@@ -45,7 +45,7 @@
Virtually all geometric surface detail should be represented
in bump maps instead of drawn into the diffuse maps in the conventional
style. This allows a single texture to take on different characteristics
-based on it’s interaction with lights.
+based on it�s interaction with lights.
Two types of images can be used for bump mapping: height maps and normal maps.
@@ -54,7 +54,7 @@
A height map is a gray scale image, with black being the
farthest distance away and white being the closest. An addition scale parameter
is required when using height maps to determine how deep the image is supposed to be.
-You can’t properly cut and paste image fragments between height maps with different
+You can�t properly cut and paste image fragments between height maps with different
scale values without distorting the shading. You can add, subtract, airbrush, or
smooth gray values by hand on a height map with predictable results.
@@ -64,7 +64,7 @@
A local normal map encodes the actual perturbation angle of the surface at each point
in the RGB color, so it is complete by itself without any scaling parameters. You can
-cut and paste between any normal maps without problems, but you can’t reasonably modify
+cut and paste between any normal maps without problems, but you can�t reasonably modify
the angles of normal map surfaces by hand, or create one from scratch. Smoothing a
normal map works reasonably well in practice, although it does result in denormalized
pixel values.
@@ -91,7 +91,7 @@
or manipulate the image in a way that is easier with height maps.
-You can’t make a perfectly smooth slope in a height map because of the limited precision
+You can�t make a perfectly smooth slope in a height map because of the limited precision
in the gray scale image. This results in shaded streaks along the slope, especially with
higher resolution height maps. You may be able to hide that by adding some waviness to
the surface manually.
@@ -99,7 +99,7 @@
Using Bump Maps
-Every surface that interacts with light will have a normal map.If one isn’t specified,
+Every surface that interacts with light will have a normal map.If one isn�t specified,
it will default to "_flat", an internally generated normal map with no changes. There
is currently no speed benefit to not having a normal map, although it might be possible
to add a fast path for that in the future.
@@ -173,7 +173,7 @@
This version generates normal maps suitable for mapping on surfaces like standard textures.
The modelfile should hold a set of triangles that make a generally 2D surface in the XZ plane,
with the front side facing down negative Z. The modelFile does not need to have texture
-coordinates, but you should save it with normals if you don’t want the entire thing smooth shaded.
+coordinates, but you should save it with normals if you don�t want the entire thing smooth shaded.
The generated normal map will be saved to "<modelFile>_local.tga".
@@ -181,7 +181,7 @@
RenderBumpFlat uses the graphics accelerator to draw the normal maps, which makes it very fast,
but imposes a couple restrictions. You cannot create an image of higher resolution than the screen,
-and you shouldn’t drag another window over the working window while it is rendering.
+and you shouldn�t drag another window over the working window while it is rendering.
RenderBumpFlat automatically performs 16x oversampling, so the resulting image should be sufficiently anti-aliased.
@@ -216,15 +216,15 @@
The trace setting determines how far off of the low poly
surface that a ray cast will look for triangles in the high poly surface.
It is expressed in fractions of the largest bounding axis. Tracing speed goes down
-rapidly as this is increased, but if your high poly geometry isn’t showing up
+rapidly as this is increased, but if your high poly geometry isn�t showing up
in the normal map, you may need to increase this to 0.1 or more. The best solution is
to try very hard to have the low poly version be a very close match to the high poly version.
The lowPolyModel must have texture coordinates on it, and care should be taken to make
sure the mapping is as good as possible. Before doing a RenderBump, test the model in
-the game with "r_showTexturePolarity 1" and "r_showEdges 1". Make sure that there aren’t any
-texture seams that aren’t absolutely necessary, and that there are no overlapped texture projections.
+the game with "r_showTexturePolarity 1" and "r_showEdges 1". Make sure that there aren�t any
+texture seams that aren�t absolutely necessary, and that there are no overlapped texture projections.
FX decls, are relatively easy to write by hand. The hard part about fx
diff --git a/doom3/guis.html b/doom3/guis.html
index 17e95c5..2790a51 100644
--- a/doom3/guis.html
+++ b/doom3/guis.html
@@ -24,7 +24,7 @@
This guide is meant to acquaint you with the features and the possibilities
@@ -43,7 +43,7 @@
some samples, and list all the tools at your disposal. I have no doubt that
the community will take these tools and create things that will blow us away.
-
+
Making DOOM 3 Mods : Model Exporting from 3dstudio max
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I'm going to go through the steps required to export a single box, but the steps
are the exact same for more complicated geometry.
diff --git a/doom3/models.html b/doom3/models.html
index 5de3ab8..b5c8ac3 100644
--- a/doom3/models.html
+++ b/doom3/models.html
@@ -24,7 +24,7 @@
Here is a simple donut map 8 portals in it. When this level is compiled, it creates 8 areas. Those areas are numbered 1-8 in the screenshot below.
diff --git a/doom3/walkik.html b/doom3/walkik.html
index a0ac42f..a97fa96 100644
--- a/doom3/walkik.html
+++ b/doom3/walkik.html
@@ -24,7 +24,7 @@