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  1. Animate a Quake material with four frames, UV scrolling, and a lightmap stage.

  2. Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.

  3. Animate a Quake material with four frames, UV scrolling, and a lightmap stage.

  4. Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.

  5. Build a PK3 for DarkPlaces, learn which copy of a file wins, and verify the result with the engine's which command.

  6. Build a layered gunshot impact with sparks and smoke in DarkPlaces, then try the same effectinfo file in FTEQW.

  7. Build a layered gunshot impact with sparks and smoke in DarkPlaces, then try the same effectinfo file in FTEQW.

  8. Build a PK3 for DarkPlaces, learn which copy of a file wins, and verify the result with the engine's which command.

  9. Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.

  10. Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.

  11. A reflect on the three-year development journey of Heptyl, mistakes I made and the future.

  12. A reflect on the three-year development journey of Heptyl, mistakes I made and the future.

  13. How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.

  14. How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.

  15. Introduction to BSP Trees

    Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

  16. Introduction to BSP Trees

    Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

  17. How to detect the surface under the player and play different footstep sounds depending on material.

  18. How to detect the surface under the player and play different footstep sounds depending on material.

  19. Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.

  20. Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.

  21. A brief tutorial how to export MD3 model to use it in Quake engines.

  22. A brief tutorial how to export MD3 model to use it in Quake engines.

  23. In this series of tutorials, I would like to explain how to write drivers for Windows: where to start, how the driver model works, and answer some of the most common questions in this area.

  24. In this series of tutorials, I would like to explain how to write drivers for Windows: where to start, how the driver model works, and answer some of the most common questions in this area.

  25. I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation.

  26. I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation.

  27. The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.

  28. The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.

  29. This guide will help you host your own Quake server using the DarkPlaces engine (e.g., Zircon) on a Linux VPS, and manage it with PM2, a powerful process manager.

  30. How I setup my VPS servers

    This guide walks you through the process of setting up a secure and optimized VPS using Apache, MySQL, PHP, and Cloudflare.

  31. A brief explanation of what NAT, DMZ are, how packet filtering works, and more.

  32. A brief explanation of what NAT, DMZ are, how packet filtering works, and more.

  33. How I setup my VPS servers

    This guide walks you through the process of setting up a secure and optimized VPS using Apache, MySQL, PHP, and Cloudflare.

  34. This guide will help you host your own Quake server using the DarkPlaces engine (e.g., Zircon) on a Linux VPS, and manage it with PM2, a powerful process manager.

  35. Q3MAP2 Shader examples

    Example shader persets for Quake 3 mapping

  36. Q3MAP2 Shader examples

    Example shader persets for Quake 3 mapping

  37. Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

  38. Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

  39. Hiding Apache and PHP versions is a basic security step in protecting your server.

  40. Hiding Apache and PHP versions is a basic security step in protecting your server.

  41. Linux Swap File Setup

  42. Q3MAP2 Warnings and errors

    How to fix most common probles with q3map2

  43. List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.

  44. Let's say you downloaded a bunch of textures from the internet.

  45. Display images inside the game without CSQC.