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  • Hiro-Hamada
    started a topic Quick Question...

    Quick Question...

    Hey, I want to know something:

    Can you make outright custom monsters for quake 1?

    and can you change how existing monsters attack, cause I want them to act like the Doom 2 Monsters, have most of them shoot something and 1 or 3 with a melee attack.

  • Seven
    replied
    Hello Hiro-Hamada,

    The conversion/export or the import already went wrong. That means that the software you are using is not able to do it. Try another one. If you want that others help you, you should upload the original crab file here and see if someone else can export it into a .mdx file.

    The Dalek is a funny idea to replace the enfocer. As you said, a small clip can be seen here: https://www.youtube.com/watch?v=BZUcOrwliIs

    The reason why a very simple model like this can replace an enforcer is because it has no moving parts, so you basically do not need many animations at all. It only spins arounds it yaw and move like R2D2 A clever idea indeed.
    You will NOT have this luck with your crab though... Animating is far more difficult than modeling itself.

    Regarding adding new sounds into your Quake:
    First you need to know where to put replacement files. Once you were able to replace existing file names you can make the next step and add additional ones. That requires changes in the gamecode then.
    Baker already gave you all the links and information you need. Do not try to do too huge steps at once. Coding needs a learning curve. Starting with adding new sounds is indeed a good idea for the beginning.

    Read tutorials and try to replace existing sound/model files first. The rest will be easier then.
    By the way, you can use Doctor Who Quake´s mod subfolder structure for that, as it contains the most important replacement folders you need.

    Good luck.

    Leave a comment:


  • Hiro-Hamada
    replied
    Thanks, Now, how do you give existing monsters (enforcer and soldier) more sounds? i want enforcer to have 3 different death sounds, and it's own gib sound. I want the soldier to have 2 death sounds, 3 sight sounds, and it's own gib sound.

    also, can anyone explain why my macra crab model in blender is 'broken', as i posted earlier?

    Leave a comment:


  • bluntz
    replied
    Just wondering about the hitbox limit mentioned.How does the boss in the level exceed that limit?Also I think there is another interQuake format and ASE models supported by DP as well,but don't hold me to it.

    Leave a comment:


  • Spike
    replied
    the first line of your progs.src says the output filename of the compiler.
    it supports relative paths, so go ahead and write it as: ../progs.dat
    this means that running your qcc will directly write to the correct location without any faffing around with copying files.
    you do still need to use the -game argument when starting your engine, of course...

    Leave a comment:


  • Hiro-Hamada
    replied
    So, I just changed the death messages, but they are not in my mod.

    I just put my edited Progs.dat in C:\darkplacesengine20140513\drwho

    I also tried to put the flame thrower in my mod, replacing the grenade launcher. It wouldn't go either.

    Leave a comment:


  • Baker
    replied
    Originally posted by Hiro-Hamada View Post
    Ok, is there any specific place to put the QuakeC Source code?
    There is no right or wrong place, but usually the most convenience place is ...

    If your experimental gamedir is \quake\mygamedir

    The source is easier if it is in \quake\mygamedir\src or \quake\mygamedir\source or \quake\mygamedir\source_code

    Because when you compile, the progs.dat is output one folder up from the source code so it would be in the right place to immediately start your engine with say "c:\quake\darkplaces.exe -game mygamedir +map start" to test it out and have it run automatically.

    Leave a comment:


  • Hiro-Hamada
    replied
    apparently it was designed for the enforcer, This dalek is in the original .MDL format and was created in 1997, 2 years before I was born! look up Doctor who quake in youtube. it shiws a video, also, you can find it on the quake wiki

    OH! and i put my Macra in blender (Macra is what the crab is called) and I think something happened...

    click attatchment...
    Attached Files

    Leave a comment:


  • MadGypsy
    replied
    Also, I don't see why the animations have to be exact, I have a Doctor who Mod that, without ANY Problem, PERFECTLY replaces the 'ENFORCER' with a DALEK.
    You're right, they don't have to be exact. Do it your way....

    Of course Quake will magically know where to start and end animations for a model that has never been defined in any way. When you load it up it's even gonna centerprint "Hi Hiro, this is a great crab. Running make-believe animations discoverer. Please wait while I do the impossible" :p

    capiche'?

    Your Dalek does not magically replace an enforcer. Either you are the luckiest guy on the planet and the animations already matched (highly unlikely) or the Dalek was designed to replace the Enforcer or the Dalek is in a format like md5 that has it's own .anim file. Not to mention that if you replaced an enforcer with a dalek, you wouldn't be here asking how to add your crab. So, you didn't make that mod and you are just assuming things.

    You can put the QC wherever you want but you need to put the progs.dat it spits out in your quake (or mod equivalent) folder.

    edit: Sorry if I was a little harsh. I have no excuse other than I'm telling you exactly what you need to do and you are claiming I might be wrong due to your own lack of understanding. Bugs me.
    Last edited by MadGypsy; 04-24-2016, 02:20 PM.

    Leave a comment:


  • Hiro-Hamada
    replied
    [QUOTE=Baker;165269]QuakeC source code: http://www.quake-1.com/files/sourcec...s/progs106.zip

    Ok, is there any specific place to put the QuakeC Source code?

    Also, I don't see why the animations have to be exact, I have a Doctor who Mod that, without ANY Problem, PERFECTLY replaces the 'ENFORCER' with a DALEK.

    Leave a comment:


  • Adam
    replied
    I am not sure about this...
    But I believe there is a hard limit on the size of hitbox, thus the size of the entity you can have present in a Quake engine based game.
    I think it is around the Shambler (hitbox/model) size.

    You could still have it in there but its body would clip through things and it would be hard to hit.

    I could be wrong, there might be a way around this that we didn't work out.
    Just a heads up.

    Good luck with your project.

    [also, I made a crab for Diver but he is normal sized]

    Leave a comment:


  • MadGypsy
    replied
    mdl, md2, md3, md5, iqm, obj - I believe those are the accepted model types for Darkplaces. Darkplaces does things a bit strange. Technically you could rename your crab "zombie.mdl" and Darkplaces will figure out what your model really is, while replacing all zombies with it. Of course, your model has to at least be a format that Darkplaces accepts. This is probably not the way you want to go, though. For one, your crab would have to match the "zombie" animations perfectly. For two, the crab would have to be very similar to the "zombie" dimensions as well.

    You should write your own monster_crab.qc and then you can use an .ent file with DP to inject your crab into any map that you have an .ent for. Your other alternative is to still write a monster_crab.qc while also creating an entry for it in QuakeEd*. Then simply build your own map and stick a bunch of monster_crab entities in it.

    To obtain an darkplaces .ent file for a map. Drop the console "~" and type sv_saveentfile, press return. This will dump an ent file for the map you had loaded. You can then hack your crab into it. To get coordinates in the map to use for your crab in the ent, drop the console "~" and type r_editlights 1, then press return. Now you can point your mouse at spots in the map and it will tell you the exact x,y,z.



    * I referred to it as "QuakeEd" because map editors also use an .ent file and I didn't want to confuse you. Darkplaces .ent and Map Editor .ent are 2 entirely different things. However, no matter which way you go, you will be modifying some .ent to get it done.

    edit: I'm not seeing anything on the darkplaces website about md5, iqm or obj. Maybe it's only md(l,2,3)
    Last edited by MadGypsy; 04-23-2016, 11:00 PM.

    Leave a comment:


  • Baker
    replied
    QuakeC source code: http://www.quake-1.com/files/sourcec...s/progs106.zip

    FTEQCC compiler: https://sourceforge.net/projects/fte...2.zip/download

    Extract the fteqcc executable to the folder with the QuakeC source code and double click it and it will compile up a progs.dat. That is what runs and is hiding inside quake\id1\pak0.pak (Pakscape pak editor)

    QuakeC help forum: http://forums.insideqc.com/viewforum.php?f=2 although this thread is also useful: http://celephais.net/board/view_thre...097&start=2088

    Short version: You aren't editing "DarkPlaces", you are modifying the Quake game logic, which doesn't depend on any specific engine.

    /I personally don't QuakeC.

    Leave a comment:


  • Hiro-Hamada
    replied
    where's client.qc in darkplaces

    SO WAIT... WHEN PLAYING QUAKE 1 IN DARKPLACES, I CAN INPORT ANY MDL FILE I WANT?!
    So I don't have to stick with the .MDL File?! I can use MD format out there?!
    SWEET! what's the best MD(X) file to use for noobs who just got blender to take a sketchup model, because want to import my crab Model! I Just can't think of what attack to give it.

    OH! and just to give you an Idea of how big EXACTLY this crab is...

    (Click the attachment)
    Attached Files
    Last edited by Hiro-Hamada; 04-23-2016, 08:47 PM. Reason: give more info

    Leave a comment:


  • Baker
    replied
    There's a monsters tutorial section here:

    https://web.archive.org/web/20120213.../tutorials.php

    Leave a comment:

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