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  • Quakeone.com Modding Bonanza

    Quakeone.com Modding Bonanza!

    Modding has always been Quake's strong suit.
    Not surprisingly, then, there is a bit of a modding scene going on at Quakeone.com as well.
    Time to indulge in some gratuitous screenshots and videos!

    Playing with Fire

    [ame=http://www.youtube.com/watch?v=6aocfgnQxtc]Quake inflamed monsters and players - YouTube[/ame]

    Seven spices up the Quake dimension with flaming monsters.
    Not satisfied with mere chunky kibbles? Light those buggers up! Read all about it here.

    RiftQuake





    Dutch made some pretty cool weapon models for his project. Check them all out here.

    Metal Flesh



    Icebreaker posted this gorgeuos screenshot of a map he's working on a while ago.
    Finish it, I say!

    Blender Bender







    Talisa has been at it again with HD replacement content for Mission pack 2: Dissolution of Eternity.

    HD Ogre



    s13n1 created this nice Ogre replacement back in March. I don't think it has been News'd yet.
    The project seems to have gone dormant, though, as far too many modeling projects tend to do.
    This just goes to show what's possible. The thread also has other graphical niceties. Check it out here.

    Drake HD









    Here we have Quakeone.com modelling prodigy Talisa again with a whole lot of
    HD replacement content for the Drake mod by Tronyn and Patrick Martin.
    Tronyn has released several maps using this mod already over at func_msgboard.
    Recent Drake releases are Something Wicked This Way Comes and Unforgiven.

    Cartographer's Nightmare

    [ame=http://www.youtube.com/watch?v=7dhXXnZQhcw]KillPixel's "Cartographer's Nightmare" [Official Trailer] - YouTube[/ame]

    KillPixel released his long-in-the-works map/mod "Cartographer's Nightmare" over at func.
    Awesome video trailer, if I might say so.

    Modding is what keeps Quake alive!
    Thanks to everyone who keeps making awesome stuff!
    Last edited by golden_boy; 07-28-2014, 12:15 PM. Reason: Member pages
    Scout's Journey
    Rune of Earth Magic

  • #2
    I'm now a news poster at quakeone.com. I hope to bring some style and panache to the front page!

    I couldn't News some projects because they had either no screenshots, or no news-worthy ones. I encourage every modder to post news-worthy screenshots! If you need your screenshots brightened or otherwise processed, contact me!

    Cheers!

    Edit: Also post videos. We like videos. I will News anything that's fun to watch and remotely Quake related. Frag videos, CTF videos, modding videos, speedruns, anything. Gimme!
    Last edited by golden_boy; 07-28-2014, 12:50 PM.
    Scout's Journey
    Rune of Earth Magic

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    • #3
      I have some indirect questions about modding... I would really appreciate it if you could answer my questions. First, is modding an art or a science? Second, do you need to have a strong background in computer programming in order to mod? Does modding require a lot of mathematics? I would like to start modding, but I would like to do everything for free. I wouldn't like to purchase any softwares (would that be possible?) Can too much modding lead to insanity? (I don't mean to be disrespectful. Also, it wasn't meant to be a joke. But at the same, that remark should not be taken too seriously.) The only reason I asked that question was for the sake of philosophy.
      "Through my contact lenses, I have seen them all, I've seen wicked clowns and broken dreams / Crazy men in jumpsuits trying to be extreme and messing around with your computer screen" - Creative Rhyme (03/23/2012)

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      • #4
        is modding an art or a science? yes

        do you need to have a strong background in computer programming in order to mod? it depends on how you intend to mod. If you were modding (ex) the textures then no scripting is necessary. However, I wouldn't say you have to have a strong background in computer programming. Quake C especially is a simple little language and could easily be the first language you learn.

        Does modding require a lot of mathematics? Yet again, it depends on what you are modding. If you are modifying the code then math can certainly play a part. I don't know how you would define "a lot of mathematics" but, I would say that math (in a QC sense) is not a predominant part of general programming

        I would like to start modding, but I would like to do everything for free. I wouldn't like to purchase any softwares (would that be possible?) Yes. Blender + GiMP + Radiant + NP++ (or equivalent). There are other free tools you can use that can increase your productivity but the ones I listed are good for a base pipeline to build on top of.

        Can too much modding lead to insanity? No. I'm a prime example that staying up for days programming has no ill effect what-so-ever.
        Last edited by MadGypsy; 07-28-2014, 03:20 PM.
        http://www.nextgenquake.com

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        • #5
          Originally posted by RL Clown View Post
          I have some indirect questions about modding... I would really appreciate it if you could answer my questions. First, is modding an art or a science? Second, do you need to have a strong background in computer programming in order to mod? Does modding require a lot of mathematics? I would like to start modding, but I would like to do everything for free. I wouldn't like to purchase any softwares (would that be possible?) Can too much modding lead to insanity? (I don't mean to be disrespectful. Also, it wasn't meant to be a joke. But at the same, that remark should not be taken too seriously.) The only reason I asked that question was for the sake of philosophy.

          Modding is a craft, it can be learned. There can be a little bit of art involved once you start making your own models and textures.

          You don't need a "strong background" in programming. You can either mod just textures, models, maps, lights and particles, for which you need no programming skills, or you can try your hand at QuakeC (making your own progs.dat with extra features.) Things like making the ogre shoot voreballs are really easy because you only need to modify ("hack") the existing Quake code.

          A lot of mathematics is not required, but perhaps an ability to think three-dimensionally since that's where most of the game takes place. For graphics modding, you need taste and an eye for colour and proportions.

          You can mod Quake with completely free software using programs like Blender or GIMP.

          No, modding doesn't lead to insanity. It is arguably a way to exercise creative problem solving and hone various skills. It is also a lot of fun.

          Inside3d.com has some beginner QC tutorials. For mapping, you might want to try Trenchbroom. For textures, GIMP, Wally, Adqedit are your best bet unless you have a graphics tablet, in which case I suggest Mypaint or Krita.

          For programming, you need a good text editor such as Notepad++, Scite or Vim and a QC compiler such as fteqcc.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            No matter what text editor you choose *cough*sublimetext*cough make sure you turn on syntax highlighting, and immediately learn to indent your code. Also, editors with dark background themes hell immensely with eyestrain. That is all.
            Gnounc's Project Graveyard Gnounc's git repo

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            • #7
              *cough*sublimetext*cough
              I'm at a point now where I use the flashDevelop editor for everything except Java (cause I use Eclipse), and I'm very satisfied with it. It's like NP++++.
              Last edited by MadGypsy; 07-28-2014, 06:40 PM.
              http://www.nextgenquake.com

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              • #8
                you can go right here http://quakeone.com/forums/quake-mod...er-2-many.html and get the map/qc setup. Nothing to do but drop it somewhere permanent, supply a pak0 and maybe switch the engine to one of your choice. That would get you halfway there. Then you would just need Blender and Gimp (primarily)
                http://www.nextgenquake.com

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                • #9
                  As I've often said before, my recommendation for newcomers is not to use readymade solutions and instead learn it from the ground up. Start with nothing but the source and notepad. That's how I learned it, and that's the way that teaches you most.

                  Take that as you will.
                  Scout's Journey
                  Rune of Earth Magic

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                  • #10
                    Thanks again G_B, I commend your efforts here. You rock! I wasn't sure what to expect from your first News article but holy shiet. If I expected bologna on two slices of bread, I ended up with a T-Bone steak slathered in A1 sauce,and for that I thank you again. Now to find a fork and steak knife
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #11
                      Thank you Mindz. I'm glad to help.
                      Scout's Journey
                      Rune of Earth Magic

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                      • #12
                        Start with nothing but the source and notepad.
                        I emphatically disagree. That's like starting with nothing but trees and a handsaw to build a house. Pre-cut lumber is amply available and the results of you pre-cutting it will not be better than what the lumber yard produces. In other words, starting that low is a complete waste of time.

                        You could look at my "readymade" versions as actually being more complete versions of the original software (to a specific end). All the files I include and how I plug them into one another completes a unit. I don't even generally leave in options outside of my environment. I also add things that nobody would even think of. I have a 32 point sunmangle compass in my build menu...lol. Is that a little bit silly? Yep but it works! It's also pretty helpful if you don't know how the expected number translates to compass points. I should make a time key too -sunmangle [NE][NOON].

                        @notepad - you can't be serious. That's one step up from writing it on paper.
                        Last edited by MadGypsy; 07-29-2014, 03:26 PM.
                        http://www.nextgenquake.com

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                        • #13
                          Originally posted by MadGypsy View Post
                          I emphatically disagree. That's like starting with nothing but trees and a handsaw to build a house. Pre-cut lumber is amply available and the results of you pre-cutting it will not be better than what the lumber yard produces. In other words, starting that low is a complete waste of time.

                          You could look at my "readymade" versions as actually being more complete versions of the original software (to a specific end). All the files I include and how I plug them into one another completes a unit. I don't even generally leave in options outside of my environment. I also add things that nobody would even think of. I have a 32 point sunmangle compass in my build menu...lol. Is that a little bit silly? Yep but it works! It's also pretty helpful if you don't know how the expected number translates to compass points. I should make a time key too -sunmangle [NE][NOON].

                          @notepad - you can't be serious. That's one step up from writing it on paper.
                          We have discussed this before MG. We'll have to agree to disagree.

                          Programming and housebuilding are not compareable. It is entirely possible to write an entire Quake mod in notepad without any trouble.

                          I get that you want people to use your software, but there is really no point in starting this discussion again.
                          Scout's Journey
                          Rune of Earth Magic

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                          • #14
                            or the simple adage 'learn to walk before you learn to run'

                            I can see the usefulness of the tool set for someone who already has a grasp of what's being presented to them.


                            Use me as an example, I have zero coding knowledge. The moment I attempt to run I'll fall flat on my face? I'm sure I'll need a hockey mask or some other face protective gear, for sure!
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                            • #15
                              Modding, (the word is slang for modifying; to modify) is the task of changing anything by the end user to suit ones need/desire.

                              I got into modding by the simple fact that the CTF hook felt nerfed to me AFTER Zoid modified the speed of the hook past version 1.0
                              He made the 'hook' shoot slower than the PLAYER was yanked across the map.

                              I started CTF back in '97 on Hating, and it had the original 1000x1000 hook speed, which became 800x1000; (throw speed x Pull speed) which REALLY drove me nuts. So, I grabbed the source then changed it. Then kept fixing bugs that i found were exploits or just broken.

                              You dont have to do programming to be a modder. Anything from textures, models, sounds, hmm ill go on a stretch and say DOCUMENTATION, even

                              If you see something you think would be cool then change it. Or even make it un-cool. Quake is a big ol bag of silly putty and you can shape it anyway you want!



                              I think what GB is saying is, learn the core aspects of Quake before you start using an SDK, which i agree. I would also recommend playing the game enough to know enough to know what needs to change vs just adding pink bunnies for sheer joy!


                              personally I use UltraEdit and FrikQcc though i recommend FTEQcc and NotePad ++ (or codeblocks).
                              Start with Free software/shareware unless u can live with warez.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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