys/values).
    Plot Splines - tool used for drawing a line between connected splines.

    Useful Radiant shortcuts:

    Select brushes - Shift+Left mouse button
    Select faces - Ctrl+Shift+Left mouse button
    Clone selected brushes/models/entities - Space
    Delete selected brushes/models/entities - Backspace (<-)
    Select all the same entities/all brushes with the same texture - Shift+A
    Create brush with x=number of sides - Ctrl+[x] where x = number of sides
    Drag edges - E
    Drag vertices - V
    Rotate - R
    Invert selection - I
    Deselect - Esc
    Connect entities - Ctrl+K
    Delete connection between entities - Shift+K
    Entity Inspector - N
    Map Info - M
    Entity List - L
    Surface Inspector - S
    Patch Inspector - Shift+S
    Hide brushes/models/entities - H
    Show hidden brushes/models/entities - Shift+H
    Make detail - Ctrl+M
    Make structural - Ctrl+S
    Substract - Shift+U
    Clipper Tool - X

    Last update: 25.01.14
    Last edited by Destroy666; 25th Jan 2014 at 17:36.

  2. #82

    Re: Tutorials and et mapping resources

    Thanks for this and for your time !
    Really useful
    <a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>url=http://stefanpiot.googlepages.com]</a><a href=http://www.splashdamage.com/forums/image.php?type=sigpic&userid=9086&dateline=1243176568 target=_blank>http://www.splashdamage.com/forums/i...ine=1243176568</a><a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>/url]</a>
    I <3 N - ( . ) ( . )
    I love entities
    Project: Wolf Records
    Map: Kha Ran Than
    Map: et_Carentan



  3. #83

    Re: Tutorials and et mapping resources

    +1
    Really great job mate!

  4. #84
    Tapir Stalker nUllSkillZ's Avatar
    Join Date
    Jan 2004
    Location
    http://www.kronberg.de/
    Posts
    3,579
    Most Recent Awards:

    Re: Tutorials and et mapping resources

    Thanks for the link collection.
    Should be really helpful.

  5. #85

    Re: Tutorials and et mapping resources


  6. #86
    Senior Member nukits's Avatar
    Join Date
    Aug 2008
    Location
    Estonia , Pärnu
    Posts
    373
    Most Recent Awards:

    Re: Tutorials and et mapping resources

    some tutorials/prefabs for beginners by Fate

    http://www.hex.ee/et/index.php?p=tutorials

  7. #87

    Re: Tutorials and et mapping resources

    Can someone explain me how to make this awesome fog effect?
    http://puu.sh/usAU
    Or maybe there is already exists tutorials about wolfenstein effects?

  8. #88

    Re: Tutorials and et mapping resources

    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1
    Processor: Intel(R) Core(TM) i7-2760QM CPU @ 2.40GHz (8 CPUs), ~2.4GHz
    Memory: 8192MB RAM
    Graphics: NVIDIA GeForce GT 540M
    Resolution: 1280 x 720 (windowed) (Screen: 1920 x 1080)
    Driver Date: GeForce 306.97 Driver | October 10, 2012
    Sound: Speakers (Realtek High Definition Audio)

  9. #89

    Re: Tutorials and et mapping resources

    Well, thank you, now i need to understand how it works.
    It is strange that this entity is not on the maps, which have this effect.
    I guess that can be specified in worldspawn or something.
    Last edited by V0yager; 13th May 2012 at 16:55.

  10. #90

    Re: Tutorials and et mapping resources

    Yes, you can have shader fog and entity fog. You need to test which suits the best.
    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1
    Processor: Intel(R) Core(TM) i7-2760QM CPU @ 2.40GHz (8 CPUs), ~2.4GHz
    Memory: 8192MB RAM
    Graphics: NVIDIA GeForce GT 540M
    Resolution: 1280 x 720 (windowed) (Screen: 1920 x 1080)
    Driver Date: GeForce 306.97 Driver | October 10, 2012
    Sound: Speakers (Realtek High Definition Audio)

  11. #91

    Re: Tutorials and et mapping resources

    YouTube | Twitch | Homepage | Twitter | Facebook

    Operating System: Windows 10 Home 64-bit
    . Processor: Intel i7-2600 CPU @ 3.4 GHz (8 CPUs). Memory and graphics: 12Gb RAM, NVIDIA GeForce GTX 970. Resolution and sound: 1920 x 1080 (16:9), Realtek Audio.

  12. #92

    Re: Tutorials and et mapping resources

    ^ the Castle AaaaaAaaAAAarrrrghhhhh..........

  13. #93

    Re: Tutorials and et mapping resources

    thanks prob sloved

  14. #94

    Re: Tutorials and et mapping resources

    Updated links from post 81. All accessible, some only through Web Archive wayback machine unfortunately. Completely dead ones removed. Basic 'dictionary' and tips included:
    http://www.teammuppet.eu/home/index....c/#entry112443

  15. #95

    Re: Tutorials and et mapping resources

    BIG thanx , page bookmarked
    I'm an engineer, lets just asume I'm right...


  16. #96

  17. #97

    Re: Tutorials and et mapping resources

    It's there as "GTK Radiant 1.6+ download" - the updated links are under the link at the bottom of previous post for now, will edit the post here too after getting the formatting to work in vB. The WYSIWYG editor doesn't work for me as expected.

    EDIT: converted to vB BBCode and updated here in post 81 too.
    Last edited by Destroy666; 29th Aug 2013 at 22:57.

  18. #98

    Re: Tutorials and et mapping resources

    Another model download page:
    http://www.lucky13th.org/downloads/models
    this is dead, you will have to go to www.thewolfteam.org and into downloads there
    I'm an engineer, lets just asume I'm right...


  19. #99

    Re: Tutorials and et mapping resources

    About light:
    (but wolfenstein ET still allow us to bump up gamma )

    http://www.worldofleveldesign.com/ca...ar-jenssen.php

    The site is very usefull btw
    http://www.worldofleveldesign.com

  20. #100
    Junior Member
    Join Date
    Nov 2014
    Posts
    2

    Re: Tutorials and et mapping resources

    Great source of mapping tutorials, thanks a lot, it's really helpful for me.
    Last edited by Senprom; 16th Mar 2015 at 22:33.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •