Post by Null on Mar 9, 2015 15:15:40 GMT -5
Placing Custom Models using Trenchbroom and Quark
I've included tutorials for placing these custom models in your maps using Trenchbroom and Quark:
leray.proboards.com/thread/3653/add-custom-models-trenchbroom-1 (TB 1.0)
leray.proboards.com/thread/3654/add-custom-models-quark (Quark)
For extra model and effect support i recommend using WODX mod with overrides, which is what we already use for our Whale server for testing, since it natively supports loading overrides, effects & model entities:
leray.proboards.com/thread/3458/introducing-ultimate-quake-weapons-multi
You'll also be able to load up any of the override examples found here: (If you are like me and you find it much easier to learn from existing examples)
tastyspleen.net/~p1/quake2/weapons/maps/?C=M;O=D
You can also use the Model Converter to convert even more models yourself as described here:
leray.proboards.com/thread/3655/model-converter-quake-mdl-formats
Placing Custom Models using just your Quake 2 client
If you're using neither Quark and Trenchbroom, and would still like some vegetation or custom entities to enrich your map, you can use the following method to place the above models once your are done creating your final bsp file.
Download entdump.exe from r-1.ch/entdump.exe and save it into your map directory where you keep your bsp file. We'll use this to extract all the existing entity fields from your bsp.
It's a simple command line tool and here's how to use it, ex:
entdump q2dm1.bsp > q2dm1.txt
Next we'll want to add custom entities to the above text file. We'll be using r1q2 to test our overrides so get it here:
r1ch.net/old-stuff
Extract all files to your Quake 2 directory, run R1Q2 just the same as if you were running quake2.exe.
Load your map in Quake 2 and bind a key to the quake 2 viewpos command, example:
bind space viewpos
Walk around your map, and wherever you want to place a model entity, press this key to print out the x, y, z coordinates to use with your map's override file.
When you're done tagging the various locations in your map, type in console:
dump your_file_name
This will save the coordinates to a text file you'll be able open in notepad from your baseq2\condumps (or modname\condumps) directory.
Next copy and paste just the cooridnates and angle and assign them to the various entities you want to use within your override - textfile, ex:
condump.txt
(1460 1387 1396) : -141 <----- (coordinates x y z) : angle
q2dm1.txt
Manually placing a shotgun:
{
"classname" "weapon_shotgun"
"origin" "1460 1387 1396" <----- x y z coordinates go here
"angle" "-141" <----- angle goes here
}
Or say we want to place custom model like a torch with animation, sounds, and particle effects, cut and paste the following into your textfile:
{
"classname" "model_spawn"
"origin" "1460 1387 1396" <----- x y z coordinates go here
"angle" "-141" <----- angle goes here
"usermodel" "model.md2"
"noise" "world/fire.wav"
"startframe" "0"
"endframe" "5"
"renderfx" "0"
"effects" "16777216"
}
Once you're done editing & adding the various entities to this text file, you'll also need to link your bsp to your override.
Since overrides files are just plain compiled text files, we still need to let q2 know what map to use with them, by adding ex: "mapfile" "q2dm1" to the worldspawn block like so:
{
"message" "The Edge"
"classname" "worldspawn"
"mapfile" "q2dm1"
}
(make sure this matches your bsp name otherwise r1q2 will give you an error when you try to launch your override)
Then paste the text into:
r-1.ch/r1q2gen.php
enter the name of the 'real' map, like:
maps/somemap.bsp
Then click the Generate .override file button, and save the .override file to your hard drive, in your quake2/baseq2/maps folder. (Or quake2/xatrix/maps or wherever you want the override to be.)
forum.tastyspleen.net/quake/index.php?topic=11836.0
I've included tutorials for placing these custom models in your maps using Trenchbroom and Quark:
leray.proboards.com/thread/3653/add-custom-models-trenchbroom-1 (TB 1.0)
leray.proboards.com/thread/3654/add-custom-models-quark (Quark)
For extra model and effect support i recommend using WODX mod with overrides, which is what we already use for our Whale server for testing, since it natively supports loading overrides, effects & model entities:
leray.proboards.com/thread/3458/introducing-ultimate-quake-weapons-multi
You'll also be able to load up any of the override examples found here: (If you are like me and you find it much easier to learn from existing examples)
tastyspleen.net/~p1/quake2/weapons/maps/?C=M;O=D
You can also use the Model Converter to convert even more models yourself as described here:
leray.proboards.com/thread/3655/model-converter-quake-mdl-formats
Placing Custom Models using just your Quake 2 client
If you're using neither Quark and Trenchbroom, and would still like some vegetation or custom entities to enrich your map, you can use the following method to place the above models once your are done creating your final bsp file.
Download entdump.exe from r-1.ch/entdump.exe and save it into your map directory where you keep your bsp file. We'll use this to extract all the existing entity fields from your bsp.
It's a simple command line tool and here's how to use it, ex:
entdump q2dm1.bsp > q2dm1.txt
Next we'll want to add custom entities to the above text file. We'll be using r1q2 to test our overrides so get it here:
r1ch.net/old-stuff
Extract all files to your Quake 2 directory, run R1Q2 just the same as if you were running quake2.exe.
Load your map in Quake 2 and bind a key to the quake 2 viewpos command, example:
bind space viewpos
Walk around your map, and wherever you want to place a model entity, press this key to print out the x, y, z coordinates to use with your map's override file.
When you're done tagging the various locations in your map, type in console:
dump your_file_name
This will save the coordinates to a text file you'll be able open in notepad from your baseq2\condumps (or modname\condumps) directory.
Next copy and paste just the cooridnates and angle and assign them to the various entities you want to use within your override - textfile, ex:
condump.txt
(1460 1387 1396) : -141 <----- (coordinates x y z) : angle
q2dm1.txt
Manually placing a shotgun:
{
"classname" "weapon_shotgun"
"origin" "1460 1387 1396" <----- x y z coordinates go here
"angle" "-141" <----- angle goes here
}
Or say we want to place custom model like a torch with animation, sounds, and particle effects, cut and paste the following into your textfile:
{
"classname" "model_spawn"
"origin" "1460 1387 1396" <----- x y z coordinates go here
"angle" "-141" <----- angle goes here
"usermodel" "model.md2"
"noise" "world/fire.wav"
"startframe" "0"
"endframe" "5"
"renderfx" "0"
"effects" "16777216"
}
Once you're done editing & adding the various entities to this text file, you'll also need to link your bsp to your override.
Since overrides files are just plain compiled text files, we still need to let q2 know what map to use with them, by adding ex: "mapfile" "q2dm1" to the worldspawn block like so:
{
"message" "The Edge"
"classname" "worldspawn"
"mapfile" "q2dm1"
}
(make sure this matches your bsp name otherwise r1q2 will give you an error when you try to launch your override)
Then paste the text into:
r-1.ch/r1q2gen.php
enter the name of the 'real' map, like:
maps/somemap.bsp
Then click the Generate .override file button, and save the .override file to your hard drive, in your quake2/baseq2/maps folder. (Or quake2/xatrix/maps or wherever you want the override to be.)
forum.tastyspleen.net/quake/index.php?topic=11836.0