GtkRadiant Editor Manual
Appendix E: Online Resources
The Internet is an excellent source for information about Quake
engine editing. The sites listed here provide a variety of
useful editing resources.
Disclaimer: Most of these sites are established, heavily
trafficked web pages with a history of stability. But, because
these sites are not maintained by id Software, we make no claims
that they will be there when you go looking for them or that they
will still have the information of the type you are seeking.
Qeradiant.com is the official site for the id editing tool that
was the predecessor of GtkRadiant.
A great online forum based resource for models, skinning, textures, and mapping in many different games.
Looking for a heavily trafficked message board where questions
often get answered by the id designers? Look no further than the
community section of Mplayer's Quake3World.com.
These tutorials are located at several sites that have been
around for a while, and may continue to be around.
Tutorials and files for Return To Castle Wolfenstein editing.
Claudec's Lair of Shaders
Numerous tutorials on editing subjects.
Some good tutorials on GtkRadiant (the Quake 3 editor) and QERadiant (the Quake 2
RUST - Game Design.net
RUST has been a prime source for Quake engine editing for some
GenSurf is a "natural" terrain creation tool that converts a
grayscale bitmap into a web of triangular brushes or curve patches.
Used with care, it can make some very interesting irregular
This is a shareware editor for 3D models. Support for Quake
III Arena's native md3 format is forthcoming.
Quake 3 Arena Shader Editor
This is a tool for editing shaders. It allows you to construct
the shader in realtime, seeing what works you build it.
This Rust's source for prefabricated map plug-ins. These here
are in the form of .map files instead of Quake III Arena's
native .pfb format.
Quake Prefab Park 2
These are prefabs designed for use with Quake and
Quake 2, which means the ones with movement or action gimmicks
most likely will not work. And of course, you'll need to
retexture anything you find here if it's not a Quake III
The following sites include shader documents, downloadable
textures, tutorials or links to tutorials on making your own.
Shaderlab - Robot Life
This site has a nice selection of textures and shaders to go with them.
[h f x]
This is a fantastic source for textures and shaders as well.
This site has a few texture sets to choose from.
Quake III Arena Shader Manual
This is the official id documentation of Quake III Arena
shaders. The second source is a download.
It is possible to learn some tricks from artists who work for
that "other" game engine.
Tons of Quake 3 stuff. The best part though is the map models section. A whole lot of them at this site.
This link takes you to the resource page for Quake III Arena
Developer's FAQ (Quake3mods)
This site answers a lot of questions about map making, model
making, texturing and skinning. Mod makers appear to have
submitted much of the information.
Official Quake III Arena FAQ (Quake3world.com)
This is the official FAQ, created and maintained by id Software.
Most of the information pertains to general problems players
encounter with Quake III Arena, and doesn't have a lot to do with
RUST - Game Design.net
This development-oriented site has a Quake III Arena FAQ though at the moment it's not particularly helpful.
LVL - Q3A Edition
A great level review site. It also has a great beta section for people to beta test your maps before you release and get you some feedback to make it one of the best levels out there.
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