QuakeCon 2002

I’ll be in Mesquite Texas attending QuakeCon from tomorrow (Friday) through Monday.

I’ll be hosting a small mapping conference on Friday evening from 6 to 7pm in the Cayuse conference room. It’s going to be informal, mostly Q and A, covering Q3Map2, shaders, and whatever else comes up.

Originally posted to shaderlab.com on August 15, 2002.

Q3Map2 2.2.0-b12

Q3Map 2.2.0-b12. Supports lightmaps larger than 128x128 pixels stored as external TGA images, fogging of func_* brush model entities, _foghull (shader) support for _farplanedist clipped maps, misc bugfixes, preliminary Star Trek: Elite Force support (-game ef), external .srf scripts to store extra drawsurface data, and a bunch of other bits.

Originally posted to shaderlab.com on July 11, 2002.

Q3Map2 2.0.1

Q3Map 2.0.1. Fixed that pesky alphashadow bug, and most likely introduced motherboard-melting bugs as well. Enjoy…

Originally posted to shaderlab.com on May 15, 2002.

Escape Velocity

How ironic; on the eve of my departure, the sun makes its presence felt.

Originally posted to shaderlab.com on April 19, 2002.

New for the whole family!

To fill a need no one knew existed, now available: Shaderlab wallpaper. Get robotic with the gas-powered hot-air balloon floating around on a balmy day. Plain old Quake 3 map, if you believe it:

Download: 640 × 480, 800 × 600, 1024 × 768, 1280 × 960, 1600 × 1200

Originally posted to shaderlab.com on April 12, 2002.

Q3Map2Man Says Hi

If you use it, promote it:

Originally posted to shaderlab.com on March 20, 2002.

...

Today is …

Originally posted to shaderlab.com on March 12, 2002.

2 2 2K2

Should give Hamish a ring or something. I’m sure the date has some significance...

Update for the new year: Quit smoking, moved (again), cut all my hair off, fixed up Q3Map a spot, and been working on RtCW for PlayStation 2 and XBox.

Some skript kiddie hacked my mailserver a while ago. Until Zim gets it back up and running, I can be reached here.

Originally posted to shaderlab.com on February 2, 2002.

TCGen Vector Basics

This note covers the basics of tcGen vector, a powerful but little-used method of texture projection in the Quake 3 Arena engine.

Originally posted to shaderlab.com on December 18, 2001.

Tools

Did a little hacking, and made a version of q3map [the Quake 3 map compiler] that removes unseen detail faces, lessening the need for meticulous caulking. Get it here.

Originally posted to shaderlab.com on December 4, 2001.