Prefabs and other dead links
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Prefabs and other dead links
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?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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.
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.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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.
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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scar3crow - InsideQC Staff
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- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
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
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
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Here are some:
http://qpp.planetquake.gamespy.com/tunnel.htm
(There are 6 pages of them, like http://qpp.planetquake.gamespy.com/tech.htm )
And some more here:
http://prefab.planetquake.gamespy.com/
And most Half-Life stuff can rather easily be used, you can import it but it doesn't support Half-Life specific entities that you occasionally encounter.
http://prefablab.planethalflife.gamespy.com/
You said something about idgames2:
http://www.gamers.org/pub/idgames2/
or
http://www.gamers.org/pub/idgames2/
http://shub-hub.com/idgames2/
http://qpp.planetquake.gamespy.com/tunnel.htm
(There are 6 pages of them, like http://qpp.planetquake.gamespy.com/tech.htm )
And some more here:
http://prefab.planetquake.gamespy.com/
And most Half-Life stuff can rather easily be used, you can import it but it doesn't support Half-Life specific entities that you occasionally encounter.
http://prefablab.planethalflife.gamespy.com/
You said something about idgames2:
http://www.gamers.org/pub/idgames2/
or
http://www.gamers.org/pub/idgames2/
http://shub-hub.com/idgames2/
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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
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
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
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