Post tutorials on how to do certain tasks within game or engine code here.
Hazematman
Posts: 54 Joined: Thu Jul 15, 2010 1:58 am
Location: Canada
Post
by Hazematman » Thu Jul 15, 2010 2:18 am
I recently started to learn how to make quake mods and I have been trying to find out how you can modify the HUD. It would be great help if someone could tell me how its done, because I have been looking through the quake QC files and i can't find anything that has to do with the HUD.
Team Xlink
Posts: 368 Joined: Thu Jun 25, 2009 4:45 am
Location: Michigan
Post
by Team Xlink » Thu Jul 15, 2010 2:20 am
The HUD is done in the engine, mainly in sbar.c
Hazematman
Posts: 54 Joined: Thu Jul 15, 2010 1:58 am
Location: Canada
Post
by Hazematman » Thu Jul 15, 2010 2:29 am
Thats great to know, thank you very much
Team Xlink
Posts: 368 Joined: Thu Jun 25, 2009 4:45 am
Location: Michigan
Post
by Team Xlink » Thu Jul 15, 2010 2:45 am
Hazematman wrote: Thats great to know, thank you very much
No problem
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
Post
by ceriux » Thu Jul 15, 2010 12:06 pm
:? csqc...
frag.machine
Posts: 2126 Joined: Sat Nov 25, 2006 1:49 pm
Post
by frag.machine » Thu Jul 15, 2010 12:18 pm
ceriux wrote: :? csqc...
Yeah CSQC is an option for some engines like Darkplaces or FTEQW. Otherwise Team Xlink answer is the way to go.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)