making a quake mod...
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making a quake mod...
hey! im new here and i need help modding quake 1. i dunno where to post this so move it if it's not supposed 2 b here.
being a newbie and all, can i get help with:
making enemy health appear on your hud (aka boss health
making a boss
when bag is dropped, it doesn't float and spin, instead it drops realistically
walking speed
weapon bobbing
making rain and sky
changing text font of game
changing hud
weapon carry limit
weapon drops when you switch to another weapon
animating models when u draw them, put them away
RELOADING GUN!!! not just having all the bullets in the weapon
EDIT: changing menus. what files am i supposed 2 edit?
ps indepth tutorials plz. im really noobish
being a newbie and all, can i get help with:
making enemy health appear on your hud (aka boss health
making a boss
when bag is dropped, it doesn't float and spin, instead it drops realistically
walking speed
weapon bobbing
making rain and sky
changing text font of game
changing hud
weapon carry limit
weapon drops when you switch to another weapon
animating models when u draw them, put them away
RELOADING GUN!!! not just having all the bullets in the weapon
EDIT: changing menus. what files am i supposed 2 edit?
ps indepth tutorials plz. im really noobish
Last edited by behind_you on Sat Feb 05, 2011 9:04 am, edited 1 time in total.
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
quakeC reference guide
pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf
quakeC tutorials
http://inside3d.com/tutorials.php
compiler, editor and quake game code source.
http://tremor.quakedev.com/qcide.html
read all of that and make sense of what you can first.
You're asking too much too fast,
Pick a topic to tackle and genuinely try to tackle it.
And most importantly, spend some time with the quake source.
Read it over... and over.. and over, especially the bits that pertain to
what you're trying to achieve.
pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf
quakeC tutorials
http://inside3d.com/tutorials.php
compiler, editor and quake game code source.
http://tremor.quakedev.com/qcide.html
read all of that and make sense of what you can first.
You're asking too much too fast,
Pick a topic to tackle and genuinely try to tackle it.
And most importantly, spend some time with the quake source.
Read it over... and over.. and over, especially the bits that pertain to
what you're trying to achieve.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
the easiest ones on your list i believe would be the weapon dropping and the reload.
look in weapons.qc for both.
http://www.inside3d.com/showtutorial.php?id=249
thats a reload tutorial to start you on your merry way. good luck.
look in weapons.qc for both.
http://www.inside3d.com/showtutorial.php?id=249
thats a reload tutorial to start you on your merry way. good luck.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
yo gnounc! u stalkin me? jk!
thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. i just wanna get started with actually implementing my own codes. i usually lose passion for things when im stuck at something for a long time. so i agree, tackle one thing at a time. so are all these possible? nd how?
thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. i just wanna get started with actually implementing my own codes. i usually lose passion for things when im stuck at something for a long time. so i agree, tackle one thing at a time. so are all these possible? nd how?
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
Re: making a quake mod...
behind_you wrote:making enemy health appear on your hud (aka boss health
This requires engine modification.
If you're using Darkplaces you'll need to use CSQC. This is rather complicated though. Also, I think frag.machine was tinkering around with a hud script thingie that would be suitable, but as the upgrade guy in Strife says..."It's not ready yet."
Aside from that you'll need to learn some C and pick a suitable engine source to modify.
behind_you wrote:making a boss
when bag is dropped, it doesn't float and spin, instead it drops realistically
This requires some modeling / model flag, and QuakeC and should be fairly easy, depending on what your boss actually does. The bag should be super easy.
behind_you wrote:walking speed
weapon bobbing
making rain and sky
These are more complex, though you can change walking speed via some cvars. Weapon bobbing requires some engine mods though. (engoo has truly delicious bobbing) Rain can be simulated via QuakeC, sky requires an engine mod if you want skyboxes. (DP and other engines support skyboxes)
behind_you wrote:changing text font of game
Easily done via modification of the conchars. You'll need a tool to work on the gfx.wad file, such as fimg.
behind_you wrote:changing hud
weapon carry limit
Depends on how you want to change it. If you're keeping the standard layout, just edit the gfx.wad file as with conchars. If you actually want to move stuff around, etc. then you're gonna need CSQC / HudScript and or modify the engine source yourself.
I'm not quite sure what you mean by weapon carry limit. If it's like halo, then simple QuakeC will suffice for this.
behind_you wrote:weapon drops when you switch to another weapon
animating models when u draw them, put them away
QuakeC and putting the animations in your model will get you this.
behind_you wrote:RELOADING GUN!!! not just having all the bullets in the weapon
EDIT: changing menus. what files am i supposed 2 edit?
Again, animations in the model, and QuakeC. For changing menus, again if you want to simply change graphics, then look around for .lmp files in your pak0.pak and pak1.pak. If you want to physically change the menu, you'll need to modify the engine source, or use MenuQC (this is part of CSQC).
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
behind_you wrote:yo gnounc! u stalkin me? jk!
thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. i just wanna get started with actually implementing my own codes. i usually lose passion for things when im stuck at something for a long time. so i agree, tackle one thing at a time. so are all these possible? nd how?
- Code: Select all
FragMachine_Error() : Failed to parse "thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. "
PS: just kidding. Welcome.
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
THANKS A LOT EVERYONE!
hmmm..... looking at thing, im doubting i could do all these things on the psp. can i?
another thing........ what is cvars? I'm stumped there. and another thing. i wanna put background music, but i wanna make the music start whene a certain event occurs (opens a door, goes to specific location.). anyone know how to do that on quakec or anyother way?
ps how do i change health and make it display as a bar instead of a number?
EDIT: mexicougar, plz post ur videos!
hmmm..... looking at thing, im doubting i could do all these things on the psp. can i?
another thing........ what is cvars? I'm stumped there. and another thing. i wanna put background music, but i wanna make the music start whene a certain event occurs (opens a door, goes to specific location.). anyone know how to do that on quakec or anyother way?
ps how do i change health and make it display as a bar instead of a number?
EDIT: mexicougar, plz post ur videos!
-

behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
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