Making impossible geometry, the Pac-Man machine and exploring rendering of 2D and the rendering of "2D" in 3D space.
Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.
This shows how to test a replacement texture in DarkPlaces and how to clear it to normal.
Autocompletes of sounds, models, textures, keynames for bind, unbind, modelprecache, play, r_replacemaptexture, modeldecompile (.wav .mdl .tga at this...
This page is a list of relevant tools like compilers or model editors and resources such as shader directive documentation.
How to use func_text, the "easy label" in Quake3_Quake1 to quickly put some text or numbers somewhere in a map.
Mouse1 pressed while in console with no map running activates menu. Allows full mouse control on startup if "nostartdemos 1" or other method starts Zircon...
"Record demo at any time" feature added. This is not actually possible in DarkPlaces (therefore Zircon). Nonetheless, you can now type "record mydemo...
This is how to record a demo in DarkPlaces or Zircon.
Pictured: devel_set_alpha2.pk3. Mousewheel and pageup/down are now available in all scrolling menus (maps, effects, servers, ..). Real-time light editor...
Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...
Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...
Command host_timescale added, set to 0.5 for half-speed or 2.0 for double speed. This is largely a wrapper around an existing DarkPlaces cvar called "slowmo...
An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.
An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.
Real-time light editing is easier, the r_editlights_edit command can autocomplete the next parameter. Example: type r_editlights_edit and press CTRL-SPACE...
A discussion of "dynamic light sources" in the Q3 map format and how they are not supported. And the story of how the next version of Quake3_Quake1 has...
This is an examination of how animated and scrolling textures work in Quake3_Quake1, which targets primarily the Quake 3 map format for use with DarkPlaces...
Quake3_Quake1: Examining the properties of the world entity (worldspawn) which includes the map title, the sky -- which in Q3 format often emits light...
DarkPlaces (and therefore Zircon engine) supports reflections, mirrors and various liquid effects. An examination of these follows.
The Quake 3 map tools support compiling models (misc_model) into a map and they become part of the .bsp. These models collide and light according to their...
Mousewheel support for maps menu. Resolved a mouse driven map selection when scrolled. Linux binary built on AMD-64 Ubuntu 20.04.2 included (compiled...
How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.
NPCs can have dialog in Quake3_Quake1 (monster_any::talkdialog).
Books tutorial in the form of item_readable. This tutorial covers how they work. They can have pictures and markup.
Prior versions were missing a DLL required for loading jpeg images. Quake 1 does not use jpg and even many DarkPlaces mods do not use jpeg so this fell...
Quake3_Quake1 playable single player demo available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...
This is tech demo of Quake3_Quake1 mapping kit with playable single player maps demonstrating the features available. These Quake 1 maps are Q3 format...
Documentation/index of entities and properties. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et...
This is dedicated to documentation of the Quake3_Quake1 mod which makes DarkPlaces/Zircon engine capabilities available for Quake 1 single player/coop...
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