In theory it will work with any game that uses the Quake 3 map and archive format. I have only tested it extensivly with Quake 3: Arena maps.
The source will always be available here.
#QUAKE 3 MAPS .DLL#
dll to use, which will make adding Quake 3 maps support to your projects and tools easy. Once I think the project is ready for more mass consumption I'll create better documentation and likely provide a. I'm in the process of cleaning up some bad design and fixing dumb mistakes as I find them. In those few months my C# skill increased significantly. I recently picked this project up again after negelcting it for a few months. Anything as powerful as an Intel 4000 should have no issues rendering even big maps. Performance is decent on modern video cards. It shouldn't take more than a few seconds on smaller maps, and maybe ten or so seconds for larger maps. In this case make sure "Map is Inside PK3" is unchecked. Just make a "maps" folder inside the "baseq3" folder and place the loose maps in there, just like real Quake 3. I recommend placing a camera in the scene and attaching the included "MouseCam.cs" script, so you can fly around the rendered level easily. Make sure "Map is Inside PK3" is checked if you're loading the maps that came with Quake 3, or a custom map that is inside of a. "q3dm1.bsp" is the first map from Quake 3, if your memory is failing you. Now type in the map name you would like to load, including the. This will be used on surfaces that have missing textures for any reason. On the empty you placed in the scene, put a material to use on surfaces that can't be textured correctly into the "Replacement Texture" field. pk3 files containing custom maps if you like, as well. pk3 files from a retail/Steam/demo Quake 3 installation into that folder. Create a folder called "baseq3" inside your Assets folder.