• Shoutbox
    Active Users: 0
     
  • Notice: N/A
    Loading...
 
  • Active Users
     
  • There are currently no users chatting.
 
Results 1 to 2 of 2
  1. #1

    Post MOHAA Tutorials V1.4

    NEW RELEASE: **MOHAA TUTORIALS PACKAGE V1.4**
    30-03-2020

    Download Links: xNULL MIRROR & MediaFire MIRROR
    (Note: The file size is around 700MB currently)

    Hey guys!

    This is the first official post, specifically about the MOHAA Tutorials Package.
    This package includes all guides, tutorials, manuals and lists I could find online in regards to MOHAA (including SH & BT).
    They are sorted in folders by the name of the authors/creators, as some tutorials are about several different subjects and I did not want to split tutorials in different versions.
    The package includes very known tutorial bundles, as those of .MAP, The Rjukan Project and Nemesis and a lot of lesser known ones as well.
    I did not want any of these tutorials to go to waste or get lost.. so let's make sure there's always a copy of them somewhere out there!

    IMPORTANT NOTE: If you are looking for a specific topic and/or keyword, the included Table of Contents document (in the zip file) is your friend! This document includes the name of every Guide/Tutorial, as well as every Chapter and Sub-Chapter within it! So for easy searching; press CTRL+F inside the document and type the keyword you're looking for. If you can't seem to find anything, try synonyms of your chosen keyword.
    (Also; make sure to check out the included Read-Me file and the first page of the Table of Contents file for more info)


    Most tutorials/guides included are about one of the following aspects/subjects of MOHAA (incl. SH & BT):
    • Mapping
    • Modding
    • Scripting
    • Skinning
    • Modelling
    • Software Manuals
    • Installation Guides
    • Walkthroughs
    • CVAR Lists
    • General Informative Lists


    A decent amount of the tutorials also include extra files for help (pk3 files, .map files, script files, readme files, videos etc.).
    Some tutorials might be missing pictures, unfortunately I was unable to recover those, meaning you'd have to follow those tutorials without them

    The following software is also included in this package, for your convenience:
    • PakScape
    • MOHTools (Radiant)
    • MBuilder
    • MOHSH SDK
    • MilkShape 3D V1.8.5 (Key included)
    • LightRay 3D V1.4, V1.4.1 & V1.5 Beta (Key included)
    • Plugins (for Radiant & MilkShape 3D)
    • Fontgen (in SkulpingNipple[NL]'s folder)
    • Gensurf (in Balr14's folder)
    • Thread Viewer (in jv_map's folder)
    • MOHAA Source Maps
    • MOHAA Recorder
    • Admin.ini Editor (in Reborn's folder)
    • EasyGen (in Huba's Folder)
    • MOHAA Tools V1.6b (in Scorpio Midget's folder)
    • Blender Quake BSP Importer (in Andrew Palmer's folder)
    • OpenSCR (in Swagel's folder)
    • MOHAA Script Framework (in $or's folder)


    Various other possibly useful tools have been included inside the ‘Misc. Tools’ folder (incl. Bot Files & BSP Compilers).


    I'll also add the Updates list (since V1.3) and the Table of Contents below so you can check those out before downloading
    p.s. Also check out the AAAA Map Database and search on either 'test' or 'tutorial' to find maps which were specifically designed as tutorials to teach people how to create certain things in maps, most of these maps include a .map file!

    Updates V1.4
    Code:
    /////////////////////////////
    /////Version 1.4 Updates/////
    /////////////////////////////
    
    
    **Updated Files Since Last Version**
    - Replaced 'FreezeTag locations all maps' pdf & doc. with an updated versions in my (Shadow) folder.
    - Ultimate Mapping Guide updated to newest version, from AccadaccA
    - Replaced all documents in the 'GitHub MOHAATools' folder from HTML to DOCX.
    - Added a HTML version of 'Client Admin Rights & Binary Flags' in '$or' his folder.
    - Added 2 newer versions of LightRay 3D (V1.4.1 & V1.5 Beta) to the Tools folder (and organized it a bit more).
    
    **New Tutorials/Documents**
    - Added 2 Lists to the 'Shadow' folder:
    	- MOHAA Map List
    	- Custom Sky Textures
    - Added 7 Tutorials to the 'Chrissstrahl' folder:
    	- MOHAA Scripting Advice
    	- MOHAA Co-Op Mod Scripting
    	- FPS Information
    	- BSP-Level based game Engines
    	- BSP-Level Geometry
    	- File Types Tutorial
    	- Bounding Box Tutorial
    - Added 3 Tutorials to the '$or' folder:
    	- Client Admin Rights & Binary Flags
    	- MOHAA Script Framework (includes pk3)
    	- Additional Admin Variables (includes pk3)
    - Added 2 Tutorial Videos to the 'Elgan' folder:
    	- Lightray animating a shark for MOHAA part 1 (skeleton)
    	- Lightray animating a shark for MOHAA part 2 (animation and tik)
    - Added 11 Tutorials to the '.MAP Tutorials' folder:
    	- Patch mesh roads (by Bjarne Grönnevik)
    	- VIS_Leafgroups Hands-On Tutorial (by Bjarne Grönnevik)
    	- Objective - Bombing Stuff (by mohaa_rox)
    	- Objective - Bombing Tanks (by mohaa_rox)
    	- Creating a Triggerable Multiplayer Flak88 (by Bjarne Grönnevik)
    	- Basic Compiling (SH) (by Surgeon)
    	- Multiple Multiplayer Objectives (by Bjarne Grönnevik)
    	- Making Films with MOHAA (by Bjarne Grönnevik)
    	- Making an Elevator (by Steelie-NS)
    	- Barking Dogs (by Wacko)
    	- A complete mapping tutorial (by Andy)
    - Added 1 Document to the 'AccadaccA' folder:
    	- Map Mate Info
    - Added 2 Documents to the 'VonderCrunch' folder:
    	- Radiant Tips
    	- Custom Sound Info
    - Added 1 Tutorial to the 'Appelpitje' folder:
    	- MOHAA on MAC
    - Added 1 List to the 'Paul Jaquays' folder:
    	- Resources/Links List (Use WayBackMachine) 
    - Added 1 Manual to the 'Scorpio Midget' folder:
    	- MOHAA Tools V1.6b Information (+ Software)
    - Added 1 Document to the 'GitHub MOHAATools' folder:
    	- HUD Scripting Reference
    - Added a 'Swagel' folder and included:
    	- OpenSCR (software & documentation)
    - Added a 'Mike Martin' folder and included:
    	- Quake 3 Smoothness Guide
    - Added a 'Reborn' folder and included 8 Tutorials/Informative Lists:
    	- admini.ini Editor (software) + documentation
    	- Reborn Patch Documentation
    	- Reborn Console Messages
    	- Reborn Files & Limits
    	- Reborn RCON Commands
    	- Reborn Installation Guide
    	- New EventSystem Engine Documentation
    	- New Scripting Commands Documentation
    - Added a 'Zappa' folder and included 4 Tutorials:
    	- Velocity and Speed
    	- Sublime Text 3 Installation Guide
    	- SCR File Association Fix Windows 10
    	- Try, Catch and Throw Exception Handling
    - Added a 'TheShadow' folder and included 2 lists:
    	- OBJ Map List (Complete)
    	- DM Map List (Incomplete)
    - Added a 'Hubas' folder and included:
    	- EasyGen Tutorial + Software
    - Added a 'Andrew Palmer' folder and included:
    	- Blender Quake BSP Importer (Tutorial + software)
    - Added a 'Joel Anderson' folder and included:
    	- View Space Linking, Solid Node Compressions and Binary Space
    	  Partitioning for Visibility Determination in 3D walk-throughs
    - Added a 'Gary Simmons (Mr.Gamemaker)' folder and included:
    	- BSP Tutorial (Part 1 & 2)
    - Added a 'Kenneth Finney' folder and included:
    	- 3D Game Programming All In One
    - Added a 'J.M.P. van Waveren' folder and included:
    	- Quake 3 Arena Bot Thesis Paper (2001)
    - Added a 'RyBack' folder and included:
    	- NightFall Documentation
    - Added a 'F.A.K.K. 2' folder and included the following documentation:
    	- AI
    	- Camera Documentation
    	- Client Side Commands
    	- Commands
    	- Coordinate System
    	- CVAR DOCUMENTATION
    	- Description of Menus and Ingame Utils
    	- Dialog System
    	- Dumping Demo AVI
    	- Event Spec Documentation
    	- FAKK FAQ
    	- Ghost Particle System
    	- Gibs
    	- GUI Documentation
    	- How to Make Weapons and Ammo
    	- Inventory System Commands
    	- Items
    	- MAX2SKL Reference Guide
    	- Radiant Commands
    	- Shader Manual New
    	- Sound System
    	- TIKI Model System
    	- TIKI QuakeEd Specs
    - Added a 'Quake' Folder filled with 23 Forum Posts & Tutorials for Quake 3 (same engine as MOHAA) (see Table of Contents for list)
    - Added a 'AAAA' Folder and included 15 useful Forum Posts (see Table of Contents for list)
    - Added a 'xNULL' Folder and included 107 useful Forum Posts (see Table of Contents for list)
    
    
    **New Files/Tools Added**
    - Added 'LightRay 3D' versions V1.4.1 and V1.5 Beta. 
    - Added 'mohaa_source_maps.zip' to the Tools folder with all the .map files of the stock MOHAA maps.
    - Added 'MOHAA_RECORDER_1.1.zip' to the Tools folder, to be able to record demos in-game.
    - Added 'admin.ini Editor' to the 'Reborn' folder, to use with the Reborn Patch.
    - Added 'EasyGen' to the 'Hubas' folder.
    - Added 'MOHAA Tools V1.6b' to the 'Scorpio Midget' folder (includes BSP Viewer & PK3 Viewer).
    - Added 'Blender Quake BSP Importer' to the 'Andrew Palmer' folder.
    - Added 'OpenSCR' to the 'Swagel' folder, to be able to easily open SCR files.
    - Added 'MOHAA Script Framework' to the '$or' folder.
    
    
    **New Misc. Tools Added**
    //A new 'Misc. Tools' folder has been made with various tools that could prove to be useful//
    - Added a 'Bots' folder with several useful files related to Bots (AI).
    - Added a 'BSP Compiler - Will Fowler' folder that includes a BSP compiler with several other files & HTML info pages.
    - Added a 'BattleZone Creator' folder with several related files included.
    - Added several other BSP converters/editors/compilers
    - Added MOHpile
    - Added New MBuilder
    - Added RMAPC
    - Added Autocoord
    - Added Showbox
    - Added Spawn Creator
    - Added EzModder/EzSpawner
    - Added Player Position Info V2
    - Added Showbox
    - Added Huddraw 3D Utility
    - Added Huddraw Helper Script
    - Added Fog Maker Script
    - Added FAKK 2 Tools & Map Source Files
    - Added Mod Managers
    - Added Menu Editor
    - Added Script Editor
    - Added TIK Editor
    - Added URC Editor
    - Added MOHAA Player Skeleton.RAY
    - Added Mefy Locations Creator (Maps Description Maker)
    
    
    /////////////////////////////
    /////Version 1.3 Updates/////
    /////////////////////////////
    
    - Added an 'AccadaccA' folder with 1 guide included ('Ultimate Mapping Guide').
    - Added a 'Blazin' folder with 1 tutorial included ('Adding objects to maps').
    - Added a 'FoxTrot' folder with 1 tutorial included ('ascii tutorial').
    - Added a 'GitHub MOHTools' folder with 4 lists included:
    	- MOHAA Scripting Reference
    	- Q3 .map structure
    	- Shaders 
    	- Textures
    - Added a 'Joshua Muheim' folder with 6 Milkshape tutorials included.
    - Added a 'Kalahad' folder with a Tank Tutorial included.
    - Added a 'Manstein' folder with 2 tutorials included:
    	- Style Guide Vol.1: Bunkers
    	- Style Guide Vol.2: Houses
    - Added a 'Mefy' folder with 1 tutorial included ('Mefys Gametype Addon Tutorial').
    - Added a 'Paul Jaquays' folder with 2 manuals included:
    	- GtkRadiant Editor Manual
    	- Q3Radiant Editor Manual
    - Added a 'RazoRapid' folder with 1 list included ('CGM Buffer List').
    - Added a 'Scorpio Midget' folder with 1 list included ('MOHAA Unwrapped').
    - Added a 'Shadow' folder with 13 lists included:
    	- The Ultimate Compile Errors List
    	- Abbreviations List
    	- Cheat Commands List (To defend against)
    	- Cheat Skins List (To defend against)
    	- Freeze-Tag Locations for V2 Rocket Facility
    	- Freeze-Tag Locations for all maps
    	- MOHAA Voice Taunts
    	- MOHSH Voice Taunts
    	- MOHAA Keys
    	- Player Model List
    	- Reborn CVARs
    	- Server CVARs
    	- Unnamedsoldier CVARs & Bind List
    - Added a 'SkulpingNipple[NL]' folder with 1 tutorial & software included ('Put your own fonts ingame' & 'fontgen').
    - Added a 'Thomas McGuire' folder with 1 guide included ('MOHAA Tweak Guide').
    - Added a 'Trinisica' folder with 4 guides included:
    	- HDRI Luminance
    	- Polymodeling
    	- Shaders
    	- Virtual Studio Setup
    - Added a 'Walthoughs & Game Guides' folder with 12 documents included:
    	- Allied Assault - Strategy Guide (in German)
    	- Allied Assault - HUD Guide
    	- Allied Assault - Walkthrough
    	- Allied Assault - Walkthrough A
    	- Allied Assault - Walkthrough B
    	- Allied Assault - Walkthrough C
    	- Allied Assault - Weapons Guide
    	- Allied Assault - Walkthrough Dutch 
    	- Spearhead - Walkthrough
    	- Spearhead - Rifle Guide
    	- Spearhead - Weapons Guide
    	- Breakthrough - Walkthrough
    - Added a 'Wizzler[NL]' folder with 1 document included ('mohaa reborn rights').
    - Added a 'Plugins.zip' file with Milkshape & Radiant plugins included for MOHAA.
    
    
    - Added 8 new saved pages from ModTheater to the 'HTM Pages' folder within the 'ModTheater Tuts' folder:
    	- Latest News on MOHAA Model Plugins
    	- Modeling Tutorials
    	- MOH, PK3 Analysis
    	- MOHAA Model Skeletons (How they work) (2 pages)
    	- MOHAA Unwrapped! Debugging, Menus, Commands and Variables
    	- SKL_2_SKX.exe information (2 pages)
    	- Tut for Mike's Torso
    	- Tutorial: Putting New Guns In-Game by Godsmack
    - Added 6 new saved pages from ModTheater to the 'Coords' folder within the 'ModTheater Tuts' folder:
    	- Coord Question
    	- Help placing objects on maps (viewpos)
    	- How do mohaa coords work
    	- Maps seem much bigger
    	- Spawn object (2 pages)
    	- Whereami
    - Added 1 Tutorial to the 'Other' folder ('Get rid of mysterious light leaks').
    - Added 1 Tutorial to the 'Chrissstrahl' folder ('Modify a BSP 3DGame Level').
    - Added 1 Guide to the 'CrowKing' folder ('Admin Guide').
    - Added 2 Tutorials to the 'Nemesis' folder:
    	- Making an Avatar
    	- Skinning
    Table of Contents
    (Sorry it looks messy, unfortunately this is how it's copied, and I don't want to re-type it all haha! The proper looking Table of Contents is included within the download as well.)
    Code:
    •	$or
    o	$or’s Scripting Tutorial
    	Introduction
    	Vital Knowledge
    	How to use Pakscape/winrar
    	Opening Script Files
    	Closer look at the files
    	Let’s take a look at a script
    	First Results
    •	Tips
    •	Order
    o	Additional Admin Variables
    o	Bot Scripting
    	Introduction
    	Method 1 – Spawnflags
    •	Usage
    o	Set up the trigger
    o	Setting up the setthread
    •	Commands
    o	Cannot
    o	Can
    	Method 2 – Botscript Method
    •	Setup in Botscript
    •	Setup in Mapscript
    o	Setup botscript trigger properties
    o	Setup setthread
    o	Stopping attraction
    o	Known working commands
    o	Examples and Important notes
    	General Scripting Tips
    •	Switching Teams
    o	Switch triggerteam
    o	Making it work
    •	Objective Campnodes
    •	Disabling Spawnpoints
    •	Setting Botproperties
    	Defining bots (No Trigger)
    	Source
    	References
    o	Client Admin Rights & Binary Flags
    	Binary Number System
    	Binary Flags
    	AND
    o	MOHAA Script Framework
    	Concretely
    	Usage
    •	Include System
    •	Classes & Enums
    	Future
    •	.MAP Tutorials
    o	A Complete Mapping Tutorial
    	Overview
    	Installation
    •	Game Installation
    •	Editor Installation
    	Tour of the Interface
    •	Views
    •	Zoom
    •	Pan
    •	Selecting Objects
    •	Moving an Object
    •	Rotating an Object
    •	Camera View
    •	Textures View
    •	Grids
    	Creating a Simple Level
    •	Creating Geometry that Bounds the Level
    •	Moving Edges
    •	Using CSG Hollow
    •	Texturing Surfaces
    •	Sky Texture
    •	Adding a Player Start Position
    •	Creating Weapons
    •	Creating Breakable Crates
    •	Lighting the Scene
    •	Compiling the Level
    o	Compiling from MOHRadiant
    o	Compiling Manually
    •	Play Testing a Level
    •	Debugging
    	Improving the Level
    •	Creating a Building
    •	Creating a Rotating Door
    •	Window Opening
    •	Creating the Window
    •	Roof
    •	Gable
    •	Arches
    •	Distorting Brushes to Create Rounded Geometry
    •	Clipping an Object
    •	Creating Patches
    	Summary
    o	A Guide to MoH Radiant Interface
    	Layout
    	Buttons
    	The “Camera”
    	The Menus
    o	Adding Custom Sounds
    o	Adding Objectives
    o	Advanced Compiling
    	Compiling from the command line
    	Compiling Options
    •	BSP Stage
    •	VIS Stage
    •	Light Stage
    o	Advanced Texturing
    	Texture Manipulation: Normal Brushes / Faces
    	Texture Manipulation: Patch Meshes
    	Texture Manipulation: Cylinders
    	Other tricks and conclusion
    o	AI Alarms
    	Getting Started
    	Scripting
    	How it works
    o	AI Cabinet Guys
    	The Map
    	The Scripting
    o	AI MG42 Gunner & Spotter
    	Setting up enemy machinegunners
    	Adding Spotters
    	More MG42s
    	Some more about the mg42_active.scr
    o	AI Patrolling
    	How to place Enemy AI
    	How to make a patrol route
    	How to script a patrol route
    o	AI Spawning Enemy
    o	AI Tips (Spearhead)
    	Pathnode Flags
    	AI Parameters
    	Leash
    	Enemy Selection
    	How AI Initially See An Enemy
    	Making AI Look Smart
    o	AI Tutorial (Spearhead)
    	Rendezvousing with your allied soldiers
    	Your first enemy encounter and destroying the Flak88
    	Setting up an MG-42 gunner and making 2 enemies jump out of a truck
    o	Ambient Sounds & Music
    	Ambient Sounds
    	Music
    	Final Notes
    	Corrections to global\ambient.scr
    	Personal Note from Innkeeper
    o	Animated Shutters
    	Normal Movement
    	Slam the Shutters
    o	Arches and Curves
    	Foreword
    	Arches
    o	Barking Dogs
    	Mapping
    	Scripting
    	Adjusting The Script
    o	Basic Camera
    	Fixed Camera
    	Moving Camera
    o	Basic Compiling
    	Configuring MBuilder
    	Compiling with MBuilder
    o	Basic Compiling (SH)
    	Configuring Mbuilder
    	Compiling with MBuilder
    o	Basic Lighting
    o	Basic LOD Terrain
    o	Basic PK3 Creation
    o	Basic Scripting for DM Maps
    o	Basic Texturing
    o	Blowing up that Multiplayer Objective
    	Making a bomb
    	A trigger for that bomb
    	Something to blow up
    	Explosion radius
    	A chain reaction explosion FX
    	Debris from the explosion
    	Leftovers after the explosion
    	Some scripting in your .scr file
    o	Bombing Sound Fix
    o	Breakable Windows
    o	Brush Manipulation
    	The Clipper Tool
    	Edge Editing
    	Vertex Editing
    o	Creating a triggerable multiplayer Flak88
    	Create a Flak 88
    	Give it a trigger
    	Fire the gun
    	Blow up the spot where it hits
    	Think about extending this
    •	Fire sound
    •	Aiming the Flak88
    •	Reloading the Flak88
    •	Fully automatic Flak88
    •	Player controlled Flak88
    •	Hunt players with a Flak88
    •	Flying Flak88
    	Can I do this only by scripting?
    o	Decal Tutorial (Spearhead)
    o	Doors
    	Sliding Doors
    	Rotating Doors
    o	Driving Tutorial 1 (Spearhead)
    	Driving a Tank
    	The Script File
    o	Editing Guide
    o	Exploder Script
    o	Fans
    	Creating the Fan
    	Scripting the Fan
    o	Firing Nebelwerfers
    o	First Room
    o	Giving the Player some weapons
    o	Installing MoH Radiant
    o	Ladders
    o	Liberation
    	Spawnpoint
    	Jail Cell Door
    	Jail Door Opening Angles
    	Alarm
    	Switches & Triggers
    	Cinematics
    	Scripting
    	Testing
    o	Light Beams
    	Creating the Textures
    	The Room with Light
    	The Beam Itself
    o	Lockable Doors
    o	Making an Elevator
    o	Making films with MOHAA
    	Getting MOHAA into a video format
    	Useful console commands
    	How to get rid of ‘Press fire to join’ message when in spectator mode
    	Removing the Avatars
    	A script
    	Useful links
    o	Model Maps
    o	Mountable Jeep
    o	Multiple Multiplayer Objectives
    o	Objective – Assassination
    o	Objective – Bombing Stuff
    o	Objective – Bombing Tanks
    o	Objective - SP Undercover (Part 1)
    o	Objective - SP Undercover (Part 2)
    o	Objective - Stealing Documents
    o	Objective - Stealing Objects
    o	Patch Mesh Roads
    	A word on the grid before we start
    	The 90⁰ turn
    	Step 1: Creating a patch mesh
    	Step 2: Texturing the patch mesh
    	Step 3: Laying the road
    	Step 4: Bending the road
    	Step 5: Adjustments
    •	5a: Fattening the bend
    •	5b: Fixing the stretched texture
    	A final note
    o	Rain
    	Working on the Map
    	The Map’s Script File
    	The Map’s .pk3 File
    o	Scripted Exploders
    o	Setting up Objectives
    	Exploder Script
    o	Single player maps without 'test_' prefix
    	Animation Files
    	Working around the new_generic_human.tik
    	Dialogue Animations
    o	Snow
    	Working on the Map
    	The Map’s Script File
    o	Spotlights linked to MG42's
    o	Steal objects in objective multiplayer
    	An object to steal
    	A trigger to steal that object
    	Some scripting in your .scr file
    o	Sunlight & Skies
    o	Texture Keywords
    	Usage of texture
    	Material types
    	Level Reference
    o	Triggerable Farplane
    o	Ubsersound Work-Around
    	Ubersound and uberdialog
    	Multiplayer Maps
    	Singleplayer Maps
    	Final Notes
    o	VIS_Leafgroup Hands-On Tutorial
    	The basics
    	The fine print
    	How to do it
    	Good ideas
    o	Vehicles Moving
    o	Volume Damage
    	Setting up the trigger
    	How to define the values you want
    	Barbed Wire
    o	Water
    	The Room and Pool
    	The Water
    o	Work Environment
    	Directory Structure
    	MoH Radiant
    	Desktop Folder
    	The .pk3 File
    	The Distribution File
    	The Batch File
    	Get to Work
    o	Worldspawn key values
    •	AAAA (Forum Posts)
    o	A lot of mapping woes
    o	Blowing up Doors
    o	Compile leaves scorch marks
    o	Compiling Map Problem (Black Marks)
    o	Corona Edit
    o	Deformvertexes Explained
    o	Detail Brushes
    o	Disappearing Doors
    o	Excessive VIS Data Size on Source Map
    o	Freeze-Tag Player Kills & Deaths HUD
    o	Making Static Objects Solid
    o	Proper Precache Problems
    o	The Deal with Rotating Doors
    o	TOW Objectives
    o	Trigger Mustard Gas in SH
    •	AccadaccA
    o	Map Mate Info
    o	Ultimate Mapping Guide
    	Introduction
    •	What You’ll Need
    •	Setting Up
    o	Map Mate
    o	Radiant
    	First Steps
    •	The Skybox
    o	Brushes
    o	Size doesn’t matter
    o	Ambient light
    o	Entities
    o	Texturing
    •	A Quick Compile
    •	The Next Step
    •	Post Production
    	General Knowledge
    •	General Brush Work
    o	Bending a brush
    o	Caulk
    o	Creating a brush
    o	Cutting a brush
    o	Duplicating Brushes
    o	Duplicating Entities
    o	Moving a brush
    o	Resizing a brush
    o	Rotating a brush
    o	Texturing a brush
    o	Using the Clipper tool in general
    o	Brush joins and mitre cuts
    o	Adding the top brush
    o	Adding the bottom brush
    o	A column of boxes/crates
    o	A row of boxes/crates
    •	Map Diet (Reduce Size/Weight)
    •	Dimensions & Limitations
    o	Typical object sizes/dimensions
    o	Ratio
    o	Barrels
    o	The Player
    o	Ladders
    o	Shelter
    o	Textures
    o	Walls
    o	Windows
    o	Wooden Crates
    o	Mapping Limitations
    •	Radiant Hotkeys
    o	File Menu
    o	Edit Menu
    o	View Menu
    o	Select Menu
    o	Grid Menu
    o	Texture Menu
    o	Misc Menu
    o	Brush Menu
    o	Curve Menu
    o	Commands not on the Menu
    •	Terms & Words
    •	Tips & Tricks
    o	Custom Textures
    o	Dummy (Temporary) Brushes
    o	General Mapping
    o	Grills, grates, ladders or picket fences
    o	Map Layout
    o	Models
    o	Rotating
    o	Stairs
    o	Testing
    o	Textures
    o	Windows
    o	Windows & Doors
    	Animation
    •	Animated Textures
    o	Texture Animation via Shader
    o	Texture Animation via Script
    •	Deform Vertexes
    o	deformVertexes explained
    o	Specific parameter definitions for deform keywords
    o	Waveform Functions
    •	Elevate Objects
    o	Elevator call button
    o	A quick and easy method
    o	Alternative elevator method
    o	More levels (floors)
    o	A more complex method
    o	Single unbound cage type door
    o	Double unbound cage type doors
    o	Binding elevator doors
    •	Moving Objects
    •	Rotate or Swing
    •	Ripples & Waves
    	Entities
    •	The Entity Window
    •	Barrels
    o	Metal Barrels
    o	Open Metal Barrels
    o	Closed Metal Barrels
    o	Wooden Barrels
    o	Liquid Filled Barrels
    •	Breakable Crates
    •	Doors
    o	Doorways
    o	Locked
    o	Revolving
    o	Rotating
    	Drawing the door
    	Basic Rotating Door
    	Door Entities
    	Automatic Closing
    	Disable auto-closing
    	Double Doors
    	Opening & Closing (default) Sounds
    	Opening & Closing (custom) Sounds
    	Opening Direction (always away)
    	Opening Direction (angles)
    	Limit how far the door opens
    	Problem Doors
    	Opening door at specified angles & directions
    	Rotate via Script
    o	Sliding
    o	Lock & Unlock
    •	Ladders
    o	Basic Ladder
    o	Less Common Ladder
    •	Info_*Entities
    o	Info_camp
    o	Info_notnull
    o	Info_null
    o	Info_player_deathmatch
    o	Info_player_intermission
    o	Info_player_start
    •	Lights
    o	Directional (spot) Lighting
    o	Flashing Beacons
    o	General Lighting
    o	Shading & Shadows
    o	Switch On/Off
    •	Models
    o	Lightray 3D
    	Preparing MOH Models
    	Bones: Create, Assign, Delete
    	Model Editing (Basics)
    	Error Alerts
    	Select From List
    	Material / Textures
    	UV Mapping
    	Add To Model
    	Remove From Model
    o	Model Placement
    o	Model Skinning (Re-Texturing)
    •	Spawn Points
    •	Teleportation
    •	Triggers
    •	Windows
    o	Fake (non-transparent) Windows
    o	Blocked Access of Broken Window
    o	Breakable, Transparent Windows
    o	Blocking Windows
    o	Duplicating Windows
    o	Turning around Corners
    	Errors
    •	Compile Errors
    •	Game Errors
    •	Map Errors
    •	Troubleshooting Shaders
    •	Other Issues
    •	Warnings
    	Misc.
    •	Bending a Brush
    •	Bot Navigation Files
    o	Introduction
    o	Description
    o	Installation
    o	Usage
    o	Switches
    o	Updating the Entity Lump
    o	Leaks
    o	Useful Map Information
    o	Map Boundaries
    o	Game Physics
    o	Step Heights
    o	Normal Jumps
    o	Water Jump Heights
    o	Rocket Jumps
    o	Math for Map Makers
    o	Optimizing a Map for bspc Compiling
    o	Entities & the Navigation File
    o	Func_plat and Func_bobbing
    o	Cluster Portals
    o	“Do Not Enter” Areas
    o	Bot Control Entities
    o	Item_botroam
    o	“Notbot” Means “Don’t Touch”
    o	Info_Camp
    o	Suspended
    o	Testing .AAS files
    o	Solid Areas
    o	Test Solid
    o	The Culprits: What May Cause Map Bugs
    o	Hacking Away the Problem
    o	Testing Jump and Launch Pads
    •	CSG Subtract
    •	Terrain
    o	Create from Brush
    o	Save to Image
    o	Load from Image
    o	Additional Info
    •	VIS
    o	What is VIS?
    o	Do I need VIS?
    o	The bottom line
    o	Is it possible to over-do the VIS?
    o	Myths about VIS
    o	Applying VIS leaf groups and targets
    o	Removing a VIS target
    •	Water
    •	Change File Association
    	Patches
    •	Arches
    o	Gothic Arch
    o	Bridge Type Arch
    o	Roman Arch
    o	Finalizing the Arch
    •	Basic Mesh
    o	Texturing
    o	Body & Shape
    o	Bend Mode
    o	Join patches together
    o	Joining pipes
    o	Some notes about the dirt road
    •	Cylinders
    o	To make a barrel
    o	Barrel lid
    o	Open barrel
    o	Bending a Cylinder
    	Roofs
    •	Basic Gable
    •	Hip
    •	L Shaped
    •	T Shaped
    •	Final Notes
    	Scripting
    •	Script Files
    •	Shader Files
    o	Surfaceparm
    o	Keyword
    o	Stage Specific Keywords
    o	Blend Functions
    o	Editor Specific Shader Instructions
    •	Ubersound
    	Sound
    •	Ambient
    •	Localized Effects
    o	Door locked
    o	Other localized sound effects
    o	For Allied Assault maps
    o	For Spearhead or Breakthrough maps
    o	Alternative localized sound effects
    o	Soundparms explained
    o	Audio channel descriptions
    o	Ubersound
    •	Music
    	Textures
    •	Clip
    •	Common
    •	Custom
    o	Creating New Textures
    o	Tools Needed
    o	Setting up Files
    o	Rules and Guidelines
    •	General
    o	Adding textures
    o	Applying textures
    o	Basic knowledge for newbies
    o	Fitting the texture
    o	Mirror a texture
    o	Flip a texture
    o	Rotate a texture
    o	Being anal with texture alignment
    o	Using a dummy brush to align textures
    •	Loading Screen
    •	Transparency
    	Weather
    •	Dust
    •	Fog
    o	Calculating how much farplane to apply
    o	Ambient Fog
    o	Trigger able Fog
    •	Lightning
    •	Rain
    o	An opened sky map
    o	A typical map
    o	Puddles
    o	More indoor stuff
    o	Rain related sounds
    •	Snow
    •	Sun
    o	Sun entity keys & values
    o	Ambientlight
    o	Farplane
    o	Suncolor
    o	Sundirection
    o	Sunflare
    o	Sunlight
    o	Sundiffuse
    o	Scale
    o	Adjusting the sun direction and angle
    	Compiling a Map
    •	Compile Processes
    •	Log Files
    	Making the pk3 file
    •	Andrew Palmer
    o	Blender Quake BSP Importer
    	Intro
    	Installation
    	Usage
    •	Scale
    •	Create Materials
    •	Remove Hidden
    •	Brightness Adjust
    •	Worldspawn Only
    •	Create Lights
    •	Create Cameras
    •	Create Entities
    •	Import All
    	Collections
    	View Settings
    •	Appelpitje
    o	MOHAA on MAC
    	Portingkit
    	Get MOHAA on your MAC
    	Running the game
    o	Spearhead Linux Server
    	Intro
    	Getting Started
    	Software Needed
    	Using Putty to connect to the server
    	Installing Packages
    	Uploading MOH to the VPS
    	Installing the binaries and run a MOH Server
    •	ARMDUDE
    o	Basic Skinning Tutorial
    	Intro
    	Getting Started
    	Opening Directories
    	The Example
    	Getting into the Game
    	Saving as PK3
    •	Axion
    o	Custom Loading Bar
    	Grabbing Source Material
    	Editing Magic
    	Putting it all together in a .pk3
    o	Custom Textures
    	Choosing and prepping the texture
    	Creating a shader for your texture
    	An explanation of the file system/Putting it all together
    o	Destroying a wall through a gas barrel explosion
    o	Opening a door through a switch
    •	Balr14
    o	Gensurf Tutorial
    	Installing Gensurf
    	Creating a bitmap image
    	Creating the map
    	Vertice Manipulation 1
    	Vertice Manipulation 2
    	Vertice Manipulation 3
    •	Ben Munroe
    o	Getting started with Basic Scripting
    	Setting up MOHRadiant
    	Maps
    	Using .tik model files in your map
    	Singleplayer Specific
    	Multiplayer Specific
    •	Blazing
    o	Adding objects to maps
    •	Bobzilla
    o	Spearhead Mapping Tutorial – Basics
    	Basics to MOHRadiant
    	Lights
    	Spawn Points
    	The Basic Room
    	How to test a map
    	How to make a sky
    	LoD Terrain
    	To make odd shapes
    	To make more than 4 sided brushes
    o	Spearhead Mapping Tutorial – Beginning Help
    	Setting up MOHRadiant
    	Setting up MBuilder
    o	Spearhead Mapping Tutorial – Do’s and Don’ts
    o	Spearhead Mapping Tutorial – Keywords 
    •	Capt. Kick Your Ass
    o	How to make a custom scope
    •	Cheech (German)
    o	AI Cardgame (SinglePlayer)
    o	AI Hammer 1 (SinglePlayer)
    o	AI Hammer 2 (SinglePlayer)
    o	AI Lean on Table (SinglePlayer)
    o	AI Moving a Crate (SinglePlayer)
    o	AI Patrol & Patrol Path (SinglePlayer)
    o	AI Spawning System (SinglePlayer)
    o	AI Wall Scientist 1 (SinglePlayer)
    o	AI Wall Scientist 2 (SinglePlayer)
    o	AI Welding (SinglePlayer)
    o	AI Wrenching (SinglePlayer)
    o	Air Attack (SinglePlayer & MultiPlayer)
    o	Allied - Squad (SinglePlayer)
    o	Driving a Panzer Tank (SinglePlayer)
    o	Enemy Driving a Panzer Tank (SinglePlayer)
    o	Gasmask (SinglePlayer)
    o	Jeep Ride with MG (SinglePlayer)
    o	Combined Objectives (Multiplayer)
    o	Objectives - Flak 88 (Multiplayer)
    o	Objectives - Naxos (Multiplayer)
    o	Objectives - Stealing the Documents (Multiplayer)
    o	Objectives - Blow up a Tank (Multiplayer)
    o	Rocket Launching (Singleplayer & Multiplayer)
    o	Roof Hatch (Singleplayer & Multiplayer)
    o	Shooting down an Airplane (Singleplayer & Multiplayer)
    o	Sliding Door (Singleplayer & Multiplayer)
    o	Truck Ride with Cargo (Singleplayer)
    o	Truck Ride with enemies (Singleplayer)
    o	Variable fog density and fog color (Singleplayer & Multiplayer)
    o	AI Commands & Navigation (Singleplayer)
    o	Proportions (Singleplayer & Multiplayer)
    o	Scripting Introduction
    •	Chrissstrahl
    o	Bounding-Box Tutorial
    o	BSP-Level Based Game Engines
    	The Perfect Level
    	Adding Detail to ‘The Perfect Level’
    	Entities
    	“Structural-Brushes”
    	Compiling
    	Overview
    	Rendering
    •	AREA-Portal
    	On Grid
    	Document Status
    	Additional Literature
    	FAQ
    o	BSP-Level Geometry
    	Introduction
    	Geometry 1
    	Geometry 2
    	Possible Valid Geometry
    	Not Valid and Bad Geometry
    o	File Types Tutorial
    o	FPS Information
    o	Modifying a BSP File
    	Introduction
    	Usability
    	Tools
    	Name allias for BSP files
    	Where to find a BSP
    	Editing Rules
    	Edit an Entity
    	Edit a Texture
    	Transformable Entities
    o	MOHAA Co-Op Mod Scripting
    	Variables
    	Spawnlocations
    	Functions
    	Implementation
    	Replacement
    	Gametypes
    	Players
    o	MOHAA Scripting Advice
    	Variables
    	CVARs
    	Entities
    	Main
    	Brackets
    	Using Header and Quotes
    	Indenting
    	Type Casting
    	NULL and NIL
    	No local strings
    	Use the SDK Documentation
    	Ask and learn from others
    	Do not use GOTO
    	Entity Flags
    	Each Frame
    	Use variables over event calls
    	Naming
    	Wait for player
    	Wait for warmup time
    	Loops
    	Switches
    	Self
    	Parm
    	Threads
    	External Threads
    	Return Values
    	Waitexec and waitthread
    •	Clan of Honor
    o	Getting started with mapping
    •	Cobra {SFX}
    o	An Open Truck that Drives around a Path
    o	Animating a Crane made from Brushes
    o	Converting Single Player Maps to Multiplayer
    o	MOHAA Map Script Prefab
    o	Moving Destroyable Tank
    o	Strafing Stuka
    o	Weapon Bones and Attaching Extras
    •	Craig De La Haye (Bodybagger)
    o	Model Guide
    	Bush
    	Corona
    	Decor
    	Equipment
    	Farm
    	Flags
    	Food
    	Furniture
    	Item
    	Items
    	Lamp
    	Miscobj
    	Obstacle
    	Rock
    	Signpost
    	Static
    	Tree
    	Uboat
    o	Texture Guide
    	Algiers
    	Barracks
    	Barrel
    	Bind
    	Blasted
    	Brest
    	Central_Europe
    	Central_Europe_Winter
    	Clock
    	Common
    	Das_Boot
    	Ddaydark
    	Decals
    	Effects
    	Flags
    	French
    	Gametext
    	General_industrial
    	German
    	Hud
    	Interior
    	Interior_northafrica
    	Jon
    	Light
    	Misc_Outside
    	Mohcommon
    	MohMenu – Briefing
    	MohMenu
    	MohTest
    	Normandy
    	Norway
    	Objectives
    	Sky
    	Special
    	Sprites – Expl.
    	Sprites
    	Tempsign
    	Test
    	Weather
    	Wilderness
    	Window
    •	CrowKing
    o	Admin Guide
    	Getting a Server Up and Running
    •	Setting Up the Server
    •	The Server Command Line
    •	The Server Configuration File
    •	Adding Mods and Maps to the Server
    	Running a Server
    •	Console
    •	Setting Passwords
    •	Loading Maps
    •	Kicking Players
    •	Speaking to Players Through Console
    o	How to write a mod for MOHAA
    	Introduction
    	Mods and Modding 
    	How MoHAA Works 
    	Working with Pak Files Part I 
    	Your First Mod 
    	Working with Pak Files Part II 
    	The TIKI Modeling System 
    	TIK Files Part I: Structure 
    	TIK Files Part II: Setup 
    	TIK Files Part III: Init 
    	TIK Files: Init Intermission 
    	TIK Files Part IV: Intro to Animations 
    	Animations Part I: Point of View 
    	Animations Part II: First Person 
    	Animations Part III: Third Person 
    	Animations Part IV: Non Player 
    	Animations Part V: Particle Effects 
    •	Sprites
    •	Emitters
    	TIK Files Part V: Weapon TIKs 
    •	Weapontype
    •	Name
    •	Firedelay
    •	Value
    •	Bulletdamage
    •	Bulletrange
    •	Bulletspread/ Firespreadmult / Viewkick
    •	Projectile tiks
    •	Explosions
    •	Grenades
    •	Alternate Attacks
    •	File Names
    •	Multiplayer
    	TIK Files Part VI: Modding Considerations 
    •	TIK Keywords
    •	Map Considerations
    •	File Organization
    	TIK Files Part VII: Explosions and Effects 
    	The State Machine Part I: What is it? 
    	The State Machine Part II: Upper Torso 
    •	Format
    •	Precedence
    o	Movetype
    o	Action
    •	Manual of Arms: Point of View
    o	Viewmodelanim <animation><number>
    	Tools of the Trade
    	Resources
    	Particle Effects
    	Weapon Properties
    o	Installing Mods
    	What is a Mod?
    	How do Mods Work?
    	Installing a Mod
    	Troubleshooting Mods
    •	Cubus
    o	Modeling for MoH with Lightray 3D
    	3DMax or Cognate Programs
    	LR3D
    •	DarkAngel
    o	Export Weapon Tutorial (for MS3D)
    •	DeathPool
    o	MOHAA In A Bagel
    	Basic Room (Video)
    	Curved Road (Video)
    	Curves (Video)
    	Simple AI Scripts (Video)
    	Simple AI (Video)
    	Terrain (Video)
    	Textures (Video)
    •	Dogbreath
    o	The Basics 
    o	Brushes 
    o	A Room 
    o	Textures 
    o	Doors 
    o	Windows 
    o	Outside 
    o	Making a PK3 File 
    	The .SCR File
    	The .SHADER File
    	The .URC File
    o	Ladders 
    o	Rain and Barrels 
    o	Shutters 
    o	Machine Guns (MG42) 
    o	Custom Textures 
    o	Lighting up your map
    o	Curved Road
    •	Dries Vanmeert
    o	Installing MOHRadiant
    o	Installing MBuilder
    o	First Room
    o	Lights
    o	Textures
    o	Doors
    o	Player Start
    o	Outside Box (Sky)
    o	Make script for map
    o	Make Spawnpoint for ALLIES & AXIS
    o	Shootable Flak 88 (Advanced)
    o	Working Lightswitch (Advanced)
    o	Working Fan
    •	ElectricSaiyan
    o	UVMapping in Milkshape 3D
    •	Elgan
    o	Lightray animating a shark for MOHAA part 1 (skeleton) (VIDEO)
    o	Lightray animating a shark for MOHAA part 2 (animation and tik) (VIDEO)
    o	State Summary
    o	Syntax Summary
    •	Erick
    o	Elevator Tutorial
    	Elevator
    	2 Floor Elevator
    	Beyond the Basics
    •	Eutectic
    o	Brush Clipping in SinEd
    	Introduction
    	Background
    	The basic concept behind brush clipping
    	How to use 2-point brush clipping in SinEd
    	Clipping Brushed using horizontal planes
    	Clipping brushes using angled planes
    •	Eyreronik
    o	Compile Errors
    o	FAQ
    o	Mapping – Compiling
    o	Mapping – First Room
    o	Mapping – Getting Started
    •	F.A.K.K. 2 (Documentation)
    o	AI
    	1) General Overview
    •	Conditionals (code)
    •	Behaviors (code)
    •	State machine (text file)
    •	Scripting (text file)
    •	Stimuli
    	2) How to extend AI from code
    	3) How to extend AI from script
    	4) Pathnodes & Pathfinding
    	5) Steering
    	6) AI console commands
    	7) Current behaviours
    •	General behaviours
    •	Utility behaviours
    •	Behaviours for specific creatures
    	8) Future Plans
    o	Camera Documentation
    	To spawn a camera from script
    	Switching between cameras
    	Other useful scripting commands for cinematics
    	The in-game camera system utilizes the following commands
    	Script commands for the camera
    o	Client Side Commands
    	Overview
    	Example
    	Client Animation Commands
    	Client Initialization Commands
    	Paramters for Spawning Stuff
    	Beam Specific Parameters
    o	Commands
    	Client Game
    	AI/Routing/Actor stuff
    	Client
    	Game Module
    	Server
    	Sound
    	Network
    	Renderer
    	Input System
    	User Interface
    	File System
    	General / Common
    	Video System
    o	Coordinate System
    	Overview
    	Translation
    	Rotation
    o	CVAR DOCUMENTATION
    o	Description of Menus and Ingame Utils
    	Utilities
    	Menus
    o	Dialog System
    	Babble System
    	Lip Syncing
    o	Dumping Demo AVI
    	Before
    	For each demo
    	After each demo
    o	Event Spec Documentation
    	General
    	Event Formatting
    o	FAKK FAQ
    	Overview
    	Particle Systems (Ghost)
    	Renderer
    	UI
    	Func_Fulcrum
    	In-Game Camera System
    	In-Game Sound System
    	Portal Skies
    	Adjusting and setting the far clipping plane from script and the editor
    	Adding lensflares to objects from script
    	Making an entity static, ie part of the world geometry a.k.a. misc_model
    	Fullbright bits and how they work
    	Lighting preview in the editor
    o	Ghost Particle System
    	Overview
    	Example
    	Emitters
    	Controlling Emitters
    	Sprites
    	Testemitter
    o	Gibs
    	Spawngib
    	Attachmodel
    o	GUI Documentation
    	Layout Commands
    o	How to Make Weapons and Ammo
    	Server INIT General Weapon Commands
    	Server INIT Commands used for Projectile Weapon Models
    	Server INIT Commands used for Bullet Weapon Model
    	Server INIT Commands used for Projectile Models
    	Server Animation Commands for Weapon Models
    	INIT Commands for Explosion Models
    	INIT Commands for Ammo Models
    	Addition of States to the Player Statefile
    	Player Animation Commands for Weapons
    o	Inventory System Commands
    	Overview
    	Script Commands
    o	Items
    	Items in General
    	Health Items
    o	MAX2SKL Reference Guide
    	Overview
    	File Formats
    	SKB Files
    	SKA Files
    	Tags
    	Command Line Options
    o	Radiant Commands
    	Key Assignments
    	Camera Button Assignments
    	XY/XZ/YZ Button Assignments
    	Texture Button Assignments
    o	Quake 3 Arena: Shader Manual with FAKK2 Additions
    	1) Introduction
    •	Shader File Location
    •	Shader and Texture Names
    •	Shader Keywords
    •	More Advanced Shader Concepts
    o	Surface Effects, Content Effects, and Deformation Effects
    o	Power Has a Price
    o	RGB Colour
    o	Normalization: a Scale of 0 to 1
    o	Colour Math
    o	Measurements
    o	Waveform Functions
    o	Waveform Properties
    •	A Basic Shader
    o	The Basic Shader Expanded
    •	A More Advanced Shader
    	2) General Shader Keywords
    •	Cull 
    •	DeformVertexes
    •	endif
    •	entityMergable
    •	fogonly
    •	fogparms
    •	if
    •	light
    •	nomipmaps
    •	nopicmip
    •	force32bit
    •	polygonOffset
    •	portal
    •	portalsky
    •	skyParms
    •	sort
    •	spriteGen
    •	spirteScale
    •	tessSize
    	3) Q3MAP Specific Shader Keywords
    •	Q3map_backshader
    •	Q3map_flare
    •	Q3map_globaltexture
    •	Q3map_lightimage
    •	Q3map_lightsubdivide
    •	Q3map_sun
    •	Q3map_surfaceLight
    •	Subdivisions
    •	surfaceAngle
    •	surfaceColor
    •	surfaceDensity
    •	surfaceLight
    •	surfaceparm
    o	alphashadow
    o	areaportal
    o	cameraclip
    o	detail
    o	fog
    o	ladder
    o	lava
    o	monsterclip
    o	nodamage
    o	nodraw
    o	nodrop
    o	noimpact
    o	nolightmap
    o	nomarks
    o	nosteps
    o	nonsolid
    o	origin
    o	playerclip
    o	ricochet
    o	sky
    o	slick
    o	slime
    o	structural
    o	trans
    o	water
    •	Surface Types
    	4) Editor Instructions
    •	Qer_editorimage
    •	Qer_nocarve
    •	Qer_trans
    	5) Stage Specific Keywords
    •	alphaFunc
    •	alphaGen
    •	animMap
    •	BlendFunc
    o	Source Blend
    o	Destination Blend
    o	Doing the Math: The Final Results
    o	Default Blend Function
    o	Technical Information/Limitations Regarding Blend Models
    o	blendFunc Example 1
    o	blendFunc Example 2
    o	blendFunc Example 3
    •	ClampTexCoords
    o	Proper Allignment
    o	Avoiding Distortion
    •	depthFunc
    •	depthWrite
    •	detail
    •	map, clampmap
    o	$lightmap
    o	$whiteimage
    •	Nextbundle
    •	noDepthTest
    •	rgbGen
    •	tcGen, texgen
    •	tcMod
    	6) Script Shader Manipulation
    •	Script Commands
    o	Sound System
    	Adding a looping sound
    	Adding a sound
    	Sound0.txt
    o	TIKI Model System
    	The TAN File
    	General Guidelines
    	The TIK File
    	TGA Files
    	Utilities
    	Testing TIKI Models
    	Older testing commands
    o	TIKI QuakeEd Specs
    •	FoxTrot
    o	Ascii Tutorial
    •	Gary Simmons (Mr. Gamemaker)
    o	Binary Space Partitioning (BSP) Tutorial Part I
    	Introduction
    	What is a BSP Tree?
    	How do they Work
    	Making a Solid Tree
    	Solid BSP Tree? What’s the Difference?
    	Other Benefits of a Solid BSP Tree
    	A Slight Diversion – Setting up the Geometry for our BSP Demo
    	Setting up the Polygons ready for Compilation
    	Let’s Build a BSP Compiler Function
    	How do we Choose the Best Splitter
    	What is the Balance of a Tree?
    	The BuildBSPTree Function
    	Splitting a Polygon with a Plane
    	We have a BSP Tree but how do we Render it?
    	Line of Sight and Collision Detection
    o	Binary Space Partitioning (BSP) Tutorial Part II
    	Introduction
    •	What is a LEAF BSP Tree?
    •	What is a “SOLID LEAF BSP Tree”?
    •	Rendering the Tree with a PVS and Z-Buffer
    •	Zero Run Length What?
    •	Creating a Solid Leaf BSP Compiler
    •	Memory Allocation
    •	Memory and Speed Considerations
    	Coding the Solid Leaf BSP Tree Compiler
    •	Globals
    	The ‘BuildBSPTree Function’: The Heart of the Compiler
    	BuildBSPTree Function
    	The ‘Select Best Splitter’ Function
    	IncreaseNumberOf….?
    	ClassifyPolygon Changes from Part I
    	Split Polygon
    	We have Compiled Solid Leaf BSP Tree. What’s Next?
    	Rendering a Leaf (A detailed look at the ‘DrawTree’ function)
    	Creating a PVS for the Solid Leaf Tree
    •	What is a Portal?
    	Portal Generation
    •	Building a Portal
    •	Creating the Initial Portal at Each Node
    	The ‘Clip Portal’ Function (Pretty Scary)
    •	Support Function: RemovePortalFromList & CheckDuplicatePortal
    	We have the Portals. Can we calculate our PVS now please?
    	What the hell is an Anti-Penumbra. Is it Uncle Penumbra’s Wife?
    •	Creating an Anti-Penumbra
    	A Few Last Things Before We Code
    	The ‘CalculatePVS’ Function
    	The ‘RecursePVS’ Function
    	The ‘ClipToAntiPenumbra’ Function
    	Compressing the PVS using ‘Zero Run Length Encoding’
    	WOW! We Have Finished Our PVS Calculator
    	Frustum Culling Axis Aligned Bounding Boxes
    •	Extracting the Frustum Planes
    •	Culling the AABB’s From the Frustum
    	Saving and Loading the Compiled BSP Tree
    	I do not want to use a Zuffer. I want to use the BSP Tree for Back to Front Sorting
    	Illegal Geometry
    	WorldGen LE (World Editor Package)
    •	General_DisArray
    o	Liberation Tutorial
    	Spawnpoint
    	Jail Cell Door
    	Jail Door Opening Angles
    	Alarm
    	Switches and Triggers
    	Cinematics
    	Scripting
    	Testing
    •	GitHub MOHTools
    o	HUD Scripting Reference
    	Description
    	Commands Summary
    o	MOHAA Scripting Reference
    	Syntax Summary
    	Automatically Started Scripts
    	Threads
    •	Methods of creation of threads
    	Predefined Object References
    	Selft_object
    	Switch (selection) statement
    	If (conditional) statement
    	Arithmetic Binary Operators
    	While statement
    	For statement
    	Vectors (Coordinates)
    	Targetname Operator $
    	Variables
    	Arrays
    	Automatic casting
    	Accessing characters of a string
    o	Q3 .map Structure
    	A Simple Map
    •	Structure
    •	Entity definition
    •	Brush definition
    o	Shaders
    	In-Game Surface Types
    o	Textures
    	Usage of Texture
    	Material Types
    	Level Reference
    •	Hobbs
    o	How to create a scope (using PSP)
    o	Nade Tutorial (using PSP)
    •	Hubas
    o	Terrain making with EasyGen
    	Setup
    	Creating the mesh
    	Creating the Alpamap
    	Exporting
    •	J.M.P. van Waveren
    o	The Quake 3 Arena Bot – Thesis
    	Abstract
    	Acknowledgements
    	1. Introduction
    •	1.1 Quake 3 Arena
    •	1.2 Artificial Player
    •	1.3 Cognitive Model
    •	1.4 Domain Knowledge
    •	1.5 Knowledge Acquisition
    •	1.6 Bot Behaviour
    •	1.7 Perfect Simulation vs. Enjoyable Opponent
    •	1.8 Generic vs. Map Specific Knowledge
    •	1.9 Overview
    	2. Requirements
    	3. Background
    •	3.1 Robots
    •	3.2 Path Finding
    •	3.3 Finite State Machine
    •	3.4 Fuzzy Logic
    •	3.5 Neural Networks
    •	3.6 Expert Systems
    •	3.7 Generic Algorithms
    	4. Related Work
    •	4.1 FPS Games & AI
    •	4.2 Previous Work
    o	4.2.1 Omicron Bot
    o	4.2.2 Gladiator Bot
    	5. Bot Architecture
    •	5.1 Layered Architecture
    •	5.2 Information Flow
    •	5.3 Structure of Game Engine
    	6. Area Awareness System
    •	6.1 AAS
    •	6.2 Creating Areas
    •	6.3 Environment Sampling
    •	6.4 Reachability
    •	6.5 Routing
    •	6.6 Entities
    	7. Basic Actions
    •	7.1 Human and Bot Input Interface
    •	7.2 Actions
    	8. Bot Characters
    •	8.1 Characters
    •	8.2 Characteristics
    	9. Bot Decisions & Preferences
    •	9.1 Fuzzy Logic
    •	9.2 Representation
    •	9.3 Preferences
    •	9.4 Genetic Selection
    	10. Bot Chats
    •	10.1 Communication with Text
    •	10.2 Interpreting Text Sentences
    •	10.3 Initiating Chats and Eliza Chats
    •	10.4 Chat Reasoning
    	11. Bot Goals
    •	11.1 In-Game Goals
    •	11.2 Short Term Goals
    •	11.3 Long Term Goals
    	12. Bot Navigation
    •	12.1 Moving towards a Goal
    •	12.2 Moving in a Direction
    	13. Bot Fighting
    •	13.1 Acquiring an Enemy
    •	13.2 Using Weapons
    •	13.3 Movement
    	14. Obstacles and Puzzles
    •	14.1 Obstacles
    •	14.2 Solving Puzzles
    	15. AI Network
    •	15.1 The Network
    •	15.2 The Nodes
    	16. Bot Commands
    •	16.1 Interpreting Chat Messages
    •	16.2 Commands
    •	16.3 Questions
    	17. Team AI
    •	17.1 Individual Team AI
    •	17.2 Team Leader
    	18. Implementation & Tests
    •	18.1 Implementation
    •	18.2 Bot Characters
    •	18.3 AAS & Maps
    •	18.4 AAS Visualisation
    	19. Conclusion
    •	19.1 Bots
    •	19.2 AAS
    •	19.3 Future Directions
    	20. References
    •	20.1 Books and Articles
    •	20.2 Websites
    •	20.3 Previous Work
    	A. Quake 3 Arena
    •	A.1 Getting About
    •	A.3 Environmental Hazards
    •	A.4 Structural Systems
    •	A.5 Weapons
    •	A.6 Items & Powerups
    •	A.7 Deathmatch
    •	A.8 Teamplay
    •	A.9 Capture the Flag
    	B. Bots
    	C. Terms & Abbreviations 
    •	JCBDigger
    o	How to play Co-Op
    	What is Co-Op play?
    	What do I need?
    	How do I install files?
    	What do I do now it’s installed?
    	I want to run the server, what do I do?
    	I am going to be one of the clients, what do I do?
    	FAQ
    o	How to get Co-Op to work
    	What is Co-Op play?
    	What needs to be done?
    	Which version of MOHAA will I need?
    	What files do I need to modify?
    	How do I get characters to fire back?
    	How do I get sound to work?
    	What do I need to change in the .scr file?
    	How do I find individual characters or objects in an existing map?
    	How do I reference an individual character in my script?
    	How do I reference the players in my script?
    	How do I display messages on the players screen?
    	Why do I get ‘Need Localisation’ errors in the console?
    	Where do I put my code?
    	How can I make the levels easier to start?
    	Can I use DM Maps for Co-Op?
    o	MOHAA Scripting
    	Scripts
    	Entities
    	Basic Syntax
    	Predefined object references
    	Vectors
    	Examples
    	List of Useful Items
    	Model Actions
    	Random
    	Detect a Null or Uninitialized Variable
    	Arrays
    	Cast Variables
    	Console String to Integer
    	Join Integer to a string
    	Print Text
    	How to get a lift/elevator to work
    	Example Script Files
    	Types of Attack
    	Weapon Names
    	Loadout.scr
    	$player
    	$world
    	Setting parameters
    	Getting parameters
    	While()
    	If()
    •	Jeff Lee
    o	Face Skinning Tutorial
    	Materials Needed
    	Getting the Image
    	Setting up your Template
    	The Side of the Head
    	The Front of the Head
    	Using the Skin File
    	Creating the PK3 File
    	FAQ
    •	Joel Anderson
    o	View Space Linking, Solid Node Compressions and Binary Space Partitioning for Visiblity Determination in 3D walk-throughs
    	1) Introduction
    •	Background of the Study
    •	The Significance of the Study
    •	Purpose of the Study
    •	Research Questions
    •	Definition of Terms
    	2) Literature Review
    •	Graphics Performance Techniques
    •	Similar Studies
    	3) Quake Engines
    •	Quake 1
    •	GLQuake and Quake 2
    •	Quake 3
    	4) BSP Tree Implementation
    •	General BSP Tree
    •	BB BSP Trees
    •	PVS BSP Trees
    	5) Materials and Methods
    •	Target Market
    •	Design and Procedure
    •	Software Used
    •	Data Analysis
    •	Limitations
    	6) Implementation Specifics
    •	Compilation
    •	Runtime
    	7) View Space Linking
    •	Link Generation
    •	Rendering VSL
    •	Other
    	8) Solid Node Compression
    •	Tree Compression
    •	Tree Traversal
    	9) Hardware Occlusion Culling
    •	The Queues
    •	Frame-to-Frame Coherency
    	10) Combining View Space Linking, Solid Node Compressions and Hardware Occlusion Culling
    •	Traversal
    •	Collision Detection
    •	Occlusion
    	11) Findings
    •	Polygons Rendered
    •	Performance
    •	Other points of interest
    	12) Conclusion – The Future
    	13) Reference List
    	A) List of Abbreviations
    	B) Quake Clone BSP Engines
    	C) Algorithms
    •	Portals
    •	Quadtrees/Octrees
    •	KD-trees
    •	Zero Run Length Encoding
    	D) Compiler Sample Code (C++)
    •	Class Properties
    •	Polygon Classification
    •	Polygon Intersection
    •	Computing the Plane
    •	Determining if a Polygon is Small
    •	Plane Spanning Polygon
    •	Split
    •	Trim
    •	Portal Generation
    •	Zero Run Length Encoding
    •	Link Generation
    •	Mark Leaf
    •	PVS Generation
    •	Solid Node Compression
    	E) Engine Sample Code (D)
    •	Class Properties
    •	View Frustum Culling
    •	Collision Detection
    •	Marked BB BSP tree Traversal
    •	Render Linked BSP tree
    •	Mark Small Containers
    •	Solid Node Compression
    •	Occlusion Culling
    	F) Examples
    •	General BSP tree Compilation
    •	General BSP tree at Runtime
    •	BB BSP tree Compilation
    •	Runtime BB BSP tree
    •	Solid BSP tree Compilation
    •	Portal Creation
    •	Anti-penumbra Portal Culling
    	G) Using the demo
    •	The Compiler
    •	The Engine
    	H) Definition of Terms
    	Glossary
    •	Joshua Muheim
    o	Milkshape Tutorial #5 – Knee to Foot
    o	Milkshape Tutorial #6 – Upper Body
    o	Milkshape Tutorial #9 – Animation Basics
    o	Milkshape Tutorial #10 – Skeleton With Bones
    o	Milkshape Tutorial #11 – Assign Mesh to Bones
    o	Milkshape Tutorial #12 – Animating a Walk Cycle
    •	Judge
    o	Adding Gas and a Gasmask
    •	Jv_map
    o	Thread Viewer
    o	Multiplayer Bots Manual
    	1 Introduction
    •	1.1 Preface
    •	1.2 Bots Compatibility
    •	1.3 Under Construction
    	2 Console Commands
    •	2.1 Add Bots
    •	2.2 Kick Bots
    •	2.3 Shutdown
    •	2.4 Restart
    •	2.5 Status
    •	2.6 Skill Level
    •	2.7 Team Avatars
    •	2.8 Force Models
    •	2.9 Bot Name Prefix
    •	2.10 Script Loop Delay
    •	2.11 Disallow Bots
    •	2.12 Read-Only Variables
    	3 Bots In Your Maps
    •	3.1 Adding Bot Spawn Points
    •	3.2 Creating Spawn Templates
    	4 Pathnodes
    •	4.1 Navigation Nodes
    •	4.2 Cover Nodes
    •	4.3 Debugging Nodes
    o	4.3.1 Debug Tools
    o	4.3.2 Erroneous Nodes
    o	4.3.3 Run-Time Errors
    	5 Bombs
    •	5.1 Introduction
    •	5.2 Insert a Bomb
    •	5.3 Bots and Bombs
    o	5.3.1 Plant Node
    o	5.3.2 Defenders
    o	5.3.3 Making Bots Look Smart
    o	5.3.4 Script File
    	6 Machineguns
    •	6.1 Setting up the Turret
    o	6.1.1 The Weapon
    o	6.1.2 Navigation Info
    o	6.1.3 Gun Trigger
    •	6.2 Spotters
    •	6.3 Turret Options
    o	6.3.1 Gunner Info
    o	6.3.2 Fire in Bursts
    o	6.3.3 Accuracy
    o	6.3.4 Reloading
    	7 Special Locations
    •	7.1 Sniper Nodes
    •	7.2 Camper Nodes
    	8 Routes
    •	8.1 Route Nodes
    •	8.2 Routelists
    •	8.3 Special Actions
    o	8.3.1 Ladders
    	9 Finishing Bots
    •	9.1 Script File
    •	9.2 Known Bug
    •	9.3 Releasing Your Map
    o	9.3.1 Future Bot Paks
    	10 Advanced Bot Setup
    •	10.1 Task Priorities
    •	10.2 Weapon Priorities
    •	10.3 Timelimit
    •	10.4 Roundstart
    •	10.5 Disabling Console Support
    o	Bot Changelog
    o	Bots FAQ
    •	Kalahad
    o	Tank Tutorial
    	Make a Room
    	Make a Tank
    	Make a Path for the Tank
    	Collision Mask
    	Trigger
    	Scripting
    	The Sounds
    •	Kalti
    o	Rocking of a Boat
    •	Kenneth Finney
    o	3D Game Programming All In One
    	1) Introduction to 3D Game Development
    •	The Computer Game Industry
    o	3D Game Genres and Styles
    o	Game Platforms
    o	Game Developer Roles
    o	Publishing Your Game
    •	Elements of a 3D Game
    o	Game Engine
    o	Scripts
    o	Graphical User Interface
    o	Models
    o	Textures
    o	Sound
    o	Music
    o	Support Infrastructure
    •	The Torque Game Engine
    o	Descriptions
    o	Using Torque in This Book
    o	Moving Right Along
    	2) Introduction to Programming
    •	UltraEdit-32
    o	Program Setup and Configuration
    o	Setting Up Projects and Files
    o	Search and Replace
    o	Find in Files
    o	Grep
    o	Bookmarks
    o	Macros
    o	UltraEdit Review
    •	Controlling Computers with Programs
    •	Programming Concepts
    o	How to Create and Run the Example Programs
    o	Hello World
    o	Expressions
    o	Variables
    o	Operators
    o	Loops
    o	Functions
    o	Conditional Expressions
    o	Branching
    o	Debugging and Problem Solving
    o	Best Practices
    •	Moving Right Along
    	3) 3D Programming Concepts
    •	3D Concepts
    o	Coordinate Systems
    o	3D Models
    o	3D Shapes
    •	Displaying 3D Models
    o	Transformation
    o	Rendering
    o	Scene Graphs
    o	3D Audio
    •	3D Programming
    o	Programmed Translation
    o	Programmed Rotation
    o	Programmed Scaling
    o	Programmed Animation
    o	3D Audio
    •	Moving Right Along
    	4) Game Programming
    •	Torque Script
    o	Strings
    o	Objects
    o	DataBlocks
    •	Game Structure
    •	Server versus Client Design Issues
    •	Common Functionality
    •	Preparation
    •	Root Main
    •	Control Main
    •	Initialization
    •	Client
    •	Server
    •	Player
    •	Running Emaga4
    •	Moving Right Along
    	5) Game Play
    •	The Changes
    o	Folders
    o	Modules
    •	Control Modules
    o	Control/main.cs
    •	Client Control Modules
    o	Control/client/client.cs
    o	Control/client/interfaces/menuscreen.gui
    o	Control/client/interfaces/playerinterface.gui
    o	Control/client/interfaces/splashscreen.gui
    o	Control/client/misc/screens.cs
    o	Control/client/misc/presetkeys.cs
    •	Server Control Modules
    o	Control/server/server.cs
    o	Control/server/players/player.cs
    o	Control/server/weapons/weapon.cs
    o	Control/server/weapons/crossbow.cs
    o	Control/server/misc/item.cs
    •	Running Emaga5
    •	Moving Right Along
    	6) Network
    •	Direct Messaging
    o	CommandToServer
    o	CommandToClient
    o	Direct Messaging Wrap-Up
    •	Triggers
    o	Area Triggers
    o	Animation Triggers
    o	Weapon State Triggers
    o	Player Event Control Triggers
    •	GameConnection Messages
    o	What GameConnection Messages Do
    o	Specifics
    •	Finding Servers
    o	Code Changes
    o	New Modules
    •	Dedicated Server
    o	Root Main Module
    o	Control—Main Module
    o	Control—Initialize Module
    •	Testing Emaga6
    •	Moving Right Along
    	7) Common Scripts
    •	Game Initialization
    •	Selected Common Server Modules
    o	The Server Module
    o	The Message Module
    o	The MissionLoad Module
    o	The MissionDownload Module
    o	The ClientConnection Module
    o	The Game Module
    •	Selected Common Code Client Modules
    o	The Canvas Module
    o	The Mission Module
    o	The MissionDownload Module
    o	The Message Module
    •	A Final Word
    •	Moving Right Along
    	8) Introduction to Textures
    •	Using Textures
    •	Paint Shop Pro
    o	Installing Paint Shop Pro
    o	Getting Started
    o	Working with Files
    o	Paint Shop Pro Features
    •	Moving Right Along
    	9) Skins
    •	UV Unwrapping
    •	The Skin Creation Process
    •	Making a Soup Can Skin
    o	The Soup Can Skinning Procedure
    o	Testing the Soup Can Skin
    •	Making a Vehicle Skin
    o	The Dune Buggy Diversion
    o	Testing the Runabout Skin
    •	Making a Player Skin
    o	The Head and Neck
    o	Hair and Hands
    o	The Clothes
    o	Trying It on for Size
    •	Moving Right Along
    	10) Creating GUI Elements
    •	Controls
    o	GuiChunkedBitmapCtrl
    o	GuiControl
    o	GuiTextCtrl
    o	GuiButtonCtrl
    o	GuiCheckBoxCtrl
    o	GuiScrollCtrl
    o	GuiTextListCtrl
    o	GuiTextEditCtrl
    •	The Torque GUI Editor
    o	The Cook’s Tour of the Editor
    •	Moving Right Along
    	11) Structural Material Textures
    •	Sources
    o	Photography
    o	Original Work
    •	Scaling Issues
    •	Tiling
    •	Texture Types
    o	Irregular
    o	Rough
    o	Pebbled
    o	Woodgrain
    o	Smooth
    o	Patterned
    o	Fabric
    o	Metallic
    o	Reflective
    o	Plastic
    •	Moving Right Along
    	12) Terrains
    •	Terrains Explained
    o	Terrain Characteristics
    o	Terrain Data
    •	Terrain Modeling
    o	Height Maps
    o	Terrain Cover
    o	Tiling
    •	Creating Terrains
    o	The Height-Map Method
    o	Applying Terrain Cover
    •	Moving Right Along
    	13) Introduction to Modeling with MilkShape
    •	MilkShape 3D
    o	Installing MilkShape 3D
    o	The MilkShape 3D GUI
    o	Navigating in Views
    o	View Scale and Orientation
    o	The Soup Can Revisited
    o	Menus
    o	The Toolbox
    o	The Preferences Dialog Box
    •	UVMapper
    o	The File Menu
    o	The Edit Menu
    o	The Help Menu
    o	UV Mapping
    •	Moving Right Along
    	14) Making a Character Model
    •	Modeling Techniques
    o	Shape Primitives
    o	Incremental Polygon Construction
    o	Axial Extrusion
    o	Arbitrary Extrustion
    o	Topographical Shape Mapping
    o	Hybrids
    •	The Base Hero Model
    o	The Head
    o	The Torso
    o	Matching the Head to the Torso
    o	The Legs
    o	Integrating the Legs to the Torso
    o	The Arms
    o	Integrating the Arms to the Torso
    •	The Hero Skin
    •	Character Animation
    o	Animating Characters in Torque
    o	Building the Skeletin
    o	Rigging: Attaching the Skeleton
    o	Exporting the Model for Torque
    •	The Torque DTS Exporter for MilkShape
    o	The Torque Game Engins (DTS) Exporer Dialogue Box
    o	Special Materials
    o	Animation Sequences
    •	Moving Right Along
    	15) Making a Vehicle Model
    •	The Vehicle Model
    o	The Sketch
    o	The Model
    •	The Wheels
    •	Testing Your Runabout
    •	Moving Right Along
    	16) Making Weapons and Items
    •	The Health Kit
    o	The Model
    o	Testing the Health Kit
    •	A Rock
    o	Testing the Rock
    •	Trees
    o	The Solid Tree
    o	Testing the Solid Tree
    o	The Billboard Tree
    o	Testing the Billboard Tree
    •	The Tommy Gun
    o	Making the Model
    o	Skinning the Tommy Gun
    o	Testing the Tommy Gun
    o	The Tommy Gun Script
    •	Moving Right Along
    	17) Making Structures
    •	Installing QuArK
    o	Using the Installer
    o	Configuration
    •	Quick Start
    •	Building Bridges
    •	Building a House
    •	Moving Right Along
    	18) Making the Game World Environment
    •	Skyboxes
    o	Creating the Skybox Images
    o	Adjusting for Perspective
    •	The Sky Mission Object
    •	Cloud Layers
    o	Cloud Specifications
    o	Cloud Textures
    •	Fog
    •	Storms
    o	Setting Up Sound
    o	Storm Materials
    o	Lightning
    o	Rain
    o	A Perfect Storm
    •	Water Blocks
    •	Terraforming
    •	Moving Right Along
    	19) Creating and Programming Sound
    •	Audacity
    o	Installing Audacity
    o	Using Audacity
    o	Audacity Reference
    •	OpenAL
    •	Audio Profiles and Data Blocks
    o	Audio Descriptions
    o	Trying it Out
    •	Koob
    •	Moving Right Along
    	20) Game Sound and Music
    •	Player Sound
    o	Footsteps
    o	Utterances
    •	Weapon Sounds
    •	Vehicle Sounds
    •	Environmental Sounds
    •	Interface Sounds
    •	Music
    •	Moving Right Along
    	21) Creating the Game Mission
    •	Game Design
    o	Requirements
    o	Constraints
    o	Koob
    •	Torque Mission Editor
    o	World Editor
    o	Terrain Editor
    o	Terrain Terraform Editor
    o	Terrain Texture Editor
    o	Mission Area Editor
    •	Building the World
    o	Particles
    o	The Terrain
    o	Items and Structures
    •	Moving Right Along
    	22) The Game Server
    •	The Player-Character
    o	Player Spawning
    o	Vehicle Mounting
    o	The Model
    o	Server Code
    •	Vehicle
    o	Model
    o	Datablock
    •	Triggering Events
    o	Creating Triggers
    o	Scoring
    •	Moving Right Along
    	23) The Game Client
    •	Client Interfaces
    o	MenuScreen Interface
    o	SoloPlay Interface
    o	Host Interface
    o	FindServer Interface
    o	Chatbox Interface
    o	MessageBox Interface
    •	Client Code
    o	MenuScreen Interface Code
    o	SoloPlay Interface Code
    o	Host Interface Code
    o	FindServer Interface Code
    o	Chatbox Interface Code
    o	MessageBox Interface Code
    •	Game Cycling
    •	Final Change
    •	Moving Right Along
    	24) The End Game
    •	Testing
    o	Basics
    o	Regression
    o	Play Testing
    o	Test Harnesses
    •	Hosted Servers
    •	Dedicated Servers
    •	FPS Game Ideas
    •	Other Genres
    •	Modifying and Extending Torque
    •	Go For It
    	A) The Torque Game Engine Reference
    •	Torque Console Script Command Reference
    •	Torque Reference Tables
    	B) Game Development Resources on the Internet
    •	Torque-Related Web Sites
    •	Game Development Web Sites
    	C) Game Development Tool Reference
    •	Shareware and Freeware Tools
    o	Modeling
    o	Image Editing
    o	Programming Editing
    o	Audio Editing
    •	Retail Tools
    •	GNU General Public License
    	D) QuArK Reference
    •	The Map Editor
    •	Configuration Utility
    o	General
    o	Map
    •	Map2dif Reference
    •	List of Commands, CVARS & Settings
    o	Game Module Classes
    o	CVAR & CMD List
    o	CVAR Documentation
    o	CVAR List
    o	MOHAA SDK
    o	MOHAA Commands & Variables
    	Concepts
    •	File Locations
    	Command List
    •	Sorted by Usage
    •	Unsorted List
    	RCON
    	CVARS
    •	Notes
    	Entities
    	PAK File Contents
    	Map file names
    •	Magna Carta
    o	Gear Adding Tutorial
    o	In-Game Head Guide
    o	Skinning Guide
    	Introduction
    	Skin Composition
    	Finding the basis for a skin
    	Making the skin
    	Editing the skin
    	Adding Equipment
    	Problem Shooting
    •	Manstein
    o	Style Guide Vol. I: Bunkers
    o	Style Guide Vol. II: Houses
    •	Manuals
    o	CK Autokick
    	Requirements
    	Installation
    	What is Autokick?
    	What’s New
    	Server Setup
    	Server Statistics
    	Server Commands
    	Console
    	Player List
    	Quick Settings
    	Status Bar
    	Announcements
    	Tolerances
    	Settings
    	Assistance/Questions
    	Known Bugs
    o	Dedicated Server Setup
    	Launching a Dedicated MOHAA Server
    	Server Time Out
    	FAQ
    o	Delator
    	Delator 2.0 & 3.0 Help File
    o	MOHAA Counter Intelligence
    	What’s New
    	System Requirements
    	Program Installation
    	Getting Started
    	Preparing to run the program
    	Configuring CI
    	Configuring Remote CI
    	Disconnecting Remote CI
    	Assigning CI UDP ports
    	Enabling MAM Script Interface
    	Selecting Default Skins of the Day
    	Outgoing Messages
    	CI Status
    	Printing Player Info
    	Running CI
    	Sending Messages
    	Sending Commands
    	Execute Configuration Files
    	MAM Script Commands (Server)
    	Manipulating Players
    	Multi Player Commands
    	Other Features
    	Tools
    	How the skin scan works
    	Match Watch
    	Multi Server Support
    	Using Remote
    	Contacting Programmer
    	Startup Problems
    o	MOHAAC
    	MOHAAC Ban List
    	MOHAAC Playback Config
    	MOHAAC Documentation
    o	Scapp
    	GsProtector Documentation
    	ProMod Documentation
    	Scapp-host Documentation
    	Scapp-rcon builder Documentation
    	Scapp-watchdog Documentation
    •	Mefy
    o	Mefys Gametype Addon Tutorial
    •	Mike Martin
    o	Quake 3 Smoothness Guide
    •	Milkshape 3D Team
    o	Milkshape 3D Help Guide
    	Introduction
    	Using Milkshape 3D
    •	Fundamentals
    •	Viewport Controls
    •	Menus
    •	Toolbox
    •	Keyframer
    	Essential Windows and Panels
    •	Model Statistics Window
    •	Texture Coordinate Window
    •	Message Panel
    •	Viewport Caption Panel
    •	Preferences Window
    •	About Window
    	Examples
    •	Extruding Faces
    •	Extruding Edges
    •	Turn Edge
    •	Grouping
    •	Applying a Texture
    •	Applying an Alphamap
    •	Reverse Vertex Order
    	Tutorials
    •	Beginners Guide
    •	Animation Tutorial
    •	Setting up the Skeleton
    •	Assigning Vertices to Bones
    •	Creating a Walk Animation
    	Appendices
    •	FAQ
    •	Supported File Formats
    •	3D Theory & Practice
    •	Help Credits
    •	Help Me Help You
    o	Introduction to 3D Files with the help of MilkShape 3D (In German)
    o	A5 GameStudio MDL Export Tutorial
    	If you have more than one group
    	Gun Layout
    	Changing Skins
    o	How to use Spherify
    	Purpose
    	Box
    	Cylinder
    o	How to use Transparency
    	Purpose
    	How to make a transparent material
    	How to use the different transparency modes
    o	Max Payne KF2, KFS, SKD import & export
    	Purpose
    	Extracting the Max Payne Files
    	Importing Max Payne Files
    	Exporting Max Payne Files
    	Creating a Custom Player Model
    	Final Words
    o	MilkShape 3D Exporting to Quake III Arena MD3 (Starter Tutorial)
    	How to create a tag
    	Creating a MD3 export control file
    o	Recording AVI with MilkShape 3D
    	Before you record
    	Recording Setup
    	Last Words
    o	Unreal Tournament 2003 Support for MilkShape 3D
    	Introduction
    	Making a Player Model
    	Tips & Tricks
    	Getting the Model into the Game
    o	Unreal Tournament Skeletal System Exporter
    	Purpose
    	Project Setup
    	Starting with the Skeleton
    	Attaching the Model to the Skeleton
    	Skinning
    	Team Skins
    	Face Skin
    	Exporting
    	Creating a Texture Package
    	Playing UT
    o	Viewpoint Experience Technology Exporter
    	Exporting your model to VET Tool
    	Using the VET Tool for MilkShape 3D
    	Exporting the MTX/MTS pair
    	Exporting HTML
    	Templates
    	Final Words
    •	ModTheater Tuts
    o	Creating a Door
    o	Globalwidgetcommand for Serverside UI
    o	Handgun Tutorial – Polygon in 3DSMax
    o	Mapping Basics – One Room Map
    o	MOH Script Syntax Summary
    o	Multiple Custom Textures
    o	Weapon Modding Tutorial
    o	HTM (Saved) Pages
    	Latest News on MOHAA Model Plugins
    	Modelling Tutorials
    	MOH, PK3 Analysis
    	MOHAA Model Skeletons (How they work)
    	MOHAA Unwrapped – Debugging, menus, commands and variables
    	SKL_2_SKX.exe information
    	Tut for Mike’s Torso
    	Tutorial – Putting New Guns In-game by Godsmack
    o	Coordinates
    	Coord Question
    	Help placing objects on maps (viewpos)
    	How do mohaa coords work
    	Maps seem much bigger
    	Spawn Object
    	Whereami
    •	MOH SDK Documents
    o	Client & Special Effect Reference
    	Particles and Emitters
    	Client Commands References
    	Client Game Classes
    o	General Reference
    	Terrain System Reference/Editing Manual
    	Radiant Feature List
    	Design FAQ
    o	Introduction
    	Getting Started Tutorial (Building a Room)
    •	Intro to brushes and the camera
    •	Hollowing a room
    •	Adding a player start and a light
    •	Compiling and playing
    o	Server & Game Reference
    	Coordinate System Documentation
    	Misc Script Documentation
    •	Script Syntax Summary
    •	Moveanim Commands
    •	Anim attached commands
    •	Model Surface Script Control
    •	PlayerSpawn Stuff
    •	Camera Tutorial
    •	Description of the use of Huddraw set of script commands
    •	Scripting Objectives
    •	Mission Briefing Tutorial
    •	Awarding Medals
    •	Giving and Taking Stuff from the Player
    •	Gun Turrets
    	AI Tips
    •	Pathnode Flags
    •	AI Parameters
    •	Leash
    •	Enemy Selection
    •	How AI Initially Sees An Enemy
    •	Making AI Look Smart
    	Game Commands & Variables
    	Game Classes
    o	Tutorials
    	AI Tutorial
    •	Rendezvousing with your allied soldiers
    •	Your first enemy encounter and destroying the Flak88
    •	Setting up an MG-42 gunner and making 2 enemies jump out of a truck
    	Decal Tutorial
    	Driving Tutorial 1
    	Driving Tutorial 2
    	Exploder Tutorial
    	Manvis Tutorial
    •	What is Manvis?
    •	Why Should I use Manvis?
    •	Practical Examples
    •	How Do I Set Up Manvis?
    •	Problems With This Setup
    •	Other Tips and Suggestions
    •	The Vis Derived Option
    	Riding Tutorial
    	TOW (Tug-of-War) Tutorial
    o	UI Reference
    	GUI Documentation
    	Client Classes
    o	Worldspawn Key Values
    •	MPowell1944
    o	Flak 88 Tutorial
    o	Light Switch Tutorial
    o	Working Fan Tutorial
    •	Mr. Jingle
    o	Blood Modding Tutorial
    	Introduction
    	Images
    	Shader Files
    	TIKI Files
    	Packing with PakScape
    •	Nemesis
    o	Extra Tutorials
    	Making an Avatar
    	Skinning
    o	Single Player Maps
    	Sound for your Single Player map
    	Make a Single Player AI
    	Flak88 Gun Shooting At You
    o	Objective Maps
    	Blow up the Flak Cannon
    o	Intro
    	Configuring MBuilder
    	Installing MOHRadiant
    	PakScape Tutorial
    	Setting up EasyGen
    	Setting up MOHRadiant
    	Shortcut keys and mouse functions in Q3Radiant
    	Where to save map
    o	Novice
    	Applying Textures
    	Basic Room
    	Lights
    	Player Start
    	Rotating Door
    	Sky Boxes
    o	One Step Up
    	Ladders
    	Lighting up a Light Bulb
    	Water
    	Adding nice pictures to Walls
    	Detailed Brush’s and Cut vis Compile Time
    	Make Destroyed Walls
    	Making 2 Rooms and a Hall
    	Miter your corners
    	Spawn Points
    	Stop Walking Through Models
    o	Intermediate
    	Ambient Light
    	Bending a Brush
    	LOD Terrain
    	Sunflares
    	Turret Gun
    	Windows
    	Destroyed Walls (Advanced)
    	L Shaped Roof
    	Photoshop Tutorial for Terrain Picture
    	Terrain (with EasyGen)
    o	Advanced – Scripting
    	Adding a flying plane
    	Blow up and cause damage
    	Custom Load Screen
    	Custom Textures
    	Multiplayer AI
    	Music for Map
    	Plane Sound
    	Random Explosions
    	See through windows
    	Blow stuff up
    	Destroying Walls & Blocks
    	Fog
    	Make a .scr for your map
    	Sound to explosion
    o	Allies breached the perimeter script
    o	Mapping Definitions
    o	Mapping FAQ
    •	Nick
    o	Radiant Tips
    	The Basics
    	Lights
    	Spawn Points
    	Basic Room
    	How to test map
    	Sky
    •	Other
    o	Compile Errors
    o	Get rid of mysterious light leaks
    o	How to make a Minefield
    o	Mapping FAQ
    o	MOH Read-Me Template
    o	Trying to get a moving U-Boat
    •	Paul Jaquays
    o	GtkRadiant Editor Manual
    	Preface
    	Introduction
    	Minimum System Requirements
    •	Minimum System
    •	Recommended System
    •	What doesn’t work (well).. and how to fix it
    	Installation & Set-Up
    •	Installing the Editor
    •	Setting up Paths
    •	Improving Performance
    •	Setting up Preferences
    o	Global
    o	Interface
    o	Display
    o	Settings
    •	Project Settings
    •	Build Menu
    •	Setting up the Windows
    o	The Camera Window (CAM)
    o	Orthographic Window(s) – The Grid
    o	Colors
    	Entities and Assets
    •	What are Entities?
    •	What are Assets?
    •	Creating new Assests
    o	Creating Textures
    o	Creating Sounds
    o	Creating Models
    •	Making the .pk3 file
    o	My .pk3 file is HUGE! No one is downloading it!
    	Map-Building Basics
    •	Moving Around
    o	Moving in All Directions
    o	Flying through the Map
    o	Zoom with a View
    o	Jump to Location
    o	Moving the Maps Around
    •	Basic Construction Tutorial
    o	Quick & Dirty Steps to a SIMPLE room
    	Tools 1: Selecting and Deselecting
    •	Selecting Objects and Components
    •	Copying, pasting, cloning, deleting and prefabs
    •	Working with regions
    	Tools 2: Working with Brushes
    •	Geometry Brush Handling Tools
    o	Create New Brush
    o	Resize Brush
    o	Move Objects
    o	Mirror Objects
    o	Rotate Objects
    o	Arbitrary Rotation
    o	Arbitrary Scale
    o	Move Tool
    o	Rotate Tool
    o	CSG Operations
    o	Clipper
    o	Make Detail
    o	Make Structural
    o	Func_Group
    o	Find Brush
    •	Brush Menu Commands
    o	Poly-Sided Brushes
    o	Primitives
    •	Moving Selected Brushes
    o	Moving the Brush
    o	Nudging the Brush
    o	Snap Selection To Grid
    •	Efficient Brush Building Techniques
    o	Brush Construction
    o	Brush Counts
    o	Caulking
    o	Misc. Tips
    	Tools 3: Working with Curve Patches
    •	Curve Menu Commands
    o	Cylinder
    o	End Cap
    o	Bevel
    o	Cone
    o	Simple Patch Mesh
    o	Insert
    o	Delete
    o	Matrix
    o	Cap
    •	Patch Tool Bar
    o	Redisperse Patch Points
    o	CAP
    •	Moving Patches
    o	Moving Selected Curve Patch
    o	Nudging the Curve Patch
    o	Snap Selection To Grid
    	Tools 4: Working with Textures
    •	Texture Creation: Making new assets
    •	Texture Manipulation: Shader overview
    o	Shaders and Multi-Pass Texture Effects
    •	Texture Application: Texture Handling Tools
    o	View Textures
    o	Hide Unused
    o	Show All
    o	Surface Inspector
    o	Find / Replace
    o	Texture Lock
    o	Directory List
    o	Shaders
    o	Texture Directories
    o	Texture Shift Key Shortcuts
    o	Texture Rotate Key Shortcuts
    o	Texture Scaling Shortcuts
    •	Using Interactive Textures
    o	Texture Entities
    	Tools 5: Working with Entities
    •	The entity window
    o	Entity List
    o	Key Descriptions
    o	Check box Spawn Flags
    o	Active Properties
    o	Key & Value Fields
    o	Angle Buttons
    o	The Other Buttons
    •	Entity handling tools
    o	Escape
    o	Connect Entities
    o	Ungroup Entity
    o	Moving Selected Entity
    o	Nudging the Entity
    o	Changing Facing
    	Tools 6: Lights & Lighting
    •	Entity Lights
    •	Texture Lights
    •	“Sky” Lights
    •	Ambient Light
    	Tools 7: Misc. Commands
    •	Feedback & read-outs
    o	Cursor Coordinates
    o	Brush & Entity Counter
    o	Selection
    o	Origin
    o	Cursor Travel Distance
    o	Control Settings
    •	Viewing, seeing, not seeing, and hiding
    o	Toggle
    o	Camera
    o	Orthographic
    o	Show
    o	Hide/Show
    o	Show Brush/Patch Dimensions
    •	File management commands
    o	New Map
    o	Open
    o	Save
    o	Save As
    o	Save Selected
    o	Save Region
    o	Recent Maps
    •	Project
    •	Misc. Commands
    o	Map Info
    o	Entity List
    o	Preferences
    •	Opening Menus from the Keyboard
    	Tools 8: Compiling Maps
    •	The Build Menu
    	Tools 9: Debugging Maps
    •	The editor’s debug tools
    o	The Pointfile
    o	Next leak spot
    o	Previous leak spot
    o	Junk.txt
    o	Error Messages
    •	In-game Debug tools
    o	General Cheats
    o	General Toggle Binds
    o	Debug Mode: Logfile Creation
    o	GL_Showtris/R_Speeds/FrameCounter Toggle
    o	Lock the PVS Table
    o	MultiPass Texturing Toggle
    o	Turning Off Curves and Entities
    •	Curves, caulk, T-Junctions and cracks
    o	An Explanation of “Z-Fighting”
    o	An Explanation of T-Junction Cracks
    o	Avoiding T-Junction Cracks and Z-Fighting
    o	Finding and Fixing T-Junction Cracks and Z-Fighting
    •	A debug config
    	Appendix A: Glossary of Terms
    	Appendix B: Entity Descriptions
    •	Basic Key Information
    •	Ammo_* entities
    •	Func_* entities
    •	Holdable_* entities
    •	Info_* entities
    •	Item_* entities
    •	Light entity
    •	Misc_* entities
    •	Path_* entities
    •	Shooter_* entities
    •	Target_* entities
    •	Team_* entities
    •	Trigger_* entities
    •	Weapon entities
    •	Worldspawn entity
    	Appendix C: Bot Navigation Files
    •	Introduction
    •	Description
    •	Installation
    •	Usage
    •	Updating the entity lump
    •	Leaks
    •	Useful map information
    o	Map Boundaries
    o	Game Physics
    •	Optimizing a map for bspc compiling
    •	Entities & the navigation file
    o	Func_plat and Func_bobbing
    o	Cluster Portals
    o	“Do Not Enter” Areas
    o	Bot Control Entities
    •	Testing AAS files
    o	Solid Areas
    •	Version Changes
    	Appendix D: Tips, Tricks and Tutorials
    •	Making the death-fall sound
    •	Making a mirror
    •	Making a jump pad
    o	Lining Up the Pad Texture
    •	Making a launch pad
    •	Making a “Rocket Arena” style map
    •	Making an environment box
    •	Making a shooter
    	Appendix E: Online Resources
    •	News about the editor
    •	Editing tutorials
    •	Editing tools
    •	Prefab sources
    •	Texture sources
    •	Map object model sources
    •	Sounds
    •	FAQ
    •	Map reviews, general information
    	Appendix F: Default Key Shortcuts
    	Appendix G: Shortcut Keys and Mouse Functions
    •	Preface
    •	Introduction
    •	Shortcut Key List
    •	Mouse Function List
    o	Q3Radiant Editor Manual
    	Preface
    	Introduction
    	Minimum System Requirements
    •	Minimum System
    •	Recommended System
    •	What doesn’t work (well).. and how to fix it
    	Installation & Set-Up
    •	Installing the Editor
    •	Setting up Paths
    •	Improving Performance
    •	Setting up Preferences
    o	Optimizing Interface for
    o	Mouse
    o	Views / Rendering
    o	Camera
    o	Texturing
    o	New Functionality
    o	Game Path / Tool Settings
    •	The Project File
    o	New Project
    o	Load Project
    o	Changing the Project File
    •	Setting up the Windows
    o	The Camera Window (CAM)
    o	Entity/Texture/Console/Group Window
    o	Z-Axis Scale Window
    o	Map Window(s) – The Grid
    o	Colors
    	Entities and Assets
    •	What are Entities?
    •	What are Assets?
    •	Creating new Assests
    o	Creating Textures
    o	Creating Sounds
    o	Creating Models
    •	Making the .pk3 file
    o	My .pk3 file is HUGE! No one is downloading it!
    	Map-Building Basics
    •	Moving Around
    o	Moving in All Directions
    o	Flying through the Map
    o	Zoom with a View
    o	Jump to Location
    o	Moving the Maps Around
    •	Basic Construction Tutorial
    o	Quick & Dirty Steps to a SIMPLE room
    	Tools 1: Selecting and Deselecting
    •	The component handling tools
    •	Group component selections
    •	Copying, pasting, cloning, deleting and prefabs
    •	Working with regions
    	Tools 2: Working with Brushes
    •	Geometry Brush Handling Tools
    o	Create New Brush
    o	Move Geometry Brush
    o	Stretching the Brush
    o	Shrinking the Brush
    o	Flip Brush
    o	Rotate Brush
    o	Arbitrary Rotation
    o	Free Rotate in Map Window
    o	Drag
    o	Scale
    o	CSG Operations
    o	Clipper
    o	Make Detail
    o	Make Structural
    o	Func_Group
    o	Find Brush
    o	Brush Scripts
    •	Brush Menu Commands
    o	Poly-Sided Brushes
    o	Primitives
    •	Moving Selected Brushes
    o	Moving the Brush
    o	Nudging the Brush
    o	Snap Selection To Grid
    •	Efficient Brush Building Techniques
    o	Brush Construction
    o	Brush Counts
    o	Caulking
    o	Misc. Tips
    	Tools 3: Working with Curve Patches
    •	Curve Menu Commands
    o	Cylinder
    o	End Cap
    o	Bevel
    o	Cone
    o	Sphere
    o	Simple Patch Mesh
    o	Insert
    o	Delete
    o	Matrix
    o	Cap
    o	Overlay
    o	Thicken
    •	Patch Tool Bar
    o	Don’t Select Curved Brushes
    o	Show Patch Bounding Box
    o	Show Patches as Wireframe
    o	Patch Bend Mode
    o	Redisperse Patch Points
    o	CAP
    •	Moving Patches
    o	Moving Selected Curve Patch
    o	Nudging the Curve Patch
    o	Snap Selection To Grid
    	Tools 4: Working with Textures
    •	Brush Primitives: A new format
    •	Texture creation: Making new assets
    •	Texture manipulation: Shader overview
    o	Shaders and Multi-Pass Texture Effects
    •	Texture application: Texture Handling Tools
    o	View Textures
    o	Show in Use
    o	Show All
    o	Surface Inspector
    o	Find / Replace
    o	Texture Lock
    o	Load from List
    o	Shaders
    o	Flush
    o	Texture Window Scale
    o	Texture Directories
    o	Texture Shift Key Shortcuts
    o	Texture Rotate Key Shortcuts
    o	Texture Scaling Shortcuts
    •	Using Interactive Textures
    o	Texture Entities
    	Tools 5: Working with Entities
    •	The entity window
    o	Entity List
    o	Key Descriptions
    o	Check box Spawn Flags
    o	Active Properties
    o	Key & Value Fields
    o	Angle Buttons
    o	The Other Buttons
    •	Entity handling tools
    o	Connect Entities
    o	Ungroup Entity
    o	Moving Selected Entity
    o	Nudging the Entity
    o	Rotating Entities = BAD!
    o	Changing Facing = GOOD!
    o	Mass Rotations
    	Tools 6: Lights & Lighting
    •	Entity Lights
    •	Texture Lights
    •	“Sky” Lights
    •	Ambient Light
    	Tools 7: Misc. Commands
    •	Feedback & read-outs
    o	Z-Axis Layers
    o	Cursor Coordinates
    o	Brush & Entity Counter
    o	Selection
    o	Origin
    o	Cursor Travel Distance
    o	Control Settings
    •	Viewing, seeing, not seeing, and hiding
    o	Toggle
    o	Center
    o	Up Floor
    o	Down Floor
    o	Next (XY, YZ, XZ)
    o	Layout
    o	Zoom
    o	Show
    o	Hide/Show
    o	Entities as….
    o	Cubic Clipping
    o	Open GL Lighting
    o	Show Brush/Patch Dimensions
    •	File management commands
    o	New Map
    o	Open
    o	Save
    o	Save As
    o	Save Selected
    o	Save Region
    o	Reopening Maps
    •	Projects and Preferences
    •	Misc. Commands
    o	Map Info
    o	Entity Info
    o	Preferences
    •	Opening Menus from the Keyboard
    	Tools 8: Compiling Maps
    •	The BSP Menu
    	Tools 9: Debugging Maps
    •	The editor’s debug tools
    o	The Pointfile
    o	Next leak spot
    o	Previous leak spot
    o	Junk.txt
    o	Error Messages
    •	In-game Debug tools
    o	General Cheats
    o	General Toggle Binds
    o	Debug Mode: Logfile Creation
    o	GL_Showtris/R_Speeds/FrameCounter Toggle
    o	Lock the PVS Table
    o	MultiPass Texturing Toggle
    o	Turning Off Curves and Entities
    •	Curves, caulk, T-Junctions and cracks
    o	An Explanation of “Z-Fighting”
    o	An Explanation of T-Junction Cracks
    o	Avoiding T-Junction Cracks and Z-Fighting
    o	Finding and Fixing T-Junction Cracks and Z-Fighting
    •	A debug config
    	Appendix A: Glossary of Terms
    	Appendix B: Entity Descriptions
    •	Basic Key Information
    •	Ammo_* entities
    •	Func_* entities
    •	Holdable_* entities
    •	Info_* entities
    •	Item_* entities
    •	Light entity
    •	Misc_* entities
    •	Path_* entities
    •	Shooter_* entities
    •	Target_* entities
    •	Team_* entities
    •	Trigger_* entities
    •	Weapon entities
    •	Worldspawn entity
    	Appendix C: Bot Navigation Files
    •	Introduction
    •	Description
    •	Installation
    •	Usage
    •	Updating the entity lump
    •	Leaks
    •	Useful map information
    o	Map Boundaries
    o	Game Physics
    •	Optimizing a map for bspc compiling
    •	Entities & the navigation file
    o	Func_plat and Func_bobbing
    o	Cluster Portals
    o	“Do Not Enter” Areas
    o	Bot Control Entities
    •	Testing AAS files
    o	Solid Areas
    •	Version Changes
    	Appendix D: Tips, Tricks and Tutorials
    •	Making the death-fall sound
    •	Making a mirror
    •	Making a jump pad
    o	Lining Up the Pad Texture
    •	Making a launch pad
    •	Making a “Rocket Arena” style map
    •	Making an environment box
    •	Making a shooter
    	Appendix E: Online Resources
    •	News about the editor
    •	Editing tutorials
    •	Editing tools
    •	Prefab sources
    •	Texture sources
    •	Map object model sources
    •	Sounds
    •	FAQ
    •	Map reviews, general information
    	Appendix F: Default Key Shortcuts
    	Appendix G: Shortcut Keys and Mouse Functions
    •	Preface
    •	Introduction
    •	Shortcut Key List
    •	Mouse Function List
    o	Resources/Links List (Use WayBackMachine)
    	Model Making Tools
    	Model Making Tutorials
    	GMAX Specific Tools and Tutorials
    	UVW Skin Mapping & Unwrapping Tools
    	UVW Skin Mapping & Unwrapping Tutorials
    	MD3 Exporting Tutorials
    	Animating Tools
    	Animating Tutorials
    	Skin Making Tools
    	Skin Making Tutorials
    	General Painting Tutorials
    	Bot Tools
    	Bot Tutorials & Resources
    	Misc. Tools & Utilities
    	Audio/Voice/Sound Resources
    	Quake 3 Model & Skin Resources
    	Useful Links & Resources
    •	PKM
    o	Action Room Tutorial
    o	Basic Skinning Tutorial
    o	Advanced Skinning Tutorial
    •	Prima Games
    o	Breakthrough Official Strategy Guide
    	Movement
    	Running & Walking
    	Strafing
    	Circle-Strafing
    	Crouching
    	Jumping
    	Climbing
    	Compass & Navigation
    	Weapons Training
    	Aiming
    	Firing
    	Reloading
    	Combat Tactics
    	The Rifle-Butt Strike
    	Popping Smoke
    	Shoot & Scoot
    	Room Clearing
    	Commendations
    	Campaign Medals
    	Career Medals
    •	Prometheus
    o	Lightray 3D Tutorials
    	Beginner
    •	Attaching & Detaching Meshes
    •	Background Images
    •	Basic UVMapping Tutorial
    •	Create Object Dialog
    •	Creating Vertices & Faces
    •	Lightray 3D Basics
    •	Link & Unlink Objects
    •	Loading Images into the Material Editor
    •	Mesh Normals & Smoothing
    •	Mesh to Skin
    •	Modify Objects Dialog
    •	Select, Move, Rotate, Scale, Pivot, Coord Systems
    •	Toolbars & Dialogs
    •	Welding Vertices
    	Intermediate
    •	Applying UV Mapping
    •	CoDUO MP Tank Analysis
    •	Creating a New Weapon
    •	Creating Animations
    •	Exporting a file from LR3D and Importing in COD
    •	Skin Texture Painting
    •	The Process of Creating Skin
    •	Using Modifiers Tutorial
    •	Using Splines to Create a Gun Model
    	Advanced
    •	Inverse Kinematics
    •	Quake
    o	Bubba
    	Advanced Mapping
    •	Arches
    •	Bended Columns
    •	Bobbing Brushes
    •	Camera Portals
    •	Complex Doors – Buttons
    •	Creating a Pendulum
    •	Creating Doors
    •	Creating Landscapes
    •	Custom Textures
    •	Light Beams
    •	Making Team-CTF Levels
    •	Mirrors
    •	Moving Platforms and Trains
    •	Moving Spines
    •	Ramps
    •	Rotating Brushes
    •	Spiral Staircases
    •	Suspended Items
    •	Twisted Pillars
    •	Using Prefabs
    •	Using Sound
    •	Water Tunnels
    	Basic Mapping
    •	Basic Entities and Placement
    •	Basic Shapes
    •	Building Stairs
    •	Compiling
    •	Connecting Rooms
    •	Editing Shortcuts
    •	Introduction
    •	Jump Pads
    •	Liquids
    •	Making a pk3 File
    •	Models and Shaders
    •	Teleporters
    •	Volumetric Fog
    •	Your First Room
    o	djbob
    	Hints
    o	Eric Wasylishen
    	QBSP (Compile a Quake BSP file from a MAP source file)
    •	Name
    •	Synopsis
    •	Description
    •	Options
    o	–nofill
    o	–noclip
    o	–noskip
    o	–onlyvents
    o	–verbose
    o	–noverbose
    o	–splitspecial
    o	–transwater
    o	–notranswater
    o	–transsky
    o	–nooldaxis
    o	–forcegoodtree
    o	–bspleak
    o	–oldleak
    o	–leaktest
    o	–nopercent
    o	–bsp2
    o	-2psb
    o	–leakdist [n]
    o	–subdivide [n]
    o	–wadpath <dir>
    o	–oldrottex
    o	–maxNodeSize [n]
    o	–hexen2
    o	–wrbrushes
    o	–wrbrushesonly
    o	–notex
    o	–omitdetail
    o	–convert <fmt>
    •	Special Texture Names
    o	Skip
    o	Hint
    •	External Map Prefab Support
    o	_external_map
    o	_external_map_classname
    o	_external_map_angles
    o	_external_map_angle
    o	_external_map_scale
    •	Detail Brush Support
    •	Detail Variants
    o	func_detail_illusionary
    o	func_detail_wall
    o	func_detail_fence
    •	Model Entity Keys
    o	“_lmscale” “n”
    o	“_mirrorinside” “n”
    •	Other Special-Purpose Entities
    o	func_illusionary_visblocker
    •	Map Compatibility
    •	Author
    •	Reporting Bugs
    •	Copyright
    •	See Also
    o	Jex
    	Understanding Vis and Hint Brushes
    •	Basic Vis Theory
    •	Visual Vis Theory
    •	Optimising Vis with Hint Brushes
    •	Improper Hint Brush use
    •	Irregular Hint Brush use
    •	Creating Hint Brushes
    o	Lloyd M
    	Terragen Tutorial for Skyboxes
    o	Obsidian
    	Advanced Portal & Hinting Optimization Tutorial
    	Class on Hints
    	Exporting Models
    	Q3Map2 Shader Manual
    •	0. Preface
    o	Credits
    o	Contact
    •	1. Introduction
    o	What is a Shader?
    o	Shader Name & File Conventions
    o	Q3map Suffix
    o	Keyword Types
    o	Documenting with Comments
    o	Key Concepts
    •	2. General Shader Keywords
    o	skyParms
    o	cull
    o	deformVertexes
    o	fogParms
    o	noPicMip
    o	noMipMaps
    o	polygonOffset
    o	portal
    o	sort
    •	3. Q3Map2 Specific Shader Keywords
    o	q3map_alphaMod
    o	q3map_backShader
    o	q3map_backSplash
    o	q3map_baseShader
    o	q3map_bounce
    o	q3map_bounceScale
    o	q3map_clipModel
    o	q3map_cloneShader
    o	q3map_extraShader
    o	q3map_fadeAlpha
    o	q3map_fogDir
    o	q3map_forceMeta
    o	q3map_forceSunlight
    o	q3map_fur
    o	q3map_globalTexture
    o	q3map_indexed
    o	q3map_invert
    o	q3map_lightImage
    o	q3map_lightmapAxis
    o	q3map_lightmapBrightness
    o	q3map_lightmapFilterRadius
    o	q3map_lightmapGamma
    o	q3map_lightmapMergable
    o	q3map_lightmapSampleOffset
    o	q3map_lightmapSampleSize
    o	q3map_lightmapSize
    o	q3map_lightRGB
    o	q3map_lightStyle
    o	q3map_lightSubdivide
    o	q3map_noClip
    o	q3map_noFast
    o	q3map_noFog
    o	q3map_noPlanar
    o	q3map_normalImage
    o	q3map_noTJunc
    o	q3map_noVertexShadows
    o	q3map_offset
    o	q3map_patchShadows
    o	q3map_replicate
    o	q3map_shadeAngle
    o	q3map_skylight
    o	q3map_splotchFix
    o	q3map_styleMarker
    o	q3map_styleMarker2
    o	q3map_sun
    o	q3map_sunExt
    o	q3map_sunlight
    o	q3map_surfacelight
    o	q3map_surfaceModel
    o	q3map_tcGen
    o	q3map_tcMod
    o	q3map_terrain
    o	q3map_tessSize
    o	q3map_textureSize
    o	q3map_traceLight
    o	q3map_vertexScale
    o	q3map_vertexShadows
    o	q3map_vlight
    •	4. Q3Map2 Specific Surface Parameter Shader Keywords
    o	surfaceparm alphashadow
    o	surfaceparm antiportal
    o	surfaceparm areaportal
    o	surfaceparm botclip
    o	surfaceparm clusterportal
    o	surfaceparm detail
    o	surfaceparm donotenter
    o	surfaceparm dust
    o	surfaceparm flesh
    o	surfaceparm fog
    o	surfaceparm hint
    o	surfaceparm ladder
    o	surfaceparm lava
    o	surfaceparm lightfilter
    o	surfaceparm lightgrid
    o	surfaceparm metalsteps
    o	surfaceparm monsterclip
    o	surfaceparm nodamage
    o	surfaceparm nodlight
    o	surfaceparm nodraw
    o	surfaceparm nodrop
    o	surfaceparm noimpact
    o	surfaceparm nomarks
    o	surfaceparm nolightmap
    o	surfaceparm nosteps
    o	surfaceparm nonsolid
    o	surfaceparm origin
    o	surfaceparm playerclip
    o	surfaceparm pointlight
    o	surfaceparm skip
    o	surfaceparm sky
    o	surfaceparm slick
    o	surfaceparm slime
    o	surfaceparm structural
    o	surfaceparm trans
    o	surfaceparm water
    •	5. Editor Specific Shader Keywords
    o	qer_editorimage
    o	qer_nocarve
    o	qer_trans
    •	6. Stage Specific Shader Keywords
    o	Texture Map Specification
    o	blendFunc
    o	tgbGen
    o	alphaGen
    o	tcGen
    o	tcMod
    o	depthFunc
    o	depthWrite
    o	detail
    o	alphaFunc
    •	7. Quake 3 Engine Game Specific Shader Keywords
    o	Return to Castle Wolfenstein
    o	Return to Castle Wolfenstein: Enemy Territory
    o	Raven
    o	Ritual
    •	8. Shader Effects Creation Tips
    o	Creating New Textures
    	Tools Needed
    	Setting up Files
    	Rules and Guidelines
    	Making the .pk3 File
    o	Notes on Alpha Channels
    o	Advanced Decal Tricks
    	Multiplicative Decals
    	Inverse Multiplicative Shadows
    	Using _decal Entities
    •	Appendix A: Triggerable Shader Entities
    •	Appendix B: Terrain Entities
    o	General Changes
    	Base Shader
    	tcMod Functions
    	tcGen Functions
    o	Lightmapped Terrain
    	q3map_nonPlanar
    	q3map_lightmapAxis
    	q3map_shadeAngle
    	q3map_lightmapMergable
    	q3map_lightmapSampleSize
    	q3map_lightmapSampleOffset
    o	AlphaMod Dotproduct Terrain
    o	AlphaMod Volume Terrain
    •	Appendix C: Foghull
    o	What is a Foghull?
    o	Skybox Images
    o	Foghull Shaders
    o	Entity Key Value Pairs
    •	Appendix D: Fur
    o	q3map_cloneShader
    o	q3map_fur
    •	Appendix E: Celshading
    •	Appendix G: Lightstyles
    o	Worldspawn Keys
    o	Lights
    	Light Entities
    	Light Emitting Shaders
    o	Lightmapped Surfaces
    o	Compiling
    •	Appendix I: Light Emitting Shaders 
    o	Surface Lights
    o	Skies
    o	Lighting Effects
    	Shader Lighting Experiment
    o	Other
    	Lightmap Editing
    o	PBworks
    	Entity Explanation
    •	Select
    o	Select Complete Tall
    o	Select Touching
    o	Select Partial Tall
    o	Select Inside
    •	Undergroup Entity
    •	Move into Entity
    •	Move into worldspawn
    •	Make detail (Ctrl+M)
    •	Make structural (Shift+Ctrl+S)
    •	Smart Entities
    o	Smart_train
    •	Func
    o	Func_bobbing
    o	Func_button
    o	Func_door
    o	Func_door_model
    o	Func_door_rotating
    o	Func_group
    o	Func_pendulum
    o	Func_plat
    o	Func_rotating
    o	Func_static
    o	Func_timer
    o	Func_train
    •	Info
    o	Info_alien_intermission
    o	Info_human_intermission
    o	Info_notnull
    o	Info_null
    o	Info_player_intermission
    •	Light
    •	LightJunior
    •	Misc
    o	Misc_anim_model
    o	Misc_light_flare
    o	Misc_model
    o	Misc_particle_system
    o	Misc_portal_camera
    o	Misc_portal_surface
    o	Misc_teleporter_dest
    •	Path
    o	Path_corner
    •	Target
    o	Target_delay
    o	Target_kill
    o	Target_location
    o	Target_position
    o	Target_print
    o	Target_push
    o	Target_relay
    o	Target_rumble
    o	Target_score
    o	Target_speaker
    o	Target_teleporter
    •	Team
    o	Team_alien_acid_tube
    o	Team_alien_barricade
    o	Team_alien_booster
    o	Team_alien_hoevel
    o	Team_alien_overmind
    o	Team_alien_spawn
    o	Team_alien_trapper
    o	Team_alien_hive (not in standard entity file)
    o	Team_human_armoury
    o	Team_human_dcc
    o	Team_human_medistat
    o	Team_human_mgturret
    o	Team_human_reactor
    o	Team_human_repeater
    o	Team_human_spawn
    o	Team_human_tesla
    •	Triggers
    o	Trigger_always
    o	Trigger_ammo
    o	Trigger_buildable
    o	Trigger_class
    o	Trigger_equipment
    o	Trigger_gravity
    o	Trigger_heal
    o	Trigger_hurt
    o	Trigger_multiple
    o	Trigger_push
    o	Trigger_stage
    o	Trigger_teleport
    o	Trigger_win
    •	Worldspawn
    o	Plan B
    	My Take on Caulk hull/overdraw/hinting
    	Thicken
    o	Quakin
    	Sample Map: An Explanation
    o	RiceBug
    	Common Error Messages
    	Q3A Error Messages
    o	RKone
    	Curved Trim Tutorial
    o	skOre
    	Q3A Electronics
    •	1. Mechanics
    o	1.1 The Basics
    	Complex Func_ing, Trigger_ing and Target_ing
    	How to create pop up effects
    o	1.2 Advanced Triggering
    o	1.3 More Complex Examples of AT
    	The Teleport-Tunnel
    	Furthermore: The Teleport-Tunnel
    	Interlude: First Steps Done
    •	2. Basic Electronics
    o	2.1 Q3A Electronics
    	The AND-Gate
    	The NOT-Gate
    	The OR-Gate and Interlude
    	The EQUIV-Gate
    	The XOR-Gate
    o	2.2 Gates and Beyond
    	Flip Flops
    o	2.X The Use of Q3A Electronics
    o	SmallPileofGibs
    	Hint Brushes: How and why to use them
    	Q3 Map Explanation
    •	Geometry Definitions
    •	Map Definitions
    •	What does the BSP stage do?
    •	How and why is the BSP created?
    •	How can I control the BSP splits? (a way to use detail and Hint brushes)
    •	What is a leak?
    •	What is the .prt file?
    •	How are the brushes/patches turned into triangles?
    •	How is the PVS created?
    •	What does –vis –fast do?
    •	How do Potals affect visibility?
    •	How can I make VIS more efficient? (and reduce –vis processing time)
    •	How do lightmaps work?
    •	How are lightmaps generated?
    •	What about surface lights?
    •	What does –light –extra do?
    •	How does BSPC interpret the map?
    •	What is the ‘Brush CSG’ stage of BSPC?
    •	How is the area file created?
    •	How do Bots use the area file?
    •	How do I make Clusterportals?
    o	Timbo
    	Q3 Documentation Project
    •	GAME
    •	CGAME
    •	Q3UI
    •	RazoRapid
    o	CGM Bugger List
    •	Reborn
    o	Admin.ini Editor Documentation
    o	Reborn Patch Documentation
    	New Admin Commands
    	Admin System (Admin Rights)
    	New Game CVARs
    	New Client Commands
    	New Voting System
    	Auto-Update System
    	Notes
    o	New EventSystem Engine Documentation
    o	New Scripting Commands Documentation
    o	Reborn Console Messages
    	Information
    	Warnings
    	Errors
    	Script Errors
    	Exceptions
    	Others
    o	Reborn Files & Limits
    	Files
    	Limits
    	Constants
    o	Reborn Installation Guide
    	Overview
    	Windows Installation
    •	Quick Guide
    •	Detailed Guide
    	Linux Installation
    •	Quick Guide
    •	Detailed Guide
    	Additional Information
    o	Reborn RCON Commands
    •	Riflemen
    o	Weapon Skin Tutorial
    •	RingDog
    o	Model List – AA
    o	Model List – SH
    o	Model List – BT
    •	RyBack
    o	NightFall Documentation
    	Installing NightFall
    	NightFall API Client
    	NightFall API Server
    	NightFall Client Admin Commands
    	NightFall CVARs
    	NightFall Filters
    	NightFall RCON Commands
    	NightFall Script Event System
    	NightFall Scripting Functions
    •	Scorpio Midget
    o	MOHAA Tools Information
    o	MOHAA Unwrapped
    	Debugging
    	Menus
    	Commands
    	List of CFG Files
    	List of Menus
    	Variables (cvarlist)
    	Commands (cmdlist)
    	3 useful debugging threads
    •	Selzi
    o	Beginning with Mapping
    	MOHRadiant
    	MBuilder
    	PakScape
    o	Mapping First Room
    •	Shadow
    o	The Ultimate Compile Errors List
    o	Abbreviations
    o	Cheat Commands (To protect against)
    	Default Commands/CVARs
    	Custom (Hexed) Commands/CVARs
    o	Cheat Skins (To protect against)
    o	Custom Sky Textures
    o	Freeze-Tag Locations All Maps
    	Southern France (dm/mohdm1)
    	Destroyed Village (dm/mohdm2)
    	Remagen (dm/mohdm3)
    	The Crossroads (dm/mohdm4)
    	Snowy Park (dm/mohdm5)
    	Stalingrad (dm/mohdm6)
    	Algiers (dm/mohdm7)
    	The Hunt (obj/obj_team1)
    	Omaha Beach (obj/obj_team3)
    	The Bridge (obj/obj_team4)
    	St. Lo (obj/stlo)
    	Fort Wreck (dm/fortwreck)
    	St. Renan (obj/renan)
    	Morocco (dm/morocco)
    	Deep Mine (obj/deepmine)
    	Brest (mp_brest_dm)
    	Verschneit (mp_verschneit_dm)
    	Stadt (mp_stadt_dm)
    o	Freeze-Tag Locations V2 Rocket Facility
    o	MOHAA Map List
    	Custom Objective Maps
    	Custom DeathMatch Maps
    	Theme Maps
    	Single Player Maps
    •	Allied Assault
    •	Spearhead
    •	Breakthrough
    	Custom Single Player Maps
    	Liberation Maps
    	Default/Stock Maps
    •	Allied Assault
    •	Spearhead
    •	Breakthrough
    o	MOHAA Voice Taunts
    o	MOHSH Voice Taunts
    o	MOHAA Keys (Output)
    o	Player Model List
    o	Reborn CVARs
    o	Server CVARs
    o	Unnamedsoldier CVARs & Bindlist
    •	SkulpingNipple[NL]
    o	Put your own fonts ingame
    	Requirements
    	Installation
    	Take a Font
    	Fontgen
    	DXTBMP 1
    	Photoshop
    	DXTBMP 2
    	Pakscape
    •	Steven McMillan
    o	Adding an Elevator
    •	Sturmi
    o	Mapping Tutorials (In German)
    •	Swagel
    o	OpenSCR Guide
    •	The Rjukan Project
    o	Alternative Elevator (func_door)
    o	Areaportal Tutorial
    	Introduction
    	The Problem
    	How area portals work
    	How area portals don’t work
    	How to insert area portals in your map
    	Controlling area portals manually
    o	Bjarne’s Scripting Tutorial
    	Game Module Classes
    	Game Module Classes SH
    	Scripting Language, Appendix A, Commands
    	Scripting Language, Appendix B, Classes, and how they are used
    	Scripting Language, Appendix C, Script architecture
    	Scripting Language, Tutorial
    	Script Commands – Huddraw
    	Script File
    o	Bomb Dropping Planes Tutorial
    o	Caulk and Clip Tutorial
    	Areaportal
    	Black
    	Blank_lightmap
    	Carpetclip
    	Caulk
    	Caulkshadow
    	Caulksky
    	Clip
    	Clipall
    	Dirtclip
    	Foliageclip
    	Glassclip
    	Grassclip
    	Gravelclip
    	Grillclip
    	Hedgehogclip
    	Hint
    	Ladder
    	Light
    	Metalclip
    	Modelshader
    	Monster
    	Mudclip
    	Nodraw
    	Origin
    	Paperclip
    	Patharea
    	Playerclip
    	Portal
    	Puddleclip
    	Rain
    	Sandclip
    	Skip
    	Skyportal
    	Snowclip
    	Static_visible
    	Stoneclip
    	Sunblock
    	Switchflat
    	Switchflat_pulse
    	Tankclip
    	Trigger
    	Vehicleclip
    	Vis
    	Waterskip
    	Weapon
    	Woodclip
    	Explanations to the texture surface parameters
    	Example Map with Caulks & Clips
    o	Ladders that work down as well as up
    o	Making Driveable Tank
    o	Objectives – Combination
    o	Objectives – Random Placement
    o	Readme File Design
    	Intro
    	Heading
    	Abstract
    	Index
    	Installation instructions
    	Core data
    	History / Strategy / Fun facts / About / Usage
    	Errors
    	Version History
    	Contact
    	Copyright
    	Greetings
    o	Step by Step House Construction
    o	3-Point Clipping
    o	AI Shooting at what YOU want
    o	AI Tutorial
    	Basic AI
    	Making the AI roll in the poker chips
    	The AI won’t play?
    o	Barrels
    o	Breakable Windows
    o	Convert map from OBJ to DM
    	Rename and move the map file
    	Write a new .scr file
    	Update references to the new names
    o	Custom Textures
    o	Dimensions to use in mapping
    	The Player
    	Capabilities of the Player
    	Steps of Stairs
    	Doors
    	Mapping dimensions
    	Size and ladders
    o	Error FAQ
    o	Filming in MOHAA
    	Getting MOHAA into a video format
    	Useful console commands
    	How to get rid of the ‘Press fire to join’ message when in spec
    	Removing the Avatars (the symbols above player’s heads)
    	Making a Script
    o	Fog that pulsates
    o	Give player guns & ammo (SP)
    o	LOD Terrain Design, using an image
    	Foreword
    	Draw a brush
    	Make it a LOD
    	Select the LOD
    	Save to Image
    	Open the .tga
    	Redraw it
    	Back to Radiant
    	Load the .tga
    	Satisfied?
    o	Make Moving Vehicle
    o	Medics
    o	Naming a file
    	Map file name
    	PK3 file name
    	Readme file name
    	So why these naming conventions?
    o	Objectives – Bombs (More than 1)
    	What to change in the map?
    	What to change in the script?
    	Variants
    o	Parameters on Entities
    o	Parameters when developing a map
    o	Patch meshes and bevels
    o	PK3 Making
    	About PK3s
    	What’s in a PK3
    	Creating a PK3
    	Common Mistakes
    o	Rotating Door
    	Construction
    	Setting up a func_rotatingdoor’s keys
    	Correct Angle Settings
    	Notes
    o	Scores and Statistics
    	Using a trigger and a map script
    	Using an external tool that polls the server’s query port
    	Reading the server log file
    o	Scripting Engine Characteristics
    o	Skybox creation with Terragen
    	Get Terragen
    	Play with Terragen
    	Terragen Tips
    	Rendering a skybox
    	Convert the files
    	Create a shader
    	Naming and placing the textures
    	Use the Sky
    	Problems
    o	Skyboxes and Sunlight
    o	Snow Tutorial
    o	Solutions to Common Errors on Your First Map
    	Radiant Problems
    	Compiling Problems
    	Map Loading Problems
    o	Supporting more features in Radiant
    o	Teleportation
    o	Traps
    o	Use CVARs to accept input via rcon, local keypress etc.
    o	VIS Designing
    	What is structural and detail brushes?
    	How to use your new knowledge?
    	What you don’t need to look at?
    	Starting Point
    	Using Filters
    	After activating the filters
    	Making the right brushes detail
    	Making the right brushes structural
    	What to do now?
    	Area portals in doors
    	Manual VIS with vis_leafgroup brushes
    o	Volume Damage
    •	TheShadow
    o	DM Map List (Incomplete)
    o	OBJ Map List (Complete)
    •	TheStorm
    o	Blocksize Guide
    o	Green Detail Information
    o	Rotating Fan
    o	VIS for Dummies
    o	VIS_leafgroup Guide
    •	Thomas McGuire
    o	MOHAA Tweak Guide
    	Troubleshooting
    	Config File
    	Graphics
    	Audio
    	Controls
    	Conclusion
    •	Thor
    o	Adding Custom Sound
    o	Cutting Corners
    o	Door Locked Sound
    •	Trinisica
    o	HDRI & Luminance Space
    	HDRI; High Dynamic Range Image
    	High Dynamic Range in Reflection/Retractions
    	HDRI for Illumination
    	Clamped and Unclamped
    o	Polymodeling
    	Quick Explanation of Poly Modeling
    	How Meshsmooth works
    o	Shaders
    	What’s a Shader?
    	Diffuse; Color Reflection
    	Specular; Light Source Reflection
    	Anisotrophic Specular
    	Raytraced Reflections
    o	Virtual Studio
    	The Plane Version of the Virtual Studio Setup
    	Flavor: Outside
    	Flavor: Inside
    •	Turret_toad
    o	MOH Hand Book
    	Introduction
    •	Welcome
    •	Credits
    	The Radiant Interface
    •	Intro to Radiant
    •	Setting up Radiant & MBuilder
    •	Viewports and Navigation of 3D space
    •	Radiant Menus
    	Beginner Mapping
    •	Material Manipulation
    •	Windows
    •	Brush Manipulation
    •	Curves and LOD Terrain
    •	Clipper Tool
    •	Lights
    •	Packing the PK3
    	Finishing up and Resources
    •	General Rules/Tips
    •	Resource Links
    •	VATEC6000
    o	PakRadar – How to set up a custom file list for your server Tutorial
    •	ViPER
    o	Creating seamless textures
    •	VonderCrunch (Vonderbakluft & Crunch)
    o	BSP Compile Options
    o	CSG Subtract
    o	Custom Sound Info
    o	Easy ways to screw up your map
    o	Manual VIS Help
    o	MOH Radiant Toolbar Options
    o	MP Dog Script
    o	Multiple Map Loading Screens
    o	Radiant Tips
    o	Set-up Radiant
    •	Voxel
    o	Doors
    	Sliding Door
    	Rotating Door
    o	Elevators
    •	Walkthroughs & Game Guides
    o	Allied Assault
    	Strategy Guide (In German)
    	HUD Guide
    	Walkthrough
    	Walkthrough A
    	Walkthrough B
    	Walkthrough C
    	Walkthrough Dutch Version
    	Weapons Guide
    o	Spearhead
    	Walkthrough
    	Weapons Guide
    	Rifle Guide
    o	Breakthrough
    	Walkthrough
    •	Wizzler[NL]
    o	MOHAA Reborn Rights Spreadsheet
    •	Wolf-Man
    o	Skinning Guide using Paint Shop Pro
    •	xNULL (Forum Posts)
    o	.30 Cal Browning in Multiplayer
    o	3D Model of Stalingrad Map
    o	Add Apply Button to Menu
    o	Add Music to Maps
    o	Adjusting Number of Grenades per Map
    o	Anti-Bad Commands
    o	Array Check Help
    o	Array to Create a Menu
    o	Array to Spawn a Trigger in Different Location – Question
    o	Arrays & Floating Variables
    o	Arrays & Setsizes
    o	Attach Model to Head but change Origin
    o	Audio Triggers – Randomising
    o	Basic Template for RCON Commands on Players (Punishment)
    o	Bomb Only sets First Round Bug (Custom Map)
    o	Calling Game Sounds
    o	Camper's Name Printed
    o	Changing from FFA Map to OBJ Map
    o	Check what Weapon a Player has
    o	Counting Deaths
    o	Current Date & Time Display
    o	Custom Texture Masking Issues
    o	Damage Event Help
    o	Division
    o	Dynamic Melt Points
    o	ERROR – MAX_EDGE_LINES
    o	Flag Attached to Player
    o	Floating Triggers
    o	Floats & Memory
    o	FX Dummy.tik Models to Act as Speakers
    o	Game Crashes when Shooting in Custom Map
    o	Get Client Num(ID)
    o	Get Location of Player Spawn Point on the Fly
    o	Getting Maps to work with Mefy’s Maplist
    o	Give Weapon (Only once)
    o	Headshot Only with Sniper & Disable Other Hitboxes
    o	HUD Text with Shader Background
    o	Huddraw Helper
    o	Huddraw_Virtualsize Problem
    o	Hurt Trigger & Hide Command Issues
    o	If/Else on Sound Effects
    o	Kill and Death Tracking Possibility
    o	Know when a player is Walking or Running
    o	Lift Scripting Help
    o	Lightning Strike
    o	LightRay 3D Basics
    o	List of RGB Colors, usable in MOHAA
    o	Local.Player.Fireheld Info
    o	Local.Statix Setsize & Bounding Boxes for Spawning Object
    o	Map Info Mod
    o	Means of Death – Questions
    o	Mefy Location Creator Issue
    o	Mefy’s Gametypes Maplist & Map Info Mod
    o	Modding Sound Parameters
    o	Model Bound Box(es)
    o	MOHAA to Q3
    o	Multiplayer Health via Script
    o	Multiple Spawned Static Models in an Array
    o	Multiple Values in an Array
    o	NoDraw Issues on Allied Assault
    o	Placing HUDs where I want them to Show
    o	Player dies and spawns an ammo box (Spearhead)
    o	Player Jump Higher – Velocity
    o	Player Grenade Control (Spearhead)
    o	Player Skin Checker
    o	Points for Setting Bomb
    o	Proper Use of Centerprint Command
    o	Purple’s Event Handler Issues
    o	Push Player with a Bash
    o	Query Players within Script
    o	QuickSort
    o	RCON Command to Shuffle Teams
    o	RCON Force Weapon on the Fly
    o	RCON Menu – Linkcvar for Server Variables
    o	Referencing Script – Achievement Tracking
    o	Regen Health Help with Script
    o	Remove Static Model Entity from Custom Map
    o	Re-Skinned Default Tree Models Blinking Bug
    o	Scoreboard – Bot Script Help
    o	Screwy Sprites
    o	Script to Rotate CFG (Config) Files
    o	Server Redirect to other IP
    o	ServerSide Menu System Concept
    o	Set CVAR for Randomising Maplist
    o	Single Player Taunt & Weapon Sound Fix
    o	Sor’s Bot Scoreboard – Player Name Question
    o	Sor’s Bot Info
    o	Spawn Event and FreezeTag Objective
    o	Spawning Fire that Damages Player
    o	Teleport and getting Stuck
    o	Teleport Holding Use Key
    o	Teleport Issues
    o	Teleported Player’s View Angle
    o	The Floor is Lava – Death Trigger
    o	Tracking Player’s Location, Displaying it on HUD
    o	Trail Effect
    o	Trigger for Player in Area
    o	Trigger on a Dead Body
    o	Trigger Sizes
    o	Trigger to Kick Player
    o	Triggers and Spawns – Accessing Spawn Targetnames from Map Script
    o	Understanding the Reborn Intermission Event
    o	Understanding Triggers and the Easy Way to Create Them
    o	Variable Scope Possibility
    o	Weapon Check – Results in NULL – Help
    o	Weapon Swapping Issue
    o	When to use Level Waittill Prespawn and Level Waittill Spawn
    •	YoChoy
    o	How to port brush work into Milkshape
    •	Zagz
    o	Avatar Tutorial
    o	Crosshair Tutorial
    o	Custom Scoreboard and Loading Screen
    o	Custom Start-Up and Death Messages Tutorial
    •	Zappa
    o	SCR File Association Fix Windows 10
    o	Sublime Text 3 Installation Guide
    o	Try, Catch and Throw Exception Handling
    o	Velocity and Speed
    •	Zom-B
    o	Milkshape 3D Basics and Fundamentals
    	Intro
    	Fundamentals
    	Simple Shapes
    	Extrude Modelling
    	Vertex Modelling
    Other Projects:
    MOHAA Guide: A fully detailed guide on how to play the game, plus a lot of useful information for Players, Admins & Modders.
    MOHAA .MAP (Source) Files: Includes all .MAP (Source) Files of Custom Maps that I could find (for Mappers).
    MOHAA Prefabs: Includes all Prefabs that I could find (for Mappers).
    MOHAA Pictures: Includes all Pictures that are in any way related to MOHAA/SH/BT that I could find (Icons, Banners, Wallpapers, Mod Logos etc.)

  2. #2
    In regards to version 1.4.

    This gives a closer and more detailed look to the newly added Tutorials/Posts regarding AAAA, xNULL and Quake 3



    Added AAAA Forum Posts
    Code:
    o	A lot of mapping woes
    o	Blowing up Doors
    o	Compile leaves scorch marks
    o	Compiling Map Problem (Black Marks)
    o	Corona Edit
    o	Deformvertexes Explained
    o	Detail Brushes
    o	Disappearing Doors
    o	Excessive VIS Data Size on Source Map
    o	Freeze-Tag Player Kills & Deaths HUD
    o	Making Static Objects Solid
    o	Proper Precache Problems
    o	The Deal with Rotating Doors
    o	TOW Objectives
    o	Trigger Mustard Gas in SH

    Added xNULL Forum Posts
    Code:
    o	.30 Cal Browning in Multiplayer
    o	3D Model of Stalingrad Map
    o	Add Apply Button to Menu
    o	Add Music to Maps
    o	Adjusting Number of Grenades per Map
    o	Anti-Bad Commands
    o	Array Check Help
    o	Array to Create a Menu
    o	Array to Spawn a Trigger in Different Location – Question
    o	Arrays & Floating Variables
    o	Arrays & Setsizes
    o	Attach Model to Head but change Origin
    o	Audio Triggers – Randomising
    o	Basic Template for RCON Commands on Players (Punishment)
    o	Bomb Only sets First Round Bug (Custom Map)
    o	Calling Game Sounds
    o	Camper's Name Printed
    o	Changing from FFA Map to OBJ Map
    o	Check what Weapon a Player has
    o	Counting Deaths
    o	Current Date & Time Display
    o	Custom Texture Masking Issues
    o	Damage Event Help
    o	Division
    o	Dynamic Melt Points
    o	ERROR – MAX_EDGE_LINES
    o	Flag Attached to Player
    o	Floating Triggers
    o	Floats & Memory
    o	FX Dummy.tik Models to Act as Speakers
    o	Game Crashes when Shooting in Custom Map
    o	Get Client Num(ID)
    o	Get Location of Player Spawn Point on the Fly
    o	Getting Maps to work with Mefy’s Maplist
    o	Give Weapon (Only once)
    o	Headshot Only with Sniper & Disable Other Hitboxes
    o	HUD Text with Shader Background
    o	Huddraw Helper
    o	Huddraw_Virtualsize Problem
    o	Hurt Trigger & Hide Command Issues
    o	If/Else on Sound Effects
    o	Kill and Death Tracking Possibility
    o	Know when a player is Walking or Running
    o	Lift Scripting Help
    o	Lightning Strike
    o	LightRay 3D Basics
    o	List of RGB Colors, usable in MOHAA
    o	Local.Player.Fireheld Info
    o	Local.Statix Setsize & Bounding Boxes for Spawning Object
    o	Map Info Mod
    o	Means of Death – Questions
    o	Mefy Location Creator Issue
    o	Mefy’s Gametypes Maplist & Map Info Mod
    o	Modding Sound Parameters
    o	Model Bound Box(es)
    o	MOHAA to Q3
    o	Multiplayer Health via Script
    o	Multiple Spawned Static Models in an Array
    o	Multiple Values in an Array
    o	NoDraw Issues on Allied Assault
    o	Placing HUDs where I want them to Show
    o	Player dies and spawns an ammo box (Spearhead)
    o	Player Jump Higher – Velocity
    o	Player Grenade Control (Spearhead)
    o	Player Skin Checker
    o	Points for Setting Bomb
    o	Proper Use of Centerprint Command
    o	Purple’s Event Handler Issues
    o	Push Player with a Bash
    o	Query Players within Script
    o	QuickSort
    o	RCON Command to Shuffle Teams
    o	RCON Force Weapon on the Fly
    o	RCON Menu – Linkcvar for Server Variables
    o	Referencing Script – Achievement Tracking
    o	Regen Health Help with Script
    o	Remove Static Model Entity from Custom Map
    o	Re-Skinned Default Tree Models Blinking Bug
    o	Scoreboard – Bot Script Help
    o	Screwy Sprites
    o	Script to Rotate CFG (Config) Files
    o	Server Redirect to other IP
    o	ServerSide Menu System Concept
    o	Set CVAR for Randomising Maplist
    o	Single Player Taunt & Weapon Sound Fix
    o	Sor’s Bot Scoreboard – Player Name Question
    o	Sor’s Bot Info
    o	Spawn Event and FreezeTag Objective
    o	Spawning Fire that Damages Player
    o	Teleport and getting Stuck
    o	Teleport Holding Use Key
    o	Teleport Issues
    o	Teleported Player’s View Angle
    o	The Floor is Lava – Death Trigger
    o	Tracking Player’s Location, Displaying it on HUD
    o	Trail Effect
    o	Trigger for Player in Area
    o	Trigger on a Dead Body
    o	Trigger Sizes
    o	Trigger to Kick Player
    o	Triggers and Spawns – Accessing Spawn Targetnames from Map Script
    o	Understanding the Reborn Intermission Event
    o	Understanding Triggers and the Easy Way to Create Them
    o	Variable Scope Possibility
    o	Weapon Check – Results in NULL – Help
    o	Weapon Swapping Issue
    o	When to use Level Waittill Prespawn and Level Waittill Spawn

    Added Quake 3 Tutorials
    Code:
    - Added a 'Bubba' Folder and included:
    	- Advanced Mapping Tutorial
    	- Basic Mapping Tutorial
    - Added a 'djbob' Folder and included:
    	- Hints
    - Added a 'Eric Wasylishen' Folder and included:
    	- QBSP (Compile a Quake BSP File from a MAP Source File)
    - Added a 'Jex' Folder and included:
    	- Understanding VIS and Hint Brushes
    - Added a 'Lloyd M' Folder and included:
    	- Terragen Tutorial for Skyboxes
    - Added a 'Obsidian' Folder and included:
    	- Advanced Portal & Hinting Optimization Tutorial
    	- Class on Hints
    	- Exporting Models
    	- Q3Map2 Shader Manual
    	- Shader Lighting Experiment
    - Added a 'Other' Folder and included:
    	- Lightmap Editing
    - Added a 'PBworks' Folder and included:
    	- Entity Explanation
    - Added a 'Plan B' Folder and included:
    	- My Take on Caulk hull/overdraw/hinting
    	- Thicken
    - Added a 'Quakin' Folder and included:
    	- Sample Map: An Explanation
    - Added a 'RiceBug' Folder and included:
    	- Common Error Messages
    	- Q3A Error Messages
    - Added a 'RKone' Folder and included:
    	- Curved Trim Tutorial
    - Added a 'skOre' Folder and included:
    	- Q3A Electronics
    - Added a 'SmallPileofGibs' Folder and included:
    	- Hint Brushes: How and why to use them
    	- Q3 Map Explanation
    - Added a 'Timbo' Folder and included:
    	- Q3 Documentation Project

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •