diff --git a/doom3/afs.html b/doom3/afs.html index 9642e35..6516f41 100644 --- a/doom3/afs.html +++ b/doom3/afs.html @@ -24,7 +24,7 @@ - +
@@ -410,7 +410,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/basics.html b/doom3/basics.html index 81d7afc..36eb157 100644 --- a/doom3/basics.html +++ b/doom3/basics.html @@ -24,7 +24,7 @@ - +
@@ -70,7 +70,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/bumpmaps.html b/doom3/bumpmaps.html index 08798b6..789f4d7 100644 --- a/doom3/bumpmaps.html +++ b/doom3/bumpmaps.html @@ -24,7 +24,7 @@ - +
@@ -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.

@@ -236,7 +236,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/code.html b/doom3/code.html index 6dbdd9a..cf17a6d 100644 --- a/doom3/code.html +++ b/doom3/code.html @@ -24,7 +24,7 @@ - +
@@ -480,7 +480,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/commands.html b/doom3/commands.html index 412961a..a827a8e 100644 --- a/doom3/commands.html +++ b/doom3/commands.html @@ -24,7 +24,7 @@ - +
@@ -352,7 +352,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/contact.html b/doom3/contact.html index fd608d3..b545641 100644 --- a/doom3/contact.html +++ b/doom3/contact.html @@ -24,7 +24,7 @@ - +
diff --git a/doom3/cvars.html b/doom3/cvars.html index 5d72344..689eae1 100644 --- a/doom3/cvars.html +++ b/doom3/cvars.html @@ -24,7 +24,7 @@
- +
diff --git a/doom3/declfiles.html b/doom3/declfiles.html index 093bedd..f079540 100644 --- a/doom3/declfiles.html +++ b/doom3/declfiles.html @@ -24,7 +24,7 @@
- +
@@ -130,7 +130,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/downloads.html b/doom3/downloads.html index 214d23a..190fe74 100644 --- a/doom3/downloads.html +++ b/doom3/downloads.html @@ -1,39 +1,39 @@ - - - - id.sdk [Downloads] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : Downloads
-
- - - - - - + + + + id.sdk [Downloads] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : Downloads
+
+ + + + + +
+
+ +
+
Source Code
SDK 3 diff --git a/doom3/editor.html b/doom3/editor.html index adce27f..eb08938 100644 --- a/doom3/editor.html +++ b/doom3/editor.html @@ -24,7 +24,7 @@
- +
@@ -180,7 +180,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_af.html b/doom3/editor_af.html index b731878..65b47ed 100644 --- a/doom3/editor_af.html +++ b/doom3/editor_af.html @@ -1,39 +1,39 @@ - - - - id.sdk [The AF Editor] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : The AF Editor
-
- - - - - - + + + + id.sdk [The AF Editor] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : The AF Editor
+
+ + + + + +
+
+ +
+

diff --git a/doom3/editor_decl.html b/doom3/editor_decl.html index 0f22504..6d83064 100644 --- a/doom3/editor_decl.html +++ b/doom3/editor_decl.html @@ -24,7 +24,7 @@

- +
@@ -87,7 +87,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_gui.html b/doom3/editor_gui.html index 004e604..bba94ac 100644 --- a/doom3/editor_gui.html +++ b/doom3/editor_gui.html @@ -24,7 +24,7 @@ - +
@@ -57,7 +57,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_keys.html b/doom3/editor_keys.html index eb2a814..3d48ef1 100644 --- a/doom3/editor_keys.html +++ b/doom3/editor_keys.html @@ -24,7 +24,7 @@ - +
@@ -332,7 +332,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_light.html b/doom3/editor_light.html index 207eebd..4d16671 100644 --- a/doom3/editor_light.html +++ b/doom3/editor_light.html @@ -24,7 +24,7 @@ - +
@@ -119,7 +119,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_particle.html b/doom3/editor_particle.html index c72995b..34a2136 100644 --- a/doom3/editor_particle.html +++ b/doom3/editor_particle.html @@ -24,7 +24,7 @@ - +
@@ -244,7 +244,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_pda.html b/doom3/editor_pda.html index 06a0a1f..835d675 100644 --- a/doom3/editor_pda.html +++ b/doom3/editor_pda.html @@ -24,7 +24,7 @@ - +
@@ -66,7 +66,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_script.html b/doom3/editor_script.html index 3d39807..e4ce53e 100644 --- a/doom3/editor_script.html +++ b/doom3/editor_script.html @@ -24,7 +24,7 @@ - +
@@ -61,7 +61,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/editor_sound.html b/doom3/editor_sound.html index b498d7b..12ccb38 100644 --- a/doom3/editor_sound.html +++ b/doom3/editor_sound.html @@ -24,7 +24,7 @@ - +
@@ -104,7 +104,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/entitydefs.html b/doom3/entitydefs.html index 4dd1b40..c6a92fc 100644 --- a/doom3/entitydefs.html +++ b/doom3/entitydefs.html @@ -24,7 +24,7 @@ - +
@@ -227,7 +227,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/fx.html b/doom3/fx.html index abb18ac..a74da24 100644 --- a/doom3/fx.html +++ b/doom3/fx.html @@ -1,39 +1,39 @@ - - - - id.sdk [FX] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : FX
-
- - - - - - + + + + id.sdk [FX] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : FX
+
+ + + + + +
+
+ +
+

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 @@

- +
@@ -401,7 +401,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/index.html b/doom3/index.html index 27d8095..b0d8ad5 100644 --- a/doom3/index.html +++ b/doom3/index.html @@ -1,39 +1,39 @@ - - - - id.sdk [Introduction] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : Introduction
-
- - - - - - + + + + id.sdk [Introduction] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : Introduction
+
+ + + + + +
+
+ +
+

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. - +

diff --git a/doom3/lighting.html b/doom3/lighting.html index 36b4da4..e4b34d6 100644 --- a/doom3/lighting.html +++ b/doom3/lighting.html @@ -24,7 +24,7 @@
- +
@@ -103,7 +103,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/mapdefs.html b/doom3/mapdefs.html index 18ec680..8a67b9f 100644 --- a/doom3/mapdefs.html +++ b/doom3/mapdefs.html @@ -24,7 +24,7 @@

- +
@@ -116,7 +116,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/maps.html b/doom3/maps.html index a005131..7ecf850 100644 --- a/doom3/maps.html +++ b/doom3/maps.html @@ -24,7 +24,7 @@ - +
@@ -87,7 +87,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/materials.html b/doom3/materials.html index d191b31..5db8f4e 100644 --- a/doom3/materials.html +++ b/doom3/materials.html @@ -24,7 +24,7 @@ - +
@@ -460,7 +460,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/modelexport.html b/doom3/modelexport.html index 73e3b1b..21b0414 100644 --- a/doom3/modelexport.html +++ b/doom3/modelexport.html @@ -1,39 +1,39 @@ - - - - id.sdk [Model Exporting] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : Model Exporting
-
- - - - - - + + + + id.sdk [Model Exporting] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : Model Exporting
+
+ + + + + +
+
+ +
+
Static Models
diff --git a/doom3/modelexport_3dsmax.html b/doom3/modelexport_3dsmax.html index d786de2..046dd74 100644 --- a/doom3/modelexport_3dsmax.html +++ b/doom3/modelexport_3dsmax.html @@ -1,39 +1,39 @@ - - - - id.sdk [Model Exporting from 3dstudio max] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : Model Exporting from 3dstudio max
-
- - - - - - + + + + id.sdk [Model Exporting from 3dstudio max] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : Model Exporting from 3dstudio max
+
+ + + + + +
+
+ +
+
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 @@
- +
@@ -184,7 +184,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/packfiles.html b/doom3/packfiles.html index 2014a9d..6065a18 100644 --- a/doom3/packfiles.html +++ b/doom3/packfiles.html @@ -24,7 +24,7 @@
- +
@@ -83,7 +83,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/particles.html b/doom3/particles.html index e9c4afd..c91e763 100644 --- a/doom3/particles.html +++ b/doom3/particles.html @@ -24,7 +24,7 @@ - +
@@ -51,7 +51,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/pdas.html b/doom3/pdas.html index e1891d2..5b20774 100644 --- a/doom3/pdas.html +++ b/doom3/pdas.html @@ -24,7 +24,7 @@ - +
@@ -139,7 +139,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/script.html b/doom3/script.html index a57ec5b..6fbaa9f 100644 --- a/doom3/script.html +++ b/doom3/script.html @@ -24,7 +24,7 @@ - +
@@ -75,7 +75,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/script_ai.html b/doom3/script_ai.html index babf0cc..d3951f7 100644 --- a/doom3/script_ai.html +++ b/doom3/script_ai.html @@ -24,7 +24,7 @@ - +
@@ -195,7 +195,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/script_map.html b/doom3/script_map.html index f55a5d3..f35a2e2 100644 --- a/doom3/script_map.html +++ b/doom3/script_map.html @@ -24,7 +24,7 @@ - +
@@ -99,7 +99,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/script_weapon.html b/doom3/script_weapon.html index da57ea0..d1df9b6 100644 --- a/doom3/script_weapon.html +++ b/doom3/script_weapon.html @@ -24,7 +24,7 @@ - +
@@ -149,7 +149,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/skins.html b/doom3/skins.html index b9ec3d5..a6ccda1 100644 --- a/doom3/skins.html +++ b/doom3/skins.html @@ -24,7 +24,7 @@ - +
@@ -96,7 +96,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/sounds.html b/doom3/sounds.html index d83e599..d4007b0 100644 --- a/doom3/sounds.html +++ b/doom3/sounds.html @@ -24,7 +24,7 @@ - +
@@ -132,7 +132,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/doom3/style.css b/doom3/style.css index 3f6428f..4d3bc84 100644 --- a/doom3/style.css +++ b/doom3/style.css @@ -15,7 +15,7 @@ a:visited { text-align: left; padding: 5px; font-family: Arial; - font-size: 10pt; + font-size: 12pt; } .leftMenu a { color: #A8A38E; @@ -30,7 +30,7 @@ a:visited { .title { font-family: arial; - font-size: 10pt; + font-size: 12pt; font-weight: bold; color: #FFFFFF; text-transform: uppercase; @@ -71,16 +71,16 @@ a:visited { .code { border: 1px groove; background-color: #EEE; - font-size: 10pt; + font-size: 12pt; font-family: monospace; } samp { - font-size: 10pt; + font-size: 12pt; font-family: monospace; } code { background-color: #EEE; - font-size: 10pt; + font-size: 12pt; font-family: monospace; white-space: pre; } diff --git a/doom3/visportals.html b/doom3/visportals.html index 7d93918..1c4c789 100644 --- a/doom3/visportals.html +++ b/doom3/visportals.html @@ -1,39 +1,39 @@ - - - - id.sdk [Vis Portals] - - - - - - - - - - - -
- - - - - - - - -
   Making DOOM 3 Mods : Vis Portals
-
- - - - - - + + + + id.sdk [Vis Portals] + + + + + + +
-
- -
-
+ + + + +
+ + + + + + + + +
   Making DOOM 3 Mods : Vis Portals
+
+ + + + + +
+
+ +
+
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 @@
- +
@@ -121,7 +121,7 @@
- +
Copyright © 2004 id softwareCopyright � 2004 id software
diff --git a/quake4/wiki/modern/css/common.css b/quake4/wiki/modern/css/common.css index 6f1a543..1e6c688 100644 --- a/quake4/wiki/modern/css/common.css +++ b/quake4/wiki/modern/css/common.css @@ -263,12 +263,12 @@ div.codearea { /* the div makes the border */ div.codearea pre { /* the pre has no border and is inside the div */ margin: 0; - padding: 10pt; + padding: 12pt; border: none; } a.codenumbers { /* format of the line numbering link */ - margin: 0 10pt; + margin: 0 12pt; font-size: 0.85em; color: gray; } diff --git a/quake4/wiki/modern/css/print.css b/quake4/wiki/modern/css/print.css index a2ebd3c..869c644 100644 --- a/quake4/wiki/modern/css/print.css +++ b/quake4/wiki/modern/css/print.css @@ -29,7 +29,7 @@ a:hover { } pre { - font-size: 10pt; + font-size: 12pt; } a.interwiki:before, a.badinterwiki:before { diff --git a/quake4/wiki/modern/css/projection.css b/quake4/wiki/modern/css/projection.css index 627093e..695c8bd 100644 --- a/quake4/wiki/modern/css/projection.css +++ b/quake4/wiki/modern/css/projection.css @@ -25,7 +25,7 @@ table.navigation { } .navigation td, .navigation a { - font-size: 10pt; + font-size: 12pt; padding: 2px; }