Changing Weapon Models?
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Changing Weapon Models?
And actully making weapon models. I wanna make models and replace the original ones with the ones i made. Help me please!
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
its very easy. learn a very little ammount of qc. ( im sure theres a tutorial.) and learn how to model. put your model in the progs folder. make sure its frames are the same as the orginals ( or change the qc to match yours ) same with file names . go! all done.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Personally, to make Quake models, I use Blender, save my stuff as .md3, then use Sajt's "qwalk" program to convert that to .mdl format. There is a thread about his model converter in one of the subforums here, it is still a pretty young program.
Other people use QME though. It is good to study or modify existing models, because getting .mdl files into Blender and back again isn't so easy.
Quake .mdls go into a "progs" folder, ie "id1/progs" or "mymod/progs". You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files. I think a program like pakexplorer or similar exists to unpack .pak files.
Once you have a model, you have to write QC for it (or make it replace an existing weapon). For new player weapons, look at the self.weaponframe stuff in player.qc. You can browse the original progs 1.06 at inside3d.com, and look how the existing weapons are done. Also download mods that have custom weapons and look how it is done there.
For your weapon to do anything new, look at weapons.qc and see how the existing weapons are set up.
There are tutorials for this kind of stuff on the inside3d.com front page, linked from the sidebar there.
Other people use QME though. It is good to study or modify existing models, because getting .mdl files into Blender and back again isn't so easy.
Quake .mdls go into a "progs" folder, ie "id1/progs" or "mymod/progs". You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files. I think a program like pakexplorer or similar exists to unpack .pak files.
Once you have a model, you have to write QC for it (or make it replace an existing weapon). For new player weapons, look at the self.weaponframe stuff in player.qc. You can browse the original progs 1.06 at inside3d.com, and look how the existing weapons are done. Also download mods that have custom weapons and look how it is done there.
For your weapon to do anything new, look at weapons.qc and see how the existing weapons are set up.
There are tutorials for this kind of stuff on the inside3d.com front page, linked from the sidebar there.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
goldenboy wrote:You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files.
Huh ? Isn't actually the opposite ?
AFAIK you don't need to use .pak files at all, unless of course as a more convenient way to distribute a mod.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:goldenboy wrote:You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files.
Huh ? Isn't actually the opposite ?
No, goldenboy is right. Back then, PAK files having higher priority over plain files were also one of the techniques implemented to make sure that no one could play mods without a registered copy of Quake.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
There is a Blender script that lets you export directly to an .mdl and it worked fine for me. I don't remember where I got the script from but you can probably just search on Google for "quake mdl Blender script".

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DukeInstinct - Posts: 20
- Joined: Sat Jul 10, 2010 11:20 pm
- Location: DukeLand
mk wrote:frag.machine wrote:goldenboy wrote:You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files.
Huh ? Isn't actually the opposite ?
No, goldenboy is right. Back then, PAK files having higher priority over plain files were also one of the techniques implemented to make sure that no one could play mods without a registered copy of Quake.
Of course, for modders today this is a major inconvenience. When I packed up RMQ's patch 1 recently, every time I wanted to test something, say progs.dat, I had to create a pak file from all the loose files...
should this behaviour be changed? Are there any drawbacks to changing it?
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
goldenboy wrote:mk wrote:frag.machine wrote:goldenboy wrote:You don't have to use pak files unless you want to replace existing weapons - stuff in pak files overrides stuff outside pak files.
Huh ? Isn't actually the opposite ?
No, goldenboy is right. Back then, PAK files having higher priority over plain files were also one of the techniques implemented to make sure that no one could play mods without a registered copy of Quake.
Of course, for modders today this is a major inconvenience. When I packed up RMQ's patch 1 recently, every time I wanted to test something, say progs.dat, I had to create a pak file from all the loose files...
should this behaviour be changed? Are there any drawbacks to changing it?
I am still confused. I NEVER had to pack anything to use with Quake, as long I didn't use id1 folder directly. I always had the habit of create a blah folder, slap my code/models/maps/sounds there and run Quake directly without any hassle. Are we talking about the same thing or not ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
pak files are found after the directories that contain them.
thus they have a higher priority than the directory that contains them.
basically.
its a bug, okay? geez
thus they have a higher priority than the directory that contains them.
basically.
its a bug, okay? geez
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
http://www.katsbits.com/tools/
Download those md3 im/exporter scripts.
Put into blender/scripts, they should appear in the menu then.
I think the qwalk thread on this forum describes how to run it, but I'm not sure. I might look it up later.
Download those md3 im/exporter scripts.
Put into blender/scripts, they should appear in the menu then.
I think the qwalk thread on this forum describes how to run it, but I'm not sure. I might look it up later.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
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