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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Sun Apr 05, 2009 6:46 pm Post subject: Some Beginner questions |
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I apologise for asking many unrelated questions but I've always wondered how to do them. So:
1) What is the standard way to model a Quake 1 mdl? Point me to some tutorials, please.
1a) I really need to know how to set (in the mdl) the special flags for rotating (for power-ups), bloodtrail, smoke etc. What soft can do that?
2) Is there anywhere a _commented_ QC sourcecode? I mean _beginner-level_, really commented? Not just "think-it-yourself"?
3) I've seen this in Episode 2: an Ogre on a balcony overhead, jumping to a thick pillar and "spiralling down" to the ground. Like a fireman on his pole. Anybody know how was it done?
4) What is the standard way of creating texture wads for Quake? |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Sun Apr 05, 2009 7:05 pm Post subject: |
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1) QME I guess. Or Blender: http://forums.inside3d.com/viewtopic.php?t=1210
3) Sounds like a trigger_monsterjump in combination with a funny random event. Or can you reproduce it? What do you mean with "Episode 2"?
4) Wally seems like a good tool for it. _________________ Quake Maps |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sun Apr 05, 2009 7:54 pm Post subject: |
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my signature for good begginer qc tutorials and look at the modeling forum for modeling help. _________________ QuakeDB - Quake ModDB Group |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Mon Apr 06, 2009 2:24 am Post subject: |
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1: The standard way these days is usually to make it in whaichever model editor you like, export it to .md3, then export it again to .mdl - and yes, this does sound crazy...
1a: qME can add the model flags.
2: Not sure there is. Anything you wanted to know in particular?
4: I've used Texmex with good results. |
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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Mon Apr 06, 2009 12:51 pm Post subject: |
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@ Spirit: It was in map E2M5. E2 stands for Episode 2.
@ Lardarse: In particular, I'd like a full-blown Quake Modder's Complete Reference and Guide, with exhaustive explanations and pictures
Seriously now, I want to gather all I can get that explains what each QC sourcefile does, line-by-line. |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Apr 06, 2009 1:35 pm Post subject: |
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There is no annotated guide to the quake QC files, sorry. There are lots of good tutorials, starting with my own posted by Ceriux above, that can teach you the basics of QC however. _________________ Apathy Now! |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Mon Apr 06, 2009 4:33 pm Post subject: |
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asdqwe wrote: | @ Spirit: It was in map E2M5. E2 stands for Episode 2. | Then it was a random occurance or an engine bug I'd say. _________________ Quake Maps |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Mon Apr 06, 2009 6:58 pm Post subject: |
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e2m5, iirc, is The Wizard's Manse, which does have a moment where two ogres jump off of a balcony into the fray with a bunch of Death Knights, there are two pillars there. Its possible that if you somehow woke up an ogre in another section, that it wandered out onto the balcony, hitting the trigger_monsterjump, still trying to wander and happened to rotate while near the pillar, giving the illusion of him spiraling down it, when he was spinning of his own accord, while propelled by the trigger, and was in front of the pillar.
I do really wish there was an annotated QuakeC guide, some of it is kind of odd. _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
Last edited by scar3crow on Mon Apr 06, 2009 8:55 pm; edited 1 time in total |
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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Mon Apr 06, 2009 7:48 pm Post subject: |
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@ scar3crow: I think you're right. I tried again and they just jumped down. That must be it. |
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