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  • Using props in Quake?

    I want to use static Meshes that can be used in the current map I'm working on, Like the Soda machine at the top of the garage or whatever it is in crackhouse.
    I am like a stray dog, lost in between what I do and what I should do.
    But sometimes, all you need is Imagination.


  • #2
    Making static props that aren't tacked together with clunky Q1 BSP geometry would require new models as place-able entities. This means modeling, texturing, and coding them into a mod. You have to set the size, movetype, and solidtype in QC. These properties have to be set in the prop's spawn function so that your map editor can read and place the prop from it's .ENT or definition file into your map.

    Unless there's a clever and/or hacky way around that, as far as I know it's your only option.

    I think you're really limiting yourself by sticking to vanilla Quake. Any reason you don't want to package this map as a small mod? Because making ladders and props and anything else you had in mind can be achieved making your own little mod for it. Hell, you could set up the mod and make a whole Deathmatch map pack for it starting with Crackhouse. That would be slick.
    'Replacement Player Models' Project

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    • #3
      seven has added this as a feature to the SMC:
      http://quakeone.com/forums/quake-hel...arkplaces.html

      with SMC you can add any model you might have into a map
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • #4
        You could easily make the coke machine with brushes. Worldcraft comes with a coke machine prefab.

        X:\Worldcraft\prefabs\prefablab_5-1-99.zip ~ [Soda.zip and/or SodaMachine.zip]

        But you don't need either of those, you just need to treat some coke machine textures like a crate. It shouldn't be too hard to chop this up and convert it to a mini wad.



        goes together like this
        Last edited by MadGypsy; 04-16-2014, 09:28 AM.
        http://www.nextgenquake.com

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        • #5
          A lot of mods have supported that over the years, including quoth and rmq and probably a dozen others.

          /*QUAKED misc_model (.5 .5 .5) (-8 -8 - (8 8 ?
          Places a static model.
          Static models just hang at the origin.
          Static models don't collide (surround it with clip brushes, or func_nodraw
          if this is a problem).

          "model" Path to the model
          "mdl" Can also be used for path to the model
          "frame" Animation frame
          "mangle" pitch yaw roll (NOT x y z)
          */

          void() misc_model =
          {
          if (self.model) // radiant does this
          precache_model (self.model);

          else if (self.mdl)
          {
          precache_model (self.mdl);
          self.model = self.mdl;
          }

          else objerror("mapobject with no model");

          setmodel (self, self.model);
          setorigin (self, self.origin);

          if (!self.mangle) self.mangle = '0 0 0';
          self.angles = self.mangle;

          makestatic (self);
          };
          something like that should do it.

          Note: this will count against entity limits.

          A better way to get meshes into a map is using q3bsp and an engine which supports that (darkplaces, fte...)
          Scout's Journey
          Rune of Earth Magic

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          • #6
            Quake Map Exporter for Blender 3D | Free software downloads at SourceForge.net

            Found this.
            UPDATE: Never mind, found out it doesn't work.
            Last edited by Shambler234; 04-17-2014, 01:30 PM.
            I am like a stray dog, lost in between what I do and what I should do.
            But sometimes, all you need is Imagination.

            Comment

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