Originally posted to shaderlab.com on December 3, 2003.
Two years ago today, I released the first version of what eventually became Q3Map2. It’s been a long, fun trip. Thanks to everyone who used it, contributed to it, debugged and beta tested it, complained about it, and made working on it worthwhile.
Here’s to another 2 years, uh, doing...something.
Originally posted to shaderlab.com on October 3, 2003.
Acquired first road bike today. Managed to cram it into my room in the new house in Potrero Hill. Hopefully will be the first of many...it made the climb actually pleasureable this evening.
Also new Q3Map2 for her mapping pleasure.
Originally posted to shaderlab.com on August 31, 2003.
Skipped Burning Man again and instead spent some QT with a few kids from Ritual, showing them a bit of the San Francisco flavor (and not-so-flavorful).
So, natch, I got up bright and early and hungover and released a new Q3Map2 (2.5.7), with Jedi Academy support and a host of long-stewing fixes/updates.
Originally posted to shaderlab.com on August1, 2003.
For all you Friendster haters out there.
Another day, another Q3Map2, this time fixing a Really Stupid Bug with _minlight and lightstyle interaction. Thanks PJW!
Originally posted to shaderlab.com on July 29, 2003.
Another year, another news item.
Lots of new stuff around here. Notable is Q3Map2 support for lots more games, including Tenebrae, Soldier of Fortune 2, Jedi Knight 2: Jedi Outcast, Star Trek: Elite Force, and Wolfenstein: Enemy Territory (which I was lucky to work on). The latest version as of this writing is Q3Map 2.5.5-test-12, which has tons of new features and bugfixes, including lightstyles, decal projectors and full Enemy Territory support. Note: Q3Map2 now requires GTK+ 2.0 or two small DLLs to be installed. Details here.
Also new are two new open-source applications: MD3Fix, a small drag & drop (or commandline) program to clean up malformed MD3 models, and QuickGamma, a tiny Win32 tray application that lets you quickly set your monitor gamma, not unlike the various QuickRes programs out there.
Originally posted to shaderlab.com on September4, 2002.
Finally got around to releasing a map.
This is a demo map (no bot support, arena file, etc) for mappers looking to add lightmapped terrain support and need a little pick-me-up. It pretends to be a little slice out of Halo, but hey, aren’t all pseudo-northern California levels? Created using a fly new version of EasyGen.
Shots: One Two
To get your fix, simply direct your browser to the Q3Map2 samples area and stab away.
Originally posted to shaderlab.com on August 15, 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 July 11, 2002.
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 May 15, 2002.
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 March 20, 2002.
If you use it, p1mp it: