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XNA Quake 3 Library 0.3.1

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Downloads: 297
Released: Oct 25, 2008
Updated: Dec 14, 2008 by MasterSlowPoke
Dev status: Beta Help Icon

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Release Notes

School, work, and research have prolonged the release of this version, but after two long months it's complete. The new feature in this release is a proper skybox. Unlike version 0.3 (which simply rendered the sky shader onto the geometry marked with a sky material), the sky is now rendered on a Quake-style subdivided cube, like the one described here.

The Basic Tutorial should be all that is needed to get started with this library.

Future updates will focus first on patching up the shader generation code (sky shaders are the only ones that really look good), then to start looking at the collision detection code.

Any questions or comments are appreciated, just leave them on this page or email me!

ChangeLog: (From 0.3 release)
  • New File: XNAQ3Lib/Q3BSPSkybox.cs
    • Creates a subdivided cube to render a skybox on.
  • XNAQ3Lib/Q3BSPMaterial.cs
    • Added fields for describing a sky material
    • Added method to determine if a material is to be rendered on the geometry marked with that material
  • Q3BSPContentPipelineExtension/ShaderContentImporter.cs
    • Added support for importing skyparms fields in Q3BSPMaterials
    • By default, All shader textures will wrap in both the U and V directions
  • Q3BSPContentPipelineExtension/Q3BSPMaterialContentTypeWriter.cs
    • Added fields to describe skyparms as defined in .shader files.
  • XNAQ3Lib/ContentTypeReaders/Q3BSPMaterialContentTypeReader.cs
    • Added fields to describe skyparms as defined in .shader files.
  • XNAQ3Lib/Q3BSPLevel.cs
    • Added initialization and rendering of a Q3BSPSkybox if a sky shader is found in the BSP file.
    • Geometry marked with a non-rendering shaders will not draw.
  • XNAQ3Lib/Q3BSPShaderManager.cs
    • Added field to hold a level's sky shader.
    • Added method to retrieve a sky's shader.
    • Properties moved from the bottom of the file to just under the fields.
  • Fixed Q3BSPLevel.RenderLevelBSP(). Previously it would draw every Q3BSPFace individually instead of in buffered groups. Additionally a number of semi-expensive operations (System.Collections.List.ToArray) was eliminated from the draw code. Rendering speed while using BSP culling should be greatly increased.

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