diff --git a/README.md b/README.md
index 2beb47c..abba3c2 100644
--- a/README.md
+++ b/README.md
@@ -4,23 +4,25 @@ reconstructed from https://www.moddb.com/downloads/iddevnet-archive, own backups
# Missing files (not available on archive.org either):
- Doom3/downloads/testbox_textures.zip
+ this one might never have been available: https://web.archive.org/web/20060720042901/http://www.iddevnet.com/doom3/downloads/testbox_textures.zip
- Doom3/skins_imp.png
-
-- The Examples and Debug HUD for Quake4 (https://web.archive.org/web/20080720014114/http://www.iddevnet.com/quake4/DownloadableContent)
- - debug_huds.zip
- - Quake 4 Animation Examples: animations.zip
- - Font stuff: q4font.zip (q4font.exe), marine_ANSI.zip (ANSI example font) marine_symbol.zip (Symbol example font)
- - MakeAMod DMSP (Deathmatch Singleplayer): dmsp_v1.pk4
- - MakeAMod-InstaGib: q4-instagib.zip
- - Example Definition Files: monster_strogg_marine_rocket.def monster_slimy_lobber.def
- - ExampleMaps: programmerexamplemaps.zip map_ai_tetherexamples.zip
- - Quake 4 Art Examples: Quake_4_Texture_Reference.zip Quake_4_Model_Reference.zip Quake_4_Modeling_Parts_Junkyard.zip
+- Quake 4 Animation Examples: animations.zip
+ see https://web.archive.org/web/20101007092356/http://iddevnet.com/quake4/AnimationExamples
- Lots of images for Quake4:
+ - BasicScriptTutorial: basicscripttutorial4.png
- DefinitionFileExamples: monster_strogg_marine_rocket.jpg
- - LevelEditor_BasicRoom: image01.jpg to image12.jpg (all of them)
+ - LevelEditor_BasicRoom: image01.jpg - image12.jpg (all of them)
- Effects_Performance: fx_overdraw_bad.jpg fx_overdraw_good.jpg
- ArtReference_CreatingTextures: tex_01.jpg - tex_09.jpg (all of them)
- Scripting_ScriptsAndEntities: repairbot1.jpg - repairbot8.jpg (all of them)
- The_Properties_of_a_segment: fx_lock.jpg
- Basic_FX_file_structure: fx_check.jpg fx_sortorder.jpg
+ - ArtReference_CreatingCreatures: image_01.jpg - image_14.jpg (all of them, though I'm not sure they were ever really uploaded)
+ - Notes_about_Origins: fx_origins.jpg
+ - ArtReference_Q4Shaders_AnimatedStrips: shader_stripimage1.jpg shader_stripimage2.jpg
+ - LevelEditor_Clipping: fx_origins.jpg, airdefense1_editor.jpg, core_shaft.jpg, mp_angleclip.jpg
+ - Entity_MonsterBerserker: monster_berserker.jpg
+ - Adding_Fonts_to_use_in_Quake_4_GUIs: guied_ansi.jpg, guied_symbol.jpg
+ - FX_Entity_Editor: fx_enteditor.jpg
+ - Sounds_SoundPlacement: image1.jpg, image2.jpg
diff --git a/quake4/ArtExamples.html b/quake4/ArtExamples.html
index 627e626..a93527a 100644
--- a/quake4/ArtExamples.html
+++ b/quake4/ArtExamples.html
@@ -190,7 +190,17 @@ actionsMenuInit('More Actions:');
Quake 4 Art Examples
-
We've included several files that should illustrate how to implement art content in Quake 4.
Included in this .zip file are everything you need to see how two textures from Quake 4 were made. For more information on making textures, check out our Creating Textures page.
This handy reference file has all of the little bits used to add details to textures, models and creatures. They really help to speed the process up and to unify the look of the game. Use these when you are Creating Models
ArtExamples (last edited 2005-11-04 22:51:00 by EricBiessman)
+
We've included several files that should illustrate how to implement art content in Quake 4.
Included in this .zip file are everything you need to see how two textures from Quake 4 were made. For more information on making textures, check out our Creating Textures page.
+
+This handy reference file has all of the little bits used to add details to textures, models and creatures. They really help to speed the process up and to unify the look of the game. Use these when you are
+Creating Models
You will need a licensed copy of Quake 4 and the SDK. You will be using both the map editor, and a script editing tool of your choice.
Script editing can be done in any text editing program. However, since the script system closely resembles C style code, an editor that uses syntax highlighting would be best. Our developers here used both Visual Studio and Ultra Edit 32, but in a pinch you can use notepad.exe.
Setting up your first script file
-
Script files can be set up two ways. One method is for quick practice and “scratchpad” style development, the other is for distribution. To get started, we’ll use the first method because it’s much simpler. Create a new text file in the directory that has the .map file you want to use the script on. For example, if you’re working out of C:\Program Files\Quake4\q4base\maps\, you’d place the file there.
Name the file [mapname].script. So if your map is called “awesome.map” you’d name the file “awesome.script”
+
Script files can be set up two ways. One method is for quick practice and “scratchpad” style development, the other is for distribution. To get started, we’ll use the first method because it’s much simpler. Create a new text file in the directory that has the .map file you want to use the script on. For example, if you’re working out of C:\Program Files\Quake4\q4base\maps\, you’d place the file there.
Name the file [mapname].script. So if your map is called “awesome.map” you’d name the file “awesome.script”
Your first script function, “Hello Stroggos”
Open up the script file you just created with your editor. Enter the following into the file and save the file.