Originally posted by RL Clown
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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.












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