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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Thu Oct 30, 2008 6:05 pm Post subject: Prefabs and other dead links |
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Just been visiting some old favourite sites, looking for prefabs; slipgates, ladder and more. But all the links are dead, is there a live site for such idgames2 stuff? _________________ my site |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Oct 30, 2008 6:43 pm Post subject: |
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why do u need prefabs? (im not trying to be a dick if it sounds like it) creating anything in a map is almost as easy as just doing it? idk maybe ill start making prefabs to add on my site as well. _________________ QuakeDB - Quake ModDB Group |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Thu Oct 30, 2008 6:52 pm Post subject: |
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Fair comment. I like prefabs because:
1) Other people can often make stuff better and more efficiently than I can
2) I don't have much time for all this Quake mod stuff and anything that saves me time and work is a good thing.
3) Stuff like slipgates will be better if they have a degree of Quake authenticity that I probably wouldn't manage. _________________ my site |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Oct 30, 2008 7:03 pm Post subject: |
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alright ill check out everything i need once i finish my new quake model and ill see about making a nice looking slipgate atleast. _________________ QuakeDB - Quake ModDB Group |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Thu Oct 30, 2008 8:12 pm Post subject: |
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You could pop open the id1 Quake sources and just make your own prefabs from them, its not as if there is a dearth of slipgates in start.map after all.
Who knows, maybe that could be a resource for modders, someone churning out prefabs for them so map creation is quicker for mod prototyping. |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Thu Oct 30, 2008 8:40 pm Post subject: |
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Yes I agree a prefab 'store' would be really useful and getting stuff from id source maps would be sensible too.
I've got a definite plan for my mod that I'm churning out a whole load of prefabs for it, almost every 'feature' in the current map is saved as a prefab to be used again.
Repeated architecture is a bad thing in retail games, but a neccessary evil in amateur, individual, mods _________________ my site |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Fri Oct 31, 2008 6:54 am Post subject: |
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you can also mine stuff out of the source code of full levels.
as someone mentioned earlier, the id maps are open source now.
also, check this thread on func for more links to map sources that are available (some GPL, some not) -- http://www.celephais.net/board/view_thread.php?id=60094 |
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