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Quake 3 Maps in DirectX (tutorials)

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I just wanted to give everyone a heads up about some of the tutorials I've put up on my site http://www.gamels.net that cover the basics of loading and rendering Quake 3 maps with DirectX 9. So far I've only got two, but more are on the way (I just need to properly comment the PVS code and then I'll post that too.) First is just loading the basic mesh/textures and rendering them sans-lighting http://www.gamels.net/Quake3_1.php Next we have loading and rendering the built-in lightmaps. http://www.gamels.net/Quake3_2.php While I don't plan on going into a lot of depth with these (I'm not planning on any collision/physics tutorials), hopefully they will be enough to get aspiring game programmers started with this popular format! -Brandon Jones (Toji)

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It looks pretty good. Does the code require .NET or can it be run in Visual C++ 6? (Please ignore this question if it makes no sense.)

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The code includes a .NET sln file, but I see no reason why it wouldn't run in 6.0. You just have to set up the project yourself, which should be easy if your familiar with DirectX.

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Guest Anonymous Poster
What about the tessellations of Q3 maps??

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As in tesselation of curved surfaces? It's a work in progress, as I still haven't determined the best way of doing it in DirectX. In OpenGL it works quite nicely because you have the option of building a static vertex buffer OR building the model dynamically on a per frame basis. DirectX only allows for vertex buffering, with all that nasty locking and unlocking, so things like this are complicated a bit.

As I said, however, a work in progress, and I hope to have a curve tutorial out soon.

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FYI: due to the feedback I've received I've started including Visual C++ 6.0 DSP and DSW files in the tutorials. If you would like them, just download the tutorials again.

Oh, and still working on that Tesselation tutorial. ^_^ It's turning out to be... troublesome.

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