diff --git a/doom3/code.php b/doom3/code.html similarity index 99% rename from doom3/code.php rename to doom3/code.html index 64825c0..2a35e04 100644 --- a/doom3/code.php +++ b/doom3/code.html @@ -222,7 +222,7 @@ completely non-paramentric way. An example of this is is smoke effect coming ou

GameEdit
Ok I lied, the core engine also sees idGameEdit. This is a utility class that allows the editors (like the -AFEditor) to manipulate entities while the game is running. +AFEditor) to manipulate entities while the game is running.

Game Entities
@@ -269,7 +269,7 @@ through the physics system) but that wouldn't look quite as good.

Fx
-An FX entity is a container object for special effects. This file also +An FX entity is a container object for special effects. This file also contains idTeleporter which is the teleporter destination entity.

diff --git a/doom3/downloads.php b/doom3/downloads.html similarity index 100% rename from doom3/downloads.php rename to doom3/downloads.html diff --git a/doom3/editor_af.php b/doom3/editor_af.html similarity index 100% rename from doom3/editor_af.php rename to doom3/editor_af.html diff --git a/doom3/fx.php b/doom3/fx.html similarity index 100% rename from doom3/fx.php rename to doom3/fx.html diff --git a/doom3/index.html b/doom3/index.html index b021892..08f5153 100644 --- a/doom3/index.html +++ b/doom3/index.html @@ -54,7 +54,8 @@ the community will take these tools and create things that will blow us away. -For information on how to get the SDK to compile under Linux, there is a pretty handy guide up on modwiki.net. +For information on how to get the SDK to compile under Linux, there is a pretty handy + guide up on modwiki.net modwiki.dhewm3.org. @@ -124,7 +125,7 @@ This shows the number of light/surface interactions thate were generated that fr -I've had a couple of people asking how exactly to run the Maya importer. The zip file contains a single dll "MayaImportx86.dll" that goes in the Doom 3 folder along with doom3.exe. You must have Maya installed, though it doesn't have to be running when you launch Doom 3. Type "exportModels somefile.def" where somefile.def is the name of the def file that contains your export section. For more information on the format of the export section, see this page. +I've had a couple of people asking how exactly to run the Maya importer. The zip file contains a single dll "MayaImportx86.dll" that goes in the Doom 3 folder along with doom3.exe. You must have Maya installed, though it doesn't have to be running when you launch Doom 3. Type "exportModels somefile.def" where somefile.def is the name of the def file that contains your export section. For more information on the format of the export section, see this page. @@ -242,7 +243,7 @@ your server for autodownloads. He also is offering webspace for servers that ca -Looks like the guys over at Doom 3 Reference started up a Doom 3 mod wiki. +Looks like the guys over at Doom 3 Reference started up a Doom 3 mod wiki (formerly modwiki.net). Their goal is to create a robust and complete Doom 3 editing manual. The information is contributed by community members and can be edited by other community members. It's like an open source users manual. Head on over and contribute some information. @@ -376,7 +377,7 @@ the operating system. If it can't find a binary.conf file, it will load the dll not what you want.

A bunch of people have asked me for some clarification on how exactly vis portals work. I put up a brief guide -Here +Here

Every other email I get asks where 1.3 is. I understand the frustration of not being able to release an updated version of your mod, and not being able to play any mods with RoE installed. All I can say is we're working diligently @@ -1393,7 +1394,7 @@ You can find it here. It needs to be extracted to the same folder doom3.exe is in (C:\Doom3)

-This should make the exportModels command magically start working. +This should make the exportModels command magically start working. @@ -1789,7 +1790,7 @@ prev, and next to different impulse commands, thereby breaking everyones config -Just a quick update, I added a new section for The Code +Just a quick update, I added a new section for The Code diff --git a/doom3/menu.js b/doom3/menu.js index ef5c891..10cca92 100644 --- a/doom3/menu.js +++ b/doom3/menu.js @@ -1,6 +1,6 @@ var a = { -"":"Home", +"index":"Home", "downloads":"Downloads", "contact":"Contact", @@ -68,11 +68,11 @@ for ( var i in a ) { document.write( "
" ); continue; } - if ( document.location.pathname.indexOf("/" + i + ".php") >= 0 || ( i == "" && document.location.pathname.indexOf(".php") == -1 ) ) { + if ( document.location.pathname.indexOf("/" + i + ".html") >= 0 || ( i == "" && document.location.pathname.indexOf(".html") == -1 ) ) { document.write( "" + a[i] + "
"); } else if ( i == "" ) { document.write( " " + a[i] + "
"); } else { - document.write( " " + a[i] + "
"); + document.write( " " + a[i] + "
"); } } diff --git a/doom3/modelexport.php b/doom3/modelexport.html similarity index 99% rename from doom3/modelexport.php rename to doom3/modelexport.html index ed3b601..73e3b1b 100644 --- a/doom3/modelexport.php +++ b/doom3/modelexport.html @@ -83,7 +83,7 @@ then moving to the proper directory after it's been exported. Spaces in file names are bad.

-For more information on exporting from 3dstudio max, click here +For more information on exporting from 3dstudio max, click here

Animated Models
diff --git a/doom3/modelexport_3dsmax.php b/doom3/modelexport_3dsmax.html similarity index 100% rename from doom3/modelexport_3dsmax.php rename to doom3/modelexport_3dsmax.html diff --git a/doom3/visportals.php b/doom3/visportals.html similarity index 100% rename from doom3/visportals.php rename to doom3/visportals.html diff --git a/index.html b/index.html index 05680af..bf10f39 100644 --- a/index.html +++ b/index.html @@ -11,12 +11,20 @@ - - + +
DOOM3QUAKE4DOOM3QUAKE4
+
+

Unofficial mirror of (now defunct) iddevnet.com

+

Work in Progress.

+
+
+

The pagesource can be found at Github.

+

You can Download a ZIP of the whole page for offline viewing

+ - \ No newline at end of file +