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Blender 2.8 (draft)

Latest mdl exporter.


Inter-Quake Model format development kit


Q: Surely theres an easy way to convert the 2.79 blend files (done w blender renderer) to use the old image files? i’m in the shader editor trying to get the old blend to use the old image file; i cant even get the . . . → Read More

How to do skingroups w Blender->mdl


[OMC: this is GOLD, and it MUST be archived!!]

by Aleksander Marhall


Before You start, I recommend You to import some existing MDL file first. This way You’ll understand skin/material concept better

Every skingroup is represented as one material on a mesh. You can have multiple skingroups and each skingroup can have multiple skins inside.

In most cases, . . . → Read More

Absolute beginners guide to IQMs


[UPDATE August 2019: Blender 2.8 is here, so ‘things have changed’. I’m still figuring it out, but I *think* you need to use the nodes editor. Also you need to get an updated iqm exporter from here

[UPDATE August 2018: Updated animation info – you CANNOT export Blender-> iqm without at least . . . → Read More

StepByStep: FTEs terrain editor (draft)



PREFACE Spoike has made an addon for FTE called csaddon.dat which contains some VERY promising features. One that intrigues me is the terrain editor. I’ve seen some amazing shots of VAST landscapes, and would like to make a massive map featuring a landscape like . . . → Read More

Absolute beginners guide to setattachment (draft)

Absolute beginners guide to setattachment

NOTE: Afaik, setattachment is only compatible with FTE and DP

PREFACE There’s already a very helpful page on the Quake Wiki, which pretty much covers all you need to know about setattachment, but for those who need more, here’s my unapologetically handholding guide, for absolute beginners, and of course, . . . → Read More

Absolute beginners guide seamless level switching (draft)

Mar 27 22:12:26 <OneManClan> 1. Is there any way in 2019 FTE to do the ‘seamless levels’ thing, eg like HalfLife, where the next level loads as you go around a corridor?Mar 27 22:12:26 <OneManClan> 1. Is there any way in 2019 FTE to do the ‘seamless levels’ thing, eg like HalfLife, where the . . . → Read More

Absolute beginners guide to _pext_infoblobs

// CLIENT 1. Jimmy makes a 128 * 128 pic, calls it jimmy.jpg 2. He puts it in Quake/fortress/mypics (?) 3. He sets: setinfoblob myavatar “fortress/mypics/jimmy.jpg”

// SERVER 4. make 2 new variables: typedef string *stringptr; .stringptr myavatar;

#define MAX_PIC_SIZE 100000

5. When Jimmy connects (ClientConnect())

int size_of_pic = getlocalinfo(“myavatar”, Jimmy.myavatar, MAX_PIC_SIZE) if(size_of_pic . . . → Read More

Absolute beginners guide to decals

Decals are a type of particle. In the code they are defined as “type cdecal”.

1. In Gimp, make a new image, size 256×256 (or 64², 128² etc), advanced options->fill with background color, and start drawing your decal. Alternatively, if you already have an existing image: layers-> “add alpha channel”, and delete the areas . . . → Read More

Minimal AttackersGoRed map requirements

Make your map. Position an info_player_start, and info_intermission somewhere. Copy the text below, and paste it at the bottom of your *.map file Reload map, and move the entities from ‘0 0 0’ to where you want them, and adjust their angles.  Compile


// identify map as TF map { “classname” “info_tfdetect” “origin” . . . → Read More

skyboxes for dummies (draft)

Note: If you name your shader ‘the name of the default sky’ it will be on ALL sky1 (ir whtever its called) maps


“A skybox is loaded using either the “loadsky” console command”Jul 26 02:16:50

<OneManClan2> ( 26 02:17:12

<OneManClan2> …’loadsky’ (at the FTE console didnt do anything)Jul 26 02:18:39

<OneManClan2> ah ezquakwe . . . → Read More

how to make in-game monitors 2019


1. make a monitor_screen.jpg texture (which is the size of the screen in the brush) MUST BE POWERS OF 16!

2. Put a white pixel in the top left (0,0), and bottom right (1,1) of the image


3. make the ‘tv’ brush, and give it the `monitor_screen.jpg texture.

4. make the . . . → Read More

how to watervis maps


To A: be able to see (above water) entities when you’re underwater, and B: be able to see underwater entities when you’re above water.


Make maps/newfolder copy foo.bsp there download and from:


and put them in your /maps folder


4. at cmd: “bsp2prt foo.bsp”


5. “vis.exe -show -level 4 foo.prt”

(You . . . → Read More

pointerstat explanation (and case study) (draft)

STATS are variables sent to CSQC by the server to each client, and normally contain information about themselves (their own localplayer). ie as a player, they usually contain information about you, your health, ammo, armour, etc, so they can be displayed in your HUD. But what if it’s a multiplayer game, and you want your . . . → Read More

AGR with q3bsp

OneManClan> but i woke up w an insane idea.. 01[14:54] <OneManClan> … to get over the other major thing holding AGR develpment back 01[14:54] <OneManClan> (aside from my own difficulties grasping simple concepts!!) 01[14:55] <OneManClan> anyway, i have a question which I us making me nervous just askign it because if the answe . . . → Read More


mellee doesnt help w disarm [FIXED] sgs didnt fire on flag carrier (invis?) lost contact w sold2 [FIXED] sold doesnt resume walking beat after enemy contact Sold does weird flyign through air thing town4 respawns arent random dropped flag freezes midair for a second before drop SG firing animation when not firing spy hack . . . → Read More

Absolute beginners guide to Q1 models

Awesome site 1: Tome of Preach

Awesome site 2: Phillip Nahratow


Quake in a browser

get the 4 files + pak upload them to your web server

for better peformance use gzip and Etags


alt tab fucks up your mouse

only works w firebox



<Spoike> firstly you need some html that creates a canvas. <OneManClan> yea, like that horrot game w the screaming woman <Spoike> . . . → Read More

Manifests and Running FTE in a browser

Rename the FTE.exe “YourModname.exe” Make a favicon/*ico image file (the icon the exe uses) for your mod, and use something like resource hacker to edit FTEs default one. Make a default.fmf (test) file as follows:

FTEManifestVer 1 // leave this as is UPDATEURL // where to get updated fmf file GAME Quake // . . . → Read More

Absolute beginners guide to map compiling

1. qbsp 2. vis 3. light

Running and compiling an FTE server


svn up // update

svn diff // show the differences

svn log -l30 // shows the 30 most recent commits

svn update -r 5300 // reverts to revision 5300

m-dbg DEBUG

m-rel release

$ make makelibs -j4 FTE_TARGET=win64 && make m-dbg -j4 FTE_TARGET=win64

more info here.



while true; do

# . . . → Read More