# Quake resources

## Get the Quake Level Design Starter Kit

Download the [**Quake Level Design Starter Kit**](https://github.com/jonathanlinat/quake-leveldesign-starterkit) **(Windows and Linux only)** by Jonathan Linat, which contains a lot of recommended tools and assets for single player Quake 1 mapping, all collected in one convenient bundle. This is the easiest way to get started.

![](https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FHXsCP0xBTRVfQzpco8hX%2FLDB_Quake_StarterKit.png?alt=media\&token=a39e55df-80c8-4350-be30-803bb9ce20a5)

## Communities

If you're interested in Quake mapping and modding, **we strongly recommend joining a Quake community.** It's the best way to learn! Experienced people can give you tech help, advice, and feedback on your work. Some have even been modding Quake for 20+ years.

* [Quake Mapping Discord](https://discord.gg/58XqmZM) is the biggest public social hub, beginner-friendly with frequent single player design jams and social opportunities
  * For Quake 2, try [Map-Center discord](https://discord.com/invite/BhmHT2kyp2) instead.
  * For multiplayer Quake, try [QuakeWorld.nu](https://www.quakeworld.nu/) and [Quake.World discord](http://discord.quake.world/) instead.
* [Slipseer](https://www.slipseer.com/) is a new single player mapper-modder hub with downloads, assets, and free file hosting services.
* [Quaddicted](https://www.quaddicted.com/) is the main single player Quake map archive, currently in the middle of an extensive rebuild (as of 2024).
* [Func\_msgboard](https://www.celephais.net/board/) is the longest running Quake level design web forum, but maybe not as newbie-friendly as QM Discord or Slipseer
* [The QuakeCast](https://quakecast.podbean.com/) is a long-running podcast series where David "dumptruck\_ds" Spell interviews various Quake community members and discusses new releases

{% embed url="<https://www.youtube.com/watch?v=ARsN0xldnys>" %}
YouTube embed of ["Quake 2022 Community Preview"](https://www.youtube.com/watch?v=ARsN0xldnys) edited by dumptruck\_ds
{% endembed %}

## Mapping

### How to make Quake maps

* get **TrenchBroom** level editor (included in Level Design Starter Kit linked above)
  * [more info and advice for TB](https://book.leveldesignbook.com/appendix/tools/trenchbroom)
  * [official download page](https://github.com/TrenchBroom/TrenchBroom/releases)
* most people start with [David "dumptruck\_ds" Spell's video tutorials ](https://www.youtube.com/watch?v=gONePWocbqA\&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE)[(full playlist)](https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE)
* or start with [Andrew Yoder's text tutorial ](https://andrewyoderdesign.blog/2019/06/08/making-your-first-map-in-quake-part-1/)(covers basic setup + making your first room)
* after you know the basics, check out the [Quake Builder video tutorials](https://www.youtube.com/user/mikedm92/videos) by MarkieMusic

&#x20;    *for useful map measurements and combat stats + design advice, see* [*Quake metrics*](https://book.leveldesignbook.com/process/blockout/metrics/quake)

&#x20;    *for more about releasing maps and mods, see* [*How to package a Quake map/mod*](https://book.leveldesignbook.com/appendix/resources/quake/how-to-package)*.*

{% embed url="<https://www.youtube.com/watch?v=gONePWocbqA>" %}
YouTube video embed for ["Quake Mapping: TrenchBroom 2 Quickstart"](https://www.youtube.com/watch?v=gONePWocbqA) by dumptruck\_ds&#x20;
{% endembed %}

### Recommended reading

After you know the basics of map construction and feel somewhat comfortable in the editor, learn about more complex design and building patterns:

* ["How to Make Rooms Look Good"](https://archive.is/VP86K) (2001) on Quake architecture by Xenon
* ["Curve tutorial"](https://www.quaketerminus.com/hosted/happymaps/curv_tut.htm) (200x) on building "CZG curves" by Christian Grawert
  * ["Mapping for Quake: Advanced Curves" part 1 video](https://www.youtube.com/watch?v=RjzYKGm_DQk) + [part 2](https://www.youtube.com/watch?v=sS0Fr1L2P2w) by David Spell
  * ["Trenchbroom and Quake: Curved Tunnel"](https://www.youtube.com/watch?v=E27I6JCn9jw) by MarkieMusic
* ["The Door Problem of Combat Design"](https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/) (2019) by Andrew Yoder is a solid introduction to tuning Quake [encounters](https://book.leveldesignbook.com/process/combat/encounter)&#x20;
  * ["Balancing Skill Levels for Quake"](https://www.slipseer.com/index.php?threads/balancing-skill-levels-for-quake.554/) (2024) by Lunaran is a good primer for various item placement / traversal design patterns
* [Chris Holden's #quake #leveldesign tweets](https://twitter.com/search?q=%40ChrisHoldenDev%20%23quake%20%23leveldesign\&src=typed_query\&f=top)
* ["Quake Renaissance"](https://www.rockpapershotgun.com/topics/quake-renaissance) (2021) series about Quake culture by Robert Yang
  * [part 1 ](https://www.rockpapershotgun.com/quake-renaissance-where-is-quake-and-how-did-it-get-here)(id Software industry history)
  * [part 2](https://www.rockpapershotgun.com/quake-renaissance-a-short-history-of-25-years-of-quake-modding) (25 years of Quake mod history primer)
  * [part 3](https://www.rockpapershotgun.com/quake-renaissance-how-to-start-playing-quake) (guide to Quake player culture norms + well-known mods to play)
* [Bal's Quake Mapping Tips & Tricks ](https://www.slipseer.com/index.php?threads/bals-quake-mapping-tips-tricks.100/)(2022) by Benoit "Bal" Stordeur is a crucial must-read for intermediate / advanced Trenchbroom construction techniques.

&#x20;*for more on Quake's influence on level design, see* [*History of the level designer*](https://book.leveldesignbook.com/culture/history-level-designer)

<figure><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LtVT8pJjInrrHVCovzy%2F-MaE772K0MViEPpgnix1%2F-MaE7KkewAoItNRLzmYC%2FLDB_AndrewYoder_doorproblem_foothold_mapcontrol.png?alt=media&#x26;token=760dc20b-ee3d-407b-ae72-6db411790c6f" alt=""><figcaption><p>map control theory diagram from <a href="https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/">"The Door Problem of Combat Design"</a> (2019) by Andrew Yoder</p></figcaption></figure>

<figure><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FkS1MlXiOMxtlWxbJlU7o%2FLDB_quake_mapping_light_chart_01.jpg?alt=media&#x26;token=9e1a2502-76ff-47e7-a62e-e1585b90ded6" alt=""><figcaption><p>a chart of different light falloff settings for Quake 1; when and where would you use each light setting?</p></figcaption></figure>

### Compiling Quake maps

To play Quake maps, you must **compile** (bake, package) the editable .MAP into a playable optimized .BSP file. You will need both tools and a graphical user interface (GUI).

* **Compile tools:** [**EricW Tools**](https://github.com/ericwa/ericw-tools) (already included in Quake Level Design Starter Kit)
  * `qbsp.exe` builds 3D mesh + detects "leaks" ([video tutorial: how to fix leaks](https://www.youtube.com/watch?v=kFd-D46OCrg))
  * `vis.exe` calculates [PVS occlusion culling](https://en.wikipedia.org/wiki/Potentially_visible_set) to optimize map performance
  * `light.exe` bakes lightmaps and shadows, makes [lighting](https://book.leveldesignbook.com/process/lighting) happen
    * **STRONGLY RECOMMEND viewing** [**light.exe examples**](https://ericwa.github.io/ericw-tools/) **+** [**light.exe docs**](https://ericwa.github.io/ericw-tools/doc/light.html)
* **Compiler GUI:** choose either [**TrenchBroom's built-in compile window**](https://trenchbroom.github.io/manual/latest/#compiling_maps) or [**Necro's Compiling GUI**](https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/) (both already in the kit too)

<figure><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FjmR2qKpNCphtnx5vy6DC%2FLDB_Quake_EricWTools_Lighting_IndirectBounce_Demo.gif?alt=media&#x26;token=5faf26b5-cfed-4d44-8f0f-6a8fb28e17f5" alt=""><figcaption><p>example Quake bounce lighting settings from EricW's <a href="https://ericwa.github.io/ericw-tools/">light.exe documentation</a>; map is ad_azad by mfx</p></figcaption></figure>

### Example map source files

* many mods package .MAP source files with the public release, just look in the mod folder
* **`trenchbroom_quake_map_source.zip`** [(4.5 mb download)](https://toolness-media.s3.amazonaws.com/quake/trenchbroom_quake_map_source.zip) is a collection of the original Quake 1 .MAP source files ([as released by John Romero in 2006](https://rome.ro/news/2016/2/14/quake-map-sources-released)) but converted to modern file format (TrenchBroom compatible) + fixed texture references (with repackaged Quake101.wad), thanks to Atul "toolness" Varma

{% file src="<https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FPKHfAru222Fn59yFy5mA%2Ftrenchbroom_quake_map_source.zip?alt=media&token=5cedcccc-91c9-4010-82ae-d757fa9c8d6e>" %}
download mirror of "Trenchbroom Quake Map Source" by Atul 'toolness' Varma, last accessed 13 January 2022
{% endfile %}

&#x20;    *for more about parsing and working with .MAP files in code, see* [*.MAP file format*](https://book.leveldesignbook.com/appendix/resources/formats/map)

![animated GIF of entry hallway in map E1M1 "The Slipgate Complex" by John Romero, for Quake 1 (1996)](https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FsR2EB90L5FZFLofTvj3b%2Fquake1_e1m1_flicker.gif?alt=media\&token=02e70b05-c318-46cf-82d1-52955f736d05)

## Engines / source ports

To play Quake (and playtest your own maps or mods) you need a **source port** -- a Quake engine that "ports" the original 1996 engine code and add many new features / compatibility.

*We only list free open source ports in active ongoing development. (*[*see full list of source ports via QuakeWiki.org*](https://quakewiki.org/wiki/List_of_engines_and_ports)*)*

<table><thead><tr><th width="150">Source port</th><th>Description</th></tr></thead><tbody><tr><td><a href="https://github.com/andrei-drexler/ironwail"><strong>Ironwail</strong></a></td><td>current community-standard engine for single player; <strong>bundled in Quake Level Design Starter Kit</strong></td></tr><tr><td><a href="https://triptohell.info/moodles/qss/"><strong>Quakespasm-Spiked</strong></a></td><td>previous community-standard engine for single player</td></tr><tr><td><a href="https://fte.triptohell.info/">FTE</a></td><td>many features + wide compatibility beyond Quake 1 file formats, good for making standalone games</td></tr><tr><td><a href="https://www.nquake.com/">nQuake</a></td><td>common multiplayer Quake ("QuakeWorld") bundle but lacks many single player / graphics features</td></tr></tbody></table>

![animated GIF of level entrance in e4m2 "The Tower of Despair" by Sandy Petersen, for Quake 1 (1996)](https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2F2uMCVZ0Mig1M3tSUASZu%2Fquake1_e4m2.gif?alt=media\&token=9a521b00-dbdd-49e9-8257-9b2f032ef55c)

## Assets / textures

In Quake modding culture, it is generally considered normal and acceptable to rip models, sounds, and textures from other maps and mods, as long as you **credit the original authors**.

However, if you rip textures and assets from a .BSP, you'll usually have an incomplete fraction of the full kit. It'll likely be difficult to use. In these cases (e.g. the Makkon set) **you're better off finding the full official public texture releases.**

### Texture WADs

Quake texture collections are stored in .WAD files. To use textures in a level, download a .WAD and then add the WAD path to the .MAP file using the level editor. *(Note: this is not the same as a Doom WAD. Quake WADs are only for map textures.)*

When compiling a map into a playable .BSP file, all used textures are automatically embedded directly inside the .WAD file. You can rip textures from compiled maps using a tool like [BSP2WAD](https://www.quaketerminus.com/tools.shtml).

* [Prototype WAD](http://khreathor.xyz/site/prototype/) by Khreathor is useful for blockout and prototyping.
* [Quake101 WAD](https://www.quaddicted.com/files/wads/quakewad.zip) contains all the Quake textures in one collection, or you can just download [the textures used for each map](http://www.quaketastic.com/files/texture_wads/id1_wads_per_map_v3.zip) if you want to stay strictly within a traditional theme.
* [Knave](https://www.quaddicted.com/webarchive/kell.quaddicted.com/q1textures.html) is a medieval library themed texture set by Kell
* [Makkon](https://www.slipseer.com/index.php?resources/makkon-textures.28/) is the current most-popular texture set used in community Quake maps today

#### Texture WAD archives

* [Quaddicted WAD archive](https://www.quaddicted.com/files/wads/) contains many .WADs but it's somewhat unorganized.
* [Quaketastic](https://www.quaketastic.com/?dir=files/texture_wads) has a similar pile of unorganized WAD files
* [Slipseer](https://www.slipseer.com/index.php?resources/categories/texture-wads.6/) has a small but growing archive of better organized WAD files

<figure><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2Fac0VDhFhlOkcseivsHfr%2Fkoohoo_wad.jpg?alt=media&#x26;token=5ff4b9cf-6c40-4042-9cde-28a5c20ba25e" alt=""><figcaption><p>example textures from <a href="https://www.slipseer.com/index.php?resources/koohoo-textures.50/">"Koohoo" texture WAD</a> by Vondur; example map is Ambulatory by Chris Holden</p></figcaption></figure>

### WAD Tools

* The most common WAD creating / editing tools are [TexMex](https://quakewiki.org/wiki/TexMex) and [Wally](https://github.com/Ty-Matthews-VisualStudio/Wally), which can browse WADs and convert textures for you easily.
* If you are going to modify WADs frequently, you can automate the WAD building process via batch processing via command line interface (CLI) with [qpakman](https://github.com/bunder/qpakman).
* Use TexMex or [BSP2WAD](https://www.celephais.net/board/view_thread.php?id=61593) to extract textures from a compiled .BSP map file
* Palletizing textures to fit Quake's fixed 256 color palette is tricky, because some of the colors are reserved as "fullbright" colors. You may also need EricW's ["defullbright"](https://github.com/ericwa/defullbright) tool to remove these fullbright pixels.

<figure><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FVh89oNFbXasxn5LBHM4W%2Fwally_dmc.png?alt=media&#x26;token=5369d88d-85ee-442c-86d1-3f4896f795d0" alt=""><figcaption><p>image of the Wally WAD tool, screenshot by Valve Developer Union</p></figcaption></figure>

### Skyboxes

Quake has two different sky systems. The original 1996 sky system is a two panel texture parallaxed over itself. Newer Quake engines support a more standard cubemap-style skybox made of 6 static .TGA textures, each corresponding to one side of the skybox.

* <https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html>
* <https://lvlworld.com/review/Quake%203%20Arena%20skybox%20collection>
* <http://www.simonoc.com/pages/artwork.htm>
* <https://www.slipseer.com/index.php?resources/makkon-skyboxes.139/>

![screenshot of sci-fi hub map in Quake mod Alkaline, with textures by Makkon](https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FUPdendINzvjaP1MRSMtw%2FquakeRenn_alkalineMakkon.jpg?alt=media\&token=2bbe413b-a557-4bae-88cc-af2ad21dc5be)

## Mods / dev kits

Mods add new functionality and features for mappers to use in their levels. Listed below are common Quake mods and toolkits used by single player Quake mappers.

{% hint style="info" %}
When you release your map(s) or mod, **bundle the core mod files with your maps** to make a self-contained .ZIP with no external dependencies. For example: if you make a mod with Copper then you should include the Copper mod files in the ZIP. Big mods include slimmed-down *"dev kits"* you can use, which have just the core mod files.
{% endhint %}

### Arcane Dimensions

[Arcane Dimensions](https://www.moddb.com/mods/arcane-dimensions) is a popular recent mod / toolkit that adds many new monsters and features.

1. install the latest version of Arcane Dimensions ([v1.81](https://www.quaddicted.com/reviews/ad_v1_80p1final.html) as of January 2022)\
   if you want to make your own mod based on AD, get the slimmed-down dev kit instead
2. add the `/ad/` mod folder and `ad_1_8.fgd` in your map editor
3. read the included `ad_v1_80_documentation.txt` for info and advice
4. open the [example test maps](https://www.quaddicted.com/filebase/ad_v1_80testmaps.zip) in an editor to learn how to use the new systems
5. the [Arcane Dimensions QuakeC source code is available on GitHub](https://github.com/SimsOCallaghan/ArcaneDimensions)

{% file src="<https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FWqB8j6E0CwfbM5cE08hK%2Fad_v1_80_documentation.txt?alt=media&token=c14c97d0-cc92-438b-8502-19aef22a15ee>" %}
download mirror of Arcane Dimensions v1.81 documentation TXT file, last accessed 14 January 2022
{% endfile %}

### Alkaline

[Alkaline](https://alkalinequake.wordpress.com/) is a recent "base" themed mod / toolkit that adds sci-fi themed monsters and weapons.

1. install [latest version of Alkaline](https://alkalinequake.wordpress.com/) (minimal dev kit available)
2. add the `/alkaline/` mod folder and `alkaline.fgd` in your map editor
3. read the included `docs.html` Alkaline mapping manual

### Copper

[Copper](http://lunaran.com/copper/) is a minimalist "refinement" mod that rebalances vanilla Quake gameplay and adds quality-of-life features for mappers. It is good for a "vanilla+" feel without vanilla bugs.

1. install [latest version of Copper](http://lunaran.com/copper/download/)
2. add the `/copper/` mod folder and `copper.fgd` in your map editor
3. read the [official Copper - Mapping notes](http://lunaran.com/copper/mapping/) for info and advice

### Progs\_dump

[Progs\_dump](https://www.quaketastic.com/files/single_player/mods/progs_dump_devkit_v200.zip) is a recent dev kit mod that adds new mapper features, but doesn't add any new monsters or weapons, it's still basically the same old vanilla Quake gameplay.&#x20;

However, because it exposes so much functionality, it's possible for mappers to add some new game features without coding in QuakeC.

* [progs\_dump\_manual\_200.pdf](https://www.quaketastic.com/files/single_player/mods/progs_dump_manual_200.pdf)
* [official progs\_dump video tutorial series](https://www.youtube.com/playlist?list=PLgDKRPte5Y0AxvsTeUMfLTo6zcyuPD8QU)
* [progs\_dump QuakeC source code is available on GitHub](https://github.com/dumptruckDS/progs_dump_qc)

### Horde mode (2021 re-release)

To map for the new "Horde" mode added in the Quake 2021 re-release:

1. download the special Horde mode .FGD file and load it into your map editor
2. in the editor, add a single `horde_manager` entity, this is the brain of horde mode
3. in the editor, add `info_monster_start` entities for where you want monsters to show up. You can also toggle a `info_monster_start`, which lets you do progression stuff.

{% file src="<https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FhfUGOFJBcoh0gD1HqHUW%2FQuake_mg_TrenchBroom_ericw.fgd?alt=media&token=b95aa2d5-9812-4e05-b218-869d0aadea7d>" %}
download mirror of the MachineGames' Quake .FGD file for making Horde maps, last accessed 13 Jan 2022
{% endfile %}

See the example Horde mode .MAP source file for usage:

{% file src="<https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FPl4QHZ6TVB4ZwPUl4rth%2Fhorde_example.zip?alt=media&token=ccd83aea-64c0-48a2-97d9-f2d35aa39818>" %}
download mirror of example horde mode .MAP source file, last accessed 13 Jan 2022
{% endfile %}

![screenshot from hub map in Quake mod Arcane Dimensions, by Simon 'sock' O'Callaghan et al](https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LtVT8pJjInrrHVCovzy%2F-MDj_ngSOdI6jitZ76zx%2F-MDjzO9IvS-gUFWrgq6l%2FArcaneDimensions.jpg?alt=media\&token=7162ef12-dc38-4cd9-8999-ab0c0869e6f2)

## Modeling

&#x20;    *for a list of 3D art tools, see* [*Tools*](https://book.leveldesignbook.com/tools#3d-art-tools)

To make custom monsters, weapons, items, or props, you must export a 3D model.&#x20;

The original Quake models are stored in **.MDL** files in a sub-folder called `/progs/` . The MDL format reflects the memory limits of 1996 PCs:

* Max triangles: 2048; max vertices: 1024
* Textures: 8-bit palettized; max UVs: 1024
* Max vertex animation frames: 256 at 10 FPS

&#x20;   *for more info on MDL file format and parsing, see* [*Quake MDL file format spec*](https://book.leveldesignbook.com/appendix/resources/formats/mdl)

The 2021 re-release, as well as more recent fan engines, have added much more modern [**MD5 (Doom 3 format)**](https://modwiki.dhewm3.org/MD5_\(file_format\)) file support with much higher memory limits and skeletal animation support.

* Model data stored in `.md5mesh` file
* Animations stored in `.md5anim` file; can load multiple .md5anim files for one model
* Textures are `.tga`, bind with `.mtr` material definition file
* works in 2021 re-release engine ("KexQuake"), Quakespasm-Spiked, and FTE

### Quake MDL

Get the [Quake MDL importer / exporter for Blender v2.8+](https://bitbucket.org/khreathor/mdl-for-blender/wiki/Home) by Taniwha, Khreathor, and Jazzmickle.

* see docs for [installation](https://bitbucket.org/khreathor/mdl-for-blender/wiki/Installation), [scene setup](https://bitbucket.org/khreathor/mdl-for-blender/wiki/Scene%20Setup), [material setup](https://bitbucket.org/khreathor/mdl-for-blender/wiki/Materials), and [animation notes](https://bitbucket.org/khreathor/mdl-for-blender/wiki/Animations)
* ["MDL for Blender 2.8 - Common Problems, Quirks, and Solutions" (11:03)](https://www.youtube.com/watch?v=nZC-G9Tz6OM) by Fairweather

{% file src="<https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FU4flUI3t1USrht3hbtw7%2Fio_mesh_qfmdl.zip?alt=media&token=d3c13092-cda0-4c71-82c2-b398d82c3941>" %}
download mirror of Quake MDL plugin file for Blender v2.8, last accessed 13 Jan 2022
{% endfile %}

Fairweather has made some great beginner video tutorials on using Blender to model for Quake, no prior Blender or 3D experience required:

* [Modeling for Quake - Part 1 - Interface and Basic Navigation (8m 44s)](https://www.youtube.com/watch?v=oSH03YZq2EA)
* [Modeling for Quake - Part 2 - Poly Modeling Basics (15m 10s)](https://www.youtube.com/watch?v=aMj-pKcCVAI)
* [Modeling for Quake - Part 3 - Creating the Mesh (12m 27s)](https://www.youtube.com/watch?v=AigfWLsog60)
* [Modeling for Quake - Part 4 - UV Mapping (20m 04s)](https://www.youtube.com/watch?v=VAVUiRm3h1I)
* [Modeling for Quake - Part 5 - Texturing and Exporting (11m 56s)](https://www.youtube.com/watch?v=_t_SY6JnTnA)

<div align="center"><img src="https://1666186240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LtVT8pJjInrrHVCovzy%2Fuploads%2FH4FqUbkXBu0dzPBuDF1t%2FLDB_Quake_MDL_Blender.jpg?alt=media&#x26;token=dbc68f4f-232c-4027-8b01-f8c806ec546f" alt="modifying the Quake &#x22;Ranger&#x22; player MDL in Blender"></div>

### Quake MD5

Get the [MD5 Importer/Exporter for Blender 2.80+](https://github.com/KozGit/Blender-2.8-MD5-import-export-addon) by KozGit.

* read the documentation thoroughly, it's a little complicated
* community is still figuring out best practices / pipeline... ask questions and shares notes in QM Discord #modeling-and-texturing

## Coding

Quake game code is written in a special programming language called QuakeC. It has many historical quirks and it can be tricky to learn, but once you figure it out, it's fun.

#### **QuakeC tutorials and documentation**

* <http://www.cataboligne.org/extra/qcmanual.html>
* <http://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf>
* <http://www.insideqc.com/qctut/>
* <https://quakewiki.org/wiki/QuakeC_basics>
* <https://quakewiki.org/wiki/QuakeC_tutorials>

#### **Example QuakeC projects**

* **"clean and fixed"** original Quake v1.06 source code with bug fixes: <https://github.com/Jason2Brownlee/CleanFixedQuakeC>
  * useful as a base for a vanilla style mod
* **progs\_dump** mapping toolkit source code: <https://github.com/dumptruckDS/progs_dump_qc/>
* **official 2021 re-release** source code: <https://github.com/id-Software/quake-rerelease-qc>&#x20;

#### **QuakeC tools**

There's a [VS Code QuakeC extension](https://github.com/joshuaskelly/vscode-quakec) by Joshua Skelton.

FTEQCC is probably the most modern compiler available, with plenty of compilation options and enhancements. You can choose between GUI version and a command line version:

* [FTEQCC GUI (Win64)](https://sourceforge.net/projects/fteqw/files/FTEQCC/fteqccgui64.exe/download)
* [FTEQCC (Win64)](https://sourceforge.net/projects/fteqw/files/FTEQCC/win64-fteqcc.exe/download)
* [More download options](https://sourceforge.net/projects/fteqw/files/FTEQCC/)
* [FTEQCC site with all downloads and documentation](http://fte.triptohell.info/moodles/fteqcc/)


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