GtkRadiant Editor Manual

Appendix E: Online Resources

The Internet is an excellent source for information about Quake engine editing.  The sites listed here provide a variety of useful editing resources.

Disclaimer: Most of these sites are established, heavily trafficked web pages with a history of stability. But, because these sites are not maintained by id Software, we make no claims that they will be there when you go looking for them or that they will still have the information of the type you are seeking.

News about the Editor is the official site for the id editing tool that was the predecessor of GtkRadiant.

A great online forum based resource for models, skinning, textures, and mapping in many different games.
Looking for a heavily trafficked message board where questions often get answered by the id designers? Look no further than the community section of Mplayer's

Editing Tutorials

These tutorials are located at several sites that have been around for a while, and may continue to be around.

Tram Design
Tutorials and files for Return To Castle Wolfenstein editing.

Claudec's Lair of Shaders
Numerous tutorials on editing subjects.

Some good tutorials on GtkRadiant (the Quake 3 editor) and QERadiant (the Quake 2 editor).

RUST - Game
RUST has been a prime source for Quake engine editing for some time.

Editing Tools

GenSurf is a "natural" terrain creation tool that converts a grayscale bitmap into a web of triangular brushes or curve patches. Used with care, it can make some very interesting irregular surfaces.

Milkshape 3D
This is a shareware editor for 3D models. Support for Quake III Arena's native md3 format is forthcoming.

Quake 3 Arena Shader Editor
This is a tool for editing shaders. It allows you to construct the shader in realtime, seeing what works you build it.

Prefab Sources Prefabs
This Rust's source for prefabricated map plug-ins. These here are in the form of .map files instead of Quake III Arena's native .pfb format.

Quake Prefab Park 2
These are prefabs designed for use with Quake and Quake 2, which means the ones with movement or action gimmicks most likely will not work. And of course, you'll need to retexture anything you find here if it's not a Quake III Arena prefab.

Texture Sources

The following sites include shader documents, downloadable textures, tutorials or links to tutorials on making your own.

Shaderlab - Robot Life
This site has a nice selection of textures and shaders to go with them.

[h f x]
This is a fantastic source for textures and shaders as well.

Mean Arena
This site has a few texture sets to choose from.

Quake III Arena Shader Manual
This is the official id documentation of Quake III Arena shaders. The second source is a download.

Texture Forest
It is possible to learn some tricks from artists who work for that "other" game engine.

Map Object Model Sources

Tons of Quake 3 stuff. The best part though is the map models section. A whole lot of them at this site.

This link takes you to the resource page for Quake III Arena modeling.

Frequently Asked Questions (FAQ)

Developer's FAQ (Quake3mods)
This site answers a lot of questions about map making, model making, texturing and skinning. Mod makers appear to have submitted much of the information.

Official Quake III Arena FAQ (
This is the official FAQ, created and maintained by id Software. Most of the information pertains to general problems players encounter with Quake III Arena, and doesn't have a lot to do with map making.

RUST - Game
This development-oriented site has a Quake III Arena FAQ though at the moment it's not particularly helpful.

Map Reviews, General Information

LVL - Q3A Edition
A great level review site. It also has a great beta section for people to beta test your maps before you release and get you some feedback to make it one of the best levels out there.

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