Quake III Editing Archives

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Quake III Editing Archives

Post by obsidian »

Since the forum FTP service is still down, you may have noticed that the Q3A Editing Archives are no longer available. They are still cached on the server, it's just that access to them is somewhat difficult.


Cached Threads

You can still search for topics on the server using Google. See here on the easiest way to search for a particular archived thread:
http://www.quake3world.com/forum/viewtopic.php?t=161

I've also found a bunch of old threads on the "Way Back Machine". Pretty cool, you can even look for threads all the way back to 1999 when this place was owned by M-Player. You might even be able to find some of my newbie posts: :paranoid:
http://web.archive.org/web/*/http://www.quake3world.com

Hope that helps until we get things working again. Please post any archived thread links and I'll add a list here.

In the meantime, please post any important threads that you feel should eventually be archived. I'll be adding your request to the list below.
Last edited by AEon on Wed Aug 19, 2009 2:07 pm, edited 5 times in total.
Reason: Changed thread icon.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

LEM Archives

Post by obsidian »

LEM Archives

Pretty sure there's more of these... can't find them all.

Hint Brushes: how and why to use them
Texture Source List (by Some Guy I Know)
TA Clan Guide
Some things I've noticed about bot play design in CTF
Jumping out of water imparied?
mapping for ctf and FFA in same .bsp - possible?
Post all your Level Editing Links here!!!
Changing the "look and feel" of GtkRadiant with themes
Terragen Tutorial For SkyBoxes
RtCW Model/Skin Developer Observations (note: may contain spoilers)
CE-Tweak: ***s_mixahead as a tweak & other sound tweaks?***
practical hinting tips
My take on: caulk hull/overdraw/hinting
Common error messages... links
Hints - djbob
Q3Map testing/feedback thread
Sample Map: An explination (large images)
Quick top--rotating misc_models on any axis
Some screens of lloydmctf1:Tempest Utopia
Beginner's GuideMap to Q3 Entities
Lightmap editing is the COOLEST!
NonMoveing Camera's
Curved Trim Tuturial Pt.2
Shader script...
So whats the shader for making a texture transparent according to the alpha channel
alphashadow only working on radiosity passes?
is alphashadow predictable in any way?
Alpha channals & texture scripts
button and func_train
silent doors and alternate sounds (crappy workaround)
foghull
Modifications Programming Forum FAQ v2.0
Eight way door map
how to remove spalies???
Q3Map Thread
Dark texture on patch only
curved stairway :(
handy tip for alpha transparency textures
Small Curve Tutorial
roq videofile
On Mittering - Some visuals
Rotation stinks! (EDIT: => The ASE solution!)
Question about warp portals
Q3 Documentation Project
Bot optimization
Exporting models (terrain and other)
Decals: ctf arrow textures?
Screenshots of what you're doing - part 2
Hinting Sokar3dm5_beta4 (Problem with map....)
Q3A Electronics - A reference of thoughts
HDRshop, Bryce3D and Skybox Images
Shader Lighting Experiment
A real solution to skybox seams!
Last edited by obsidian on Wed Aug 17, 2005 1:57 am, edited 4 times in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

I'm wondering if we should move this thread into the Link Resources as 4 posts? Plus maybe add reference them in the first getting started post.

That would open up a sticky for my "Quake 4 Mapping FAQ" should that turn out to be useful.
User avatar
Foo
Posts: 13837
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

To the best of my knowledge the quake server was not used much if at all, and was taken down a while back.

So that frees up your sticky slot. As it were.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

OK...

might still be nice to merge the Archives into Resources.
User avatar
Foo
Posts: 13837
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Honestly I think a forum is not the best conduit for such things. My suggestion would be to host the document on an external server or seperate file or series of documents, then link it in a sticky.

Forums are great for discussion, not so great for huge wads of static text.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
User avatar
roughrider
Posts: 354
Joined: Mon Jul 22, 2002 7:00 am

Re: Quake III Editing Archives

Post by roughrider »

AEon, with what we have now, if you still feel froggy, you could merge the 2 threads.
Team *A51* Q3 & QL
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: Quake III Editing Archives

Post by Chretien »

None of the links work anymore.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quake III Editing Archives

Post by obsidian »

None of the old UBB links work anymore since the massive forum migration.

We're no longer owned or hosted by IGN (yay!), instead our domain is owned by id Software (does that make us Zenimax?) and the forum is hosted on some free server space that DooMer managed to get.

The archives are sitting on a DVD archive somewhere and DooMer hasn't gotten around to restoring them. No ETA, but I give him a swift kick from time to time as a reminder.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
User avatar
roughrider
Posts: 354
Joined: Mon Jul 22, 2002 7:00 am

Re: Quake III Editing Archives

Post by roughrider »

Holy Cow! Was just looking at some of the old threads from back in 2002 and saw my old collaborative map thread. Memories :D
Team *A51* Q3 & QL
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Quake III Editing Archives

Post by Bliccer »

@obsidian: Perhaps you can edit your listing post?

http://q3a.ath.cx/?editing=radiant_tutorials
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Quake III Editing Archives

Post by cityy »

Pretty much none of those links still works Obsidian, we all should communicate about cleaning up the stickies one of these days.
www.ferdinandlist.de/leveldesign
User avatar
Hipshot
Posts: 1541
Joined: Sun Jan 20, 2002 8:00 am

Re: Quake III Editing Archives

Post by Hipshot »

As far as I can see, none of them works?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quake III Editing Archives

Post by obsidian »

They don't work, but you can copy and paste the urls to http://web.archive.org

I agree with doing some kind of cleanup though. Not sure how best to approach this.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
User avatar
CZghost
Posts: 1937
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Quake III Editing Archives

Post by CZghost »

q3a.ath.cx moved to new sites, i think it has something to do with defrag sites, I can't remember the new location now. Try to google Worldspawn archive and it should find the sites...

//EDIT: http://ws.q3df.org/level_design/ - new location of the level design guidelines (Radiant tutorial), the same sites, but in another location...
[ Linktree | Twitter | YouTube | Instagram | Bluesky ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
MKJ
Posts: 32579
Joined: Fri Nov 24, 2000 8:00 am

Re: Quake III Editing Archives

Post by MKJ »

obsidian wrote:They don't work, but you can copy and paste the urls to http://web.archive.org

I agree with doing some kind of cleanup though. Not sure how best to approach this.
Fixed that for you. All archived links now auto redirect to the webarchive versions so they can at least be read.
Obviously externally hosted images like screenshots are most likely gone forever, but hey it's something.
User avatar
CZghost
Posts: 1937
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Quake III Editing Archives

Post by CZghost »

There is no reason to use archive as the sites are still working, just in another location: http://ws.q3df.org/level_design/
[ Linktree | Twitter | YouTube | Instagram | Bluesky ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Fjoggs
Posts: 2554
Joined: Fri May 03, 2002 7:00 am

Re: Quake III Editing Archives

Post by Fjoggs »

CZghost wrote:There is no reason to use archive as the sites are still working, just in another location: http://ws.q3df.org/level_design/
wut
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Quake III Editing Archives

Post by obsidian »

CZghost, that's not the same thing. Next time you're looking up how to use hint brushes, I'll link you to an awesome recipe for home made bagels.


MKJ, thanks brah! :up:
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Post Reply