OpenGL Quake3 Arena Map Viewer
This page is dedicated to my Q3Viewer, called the Diesel Engine. It has been
created over 3 years in my sparetime.
You can get a executable and full
source in the
downloads section.
Features:
I´ll concentrate on special
features, that are not often seen in other viewers
- support for
WGL_ARB_multisample (full scene antialias)
- md3 support (usual items and weapons are
loaded, no tag-based animation though)
- lod for
md3 models
- static lighting for all dynamic objects (uses
the lightgrid and OpenGL lighting)
-
full Quake 3
Volumetric Fog (even for
models that are partly or fully inside the fog)
- almost every shader keyword is supported
(defomvertex/rgbgen/alphagen/tcgen/tcmod....)
- almost original colors due to
overbrighting-support (with gamma support)
- portals and cameras
- support for func_bobbing, func_rotating,
func_pendulum (see q3dm15!)
and func_train
- background music (uses
runtime dynamic loaded FMOD library)
- .pk3 file-support (uses ZLIB library)
- quite comfortable
console
(bindings, recursive alias-support, auto-completition for commands)
- multitexturing (dynamic pass-collapsing
where possible, support for NV_texture_env_combine4)
cards with more than 2 texture units will
benefit from it (especially GF3 and GF4)
- basic collsion
detection for the camera
- flares (the ones that are contained inside
most bsp-files)
- support for
Team Arena Maps
- support for AVI-Files as texture (no .roq
support though :-( )
- farbox, cloudlayer and
nearbox are supported
- can also load StarTrek Elite Force, Wolfenstein
and any Q3-MOD maps (see hints-section)
- very OS-friendly support for
activation/deactivation (alt-tab) and fullscreen-switching (alt-return)
- errrrm..... anything I
forgot ?
Requirements:
- Windows 98/ME/NT4(SP6)/2000/XP
- an OpenGL1.1 compliant graphics card
(Voodoo2, Riva128, TNT,TNT2, Geforce1/2/3 and ATI-All-In-Wonder128 tested)
- FMOD library
- DirectX 6 and higher installed (just
DirectInput is used)
Usage:
- copy the files into your Quake 3 basedir
and run the executable
- you will then see the console, type in
"map xxx" where xxx is the name of a map without .bsp
trailing
- after some time you will see the map, use
~ to get rid of the console
- look around with your mouse, use the
keys you would normally use in quake3 to fly around (the program executes
"baseq3/q3config.cfg" )
Hints:
- you can repeat older typings inside the
console (use uparrow/downarrow) and watch at older printouts
(pgup,pgdn,home,end)
- VERY
important: if you get stuck somewhere, just type in “noclip 1”
- Voodoo users have to copy
"3dfxvgl.dll" into their Quake3-directory and rename it to
"opengl32.dll"
- If the programs runs very slow and your 3d
card has less than 16megs of video ram (Voodoo!) , type
"r_picmip 1" once and reload the map
- you can use "dir maps" to show
all available mapfiles inside the .pk3 files and regular directories
- use "addPaks
directoryname" to add the pk3 files of the given quake3-subdirectory
(this can be used to load maps of mods like team arena, rocket arena,
urban terror....)
- on modern nVidia cards (TNT2 and up) you
can use "r_ext_multitexture 2" to make use of NV_texture_env_combine4
extension; this helps some fps on maps with strong use of alpha-blending. Only with this extension you will get
maximum usage of all available tetxure units.
- type "map" without giving a
mapname and a filerequester pops up. You can then choose .md3 , 3ds or
.bsp files to load.
- 3ds-files show up unlit. use
"r_lighting 1" to enable
a headlight. With normal .bsp files you´ll see, that all lit
objects also get lit by the flashlight
- try setting "r_lockpvs" ,
"r_usebsp", "r_usepvs", "r_showtris", "r_shownormals",
"r_lightmap", "r_showboxes" to 1 or 0
- try setting "r_maxPasses" from 1
up to 8 (r_maxPasses 0 in conjunction with r_showtris 1
will result in pure wireframe :-)
- "r_curvefactor" controls how
fine the curved surfaces are tesselated. This value should be greater than
0, higher values give a coarser tesselation (20 is already very coarse)
- visit q3dm4, it shows
deformvertex bulge (the "intestines"
)
- setting "r_clear 1" clears the
background every frame (useful
when loading only single 3ds or md3 objects)
- Riva128 cards are very slow and show
inaccurate blending in many places - go buy a better card!
- “r_flares 0” disables the flares
- to load and view DOF files,
type in "map" and press enter. Now choose a .DOF file. Enable the headlight
with "r_lighting 1" and probably set down the velocity of the camera with "speed
100".
If the model comes out corrupt and the loader is complaining about things
(see console printouts), then you probably have an old buggy .DOF. Just load it
into the modeler that comes with
Racer and export it again
to DOF.
- in order to load STEF and
Wolfenstein maps (or any other MOD´s map), just use the "addPaks" command. The
argument for it is a path to where the new pakfiles lie (either relative or
absolute). This path is also used as additional searchpath from now on.
- in order to activate Full
Scene Antiaalias, you have to have a GF3+ (don´t know about other cards),
choose a proper sampling level at the screenmode requester (left position is
"off") and start the program, now try r_FSAA 1 or 2, you should immediately
notice the effect.
Download:
Binaries: DIESEL.zip (around 350kb)
Source: DIESELSource.zip
(around 1.5mb)
Contact:
If you have any questions or problems...
(remove leading and trailing underscore)
_sonode@gmx.de_
ICQ: 77402067
UR Usr #8411