![]() ![]() ![]() The much older FrikQCC can be used, but it is no longer recommended.Īn important note on pak archives in the various Quake engines: GMQCC requires the user to compile it from src and that is beyond this wiki page, but their website has build instructions. The current Linux & windows precompiled FTE compilers can be found on the FTE download page.įor Windows, there is also a version with a basic built-in GUI IDE for coding named fteqccgui64 and a version for older win32 windows versions fteqccgui FTEQCC & GMQCC are the most modern up-to-date compilers currently still being maintained, but FTEQCC seems the go-to for a lot of modders. There are only a few modern compilers and a bunch of older ones. Dissolution_of_Eternity mission pack 2 src: doeqc.Scourge_of_Armagon mission pack 1 src: hipqc.LH's Quake 1.06 qc Multiplayer only: mponlyqc.Shpuld's cleaned vanilla 1.01 qc src: shpuldqc.Jason2Brownlees fixed up 1.01 src: CleanFixedQuakeC.The same goes for Jason's qc, but you can read up on everything on their respective GitHub. A good recommendation is shpuld's cleaned up vanilla qc based on Quake's v1.01 QuakeC with fixes from 1.06, but also fixes the monster fish bugs. Now choose a quakec code base to work from. Then make a /quake/mymod/src directory to hold the QuakeC code you will be working on, you can name this directory whatever you want. In this wiki it's common for people to refer to your mod directory as mymod, do not take this literally, it simply means whatever you named your mod directory, and most filenames mentioned in Quake modding discussion are inside a mod directory. ROQ files which are movies.The first step is to make a directory inside your quake directory, for instance, mymod (you can rename it later), all files inside this directory will be loaded at a higher priority than the ones in the id1 directory, but files you did not replace will come from the id1 directory. ![]() JPG files which become available for use as assets in material declarations. The engine loads all of the files from this folder and parses the numbered strings within these files to make them available to the code, GUIs and maps. LANG files which are used for localization. SKIN files which setup the skin declarations. This folder contains numerous sub-directories where the following file formats can be found: MTR files which setup the material declarations. BAK files there they should be removed prior to distribution as these are just backup versions created by the map editor. LIPSYNC files which contain lipsync declarations. GUI files which setup the graphical user interfaces. GUIDE files which contain material guide declarations. VP files which become available for use in materials for visual special effects. TGA files which become available for use in light materials to create ‘light styles’ that modulate what light projects onto the surfaces of the world. This folder contains images for environment maps which are textures applied to the inside faces of a skybox to give the appearance of large spaces. EFX files which containt reverb information for maps. FX files which in turn contain effect declarations. DEMO files which are gameplay recordings. DEF files which contain declarations for entities, models and modelexport. AF files which setup the articulated figure declarations. ![]() Note: While you probably want to work on your mod with the assets decompressed and available in the Quake 4 folder structure, when you release your mod you should put them into. You can also set the fs_game_base cvar to let you base a mod off base game and your own content as usual as well as an additional mod. You set the game to use a different folder as base with the fs_game cvar. In the engine code your mods’ base name is always called “base” no matter the actual physical name. Mods for Quake 4 should be created in their own directory in the main Quake 4 installation folder as a brother folder to /q4base. The contents of this directory include all the game assets used in the game. This is the default Quake 4 mod directory. ![]()
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