Thursday 27th
And here's Tutorial 7, only a little later than hoped for. This won't be my only update of today, I'm gonna have a second, bigger one with the release of mapgen and the 8th tutorial. Exciting stuff, I know.

Later
Wooo,Tutorial number 8, the secrets of the universe revealed, and just before qexpo closes too! Plus, I've teased with shots all week, and today I finally nailed the bug that was bothering me. Well, hopefully, and I'm confident enough that I'm gonna go ahead and release mapgen. Click here to see those screenshots again first or just go ahead and download it
http://qexpo.quakedev.com/uploaded/32/mapgen.zip
I guess that wraps it up. If I do any more work on mapgen, I'll be sure to post it on Inside 3D. Hope you had a good expo, I sure did! And don't forget Travail, very soon...

Tuesday 25th
Hot on the heels of 5 is Tutorial 6. Still no chance to do mapgen yet, but it'll be released come Thursday.

Monday 24th
The Ashton Court festival kinda killed my intention to work on anything over the weekend, but I've put up Monday's tutorial now. Tutorial 5 is here!. And yes, I count this as Monday, as I've not slept yet.

Thursday 20th
As advertised on the front page a few hours ago, Tutorial 4. I'm gonna take a break from doing these tutorials for a few days, partially because I've got things outside the expo to do, and also because mapgen deserves a bit of attention since it's got people's interest. Don't fear though, there's gonna be another crop of tutorials before the expo is through. If you didn't go see the travail booth last time, go now! http://qexpo.quakedev.com/booth.php?id=77. The preview, consisting of the first map of the pack, is now up there, and although non of my stuff for travail features yet, I'm still gonna promote it.


Wednesday 19th
Another day, another tutorial. This one's actually turned out quite long, so I've split it over two days. The first half of Tutorial 3: skinning a weaponmodel awaits! Milking the publicity for all it's worth, there's a couple of new shots for mapgen, including one so nice it just has to be included here as well.

The shot of the roads in the desert is a kind of experiment with the mod. The desert itself is an unchanging, regular map, and the segments of abandoned road are the randomly generated tiles. Might be quite nice for a mod like tanx or something.

Tuesday 18th
Here's day two, so we'll start with the day two tutorial. Day 2: Your First Model. After this tutorial you should be able to make a sphere(!).

Next up, travail. The booth is up, http://qexpo.quakedev.com/booth.php?id=77. There's not much up yet, but keep looking, I've tested the preview and you're in for a treat. I'm also partially responsibe for the delays on this one, so sorry about that! Anyway, I demand you go visit them.

Finally, as the least I can do towards mapgen, I've put the old screenshots up again. I might put a few more of the new maps up too before this evening. Go take a peek

Monday 17th

Hi there, another Qexpo is finally here! Over the next ten days, I'm planning to release a series of tutorials on how to make models for Quake 1, covering what utilities you'll want to use, how to get around some of the limitations of the format, and so on. The first tutorial, which details setting up the programs you need, is already up! Click here to go read it if you're interested.

Second to that, I'm also gonna release the mod I advertised last year then completely abandoned, mapgen. The idea behind it is to generate a random map, using just a limited set of "tiles". In technical terms, each of the tiles is an entity in a bsp file with all the information about how the tile tesselates with other tiles entered into its entity fields. This means you can map for the mod, and create an entirely new tileset, without changing the code of the mod. The code itself is fairly barebones, it does everything related to loading the tiles and generating the map, but there's no gameplay to go with it. If someone is inspired by the code, I'd encourage them to take it and make it their own. If not, it's at least something pretty to look around while generating a few maps in.

Right now, there's one irritating bug in it I'd really like to get fixed. Then I'd also want to put doors and lifts in, but I'd cut them in favour of getting it out the door before the end of the expo. Other than those two projects, I'm gonna be promoting the work the Travail team is doing, since I've been working away at their models for a while. If I get a chance I'll also try my hand at some of the speedmapping or suchlike, but given the load of stuff above, I wouldn't put money on it happening.