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Mapping tutorial

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Fusion View user's profile Send private message

Reply with quote Thursday, October 01, 2009

I was wondering what do I need to start mapping for ZEQ 2.

Zeth The Admin View user's profile Send private message

Reply with quote Thursday, October 01, 2009

We use QERadiant.

http://www.qeradiant.com/cgi-bin/trac.cgi

Be sure to increase your block size and disable visibility/lighting passes!

Fusion View user's profile Send private message

Reply with quote Friday, October 02, 2009

thanks.
And what I need to make characters?

Alex Al Knows View user's profile Send private message

Reply with quote Friday, October 02, 2009

To make characters you need:
1) A 3D Modelling and Animation package with an MD3 exporter (for example. Milkshape, 3DSMax, Maya, etc.)
2) A 2D Graphics package (Photoshop, Paint.NET, GIMP, etc.)
3) A text editor for setting up the character and attack scripts (for example. Notepad, Notepad++, kWrite, etc.)
4) Practice, Patience and Persistance.

Fusion View user's profile Send private message

Reply with quote Friday, October 02, 2009

I want to know how can I make a character for ZEQ2?
I have Milkshape 3D and 3DSMAX...Photoshop.
I know to make characters only for Earth Special Forces.
But for ZEQ2 I think is different...and I need some steps.

Alex Al Knows View user's profile Send private message

Reply with quote Friday, October 02, 2009

Well, you create the models the same way you would create player models for Quake 3, but you need a lot lot lot more animations and many many many more tags. You need to do this for each different transformation you want the character to have.

Once you've exported the character model and set up the skin and shader files in the typical manner you will have to set up a .PHYS and a .GRFX script files for each skin variation you want the character to have, these two files control how the attacks work and look for the character's skin variation respectively. Then you have to set up a tier.cfg file for each tier to configure the various effects and attributes of the tier.

Basically, just look at how the existing players are structured, how their script files are set up and then you should absolutely have no problem creating up your own character, it's very straight forward and easy to understand. There's apparently indepth instructions being written but this should be plenty enough information to give you a start.

Fusion View user's profile Send private message

Reply with quote Friday, October 02, 2009

Wow...I don`t know how to make Quake 3 models... but anyway...is hard Razz.
I think I will start with maps...but I need some tutorials if you have.

MDave ZEQ2-lite Ninja View user's profile Send private message

Reply with quote Friday, October 02, 2009

Zeth wrote : We use QERadiant.

http://www.qeradiant.com/cgi-bin/trac.cgi

Be sure to increase your block size and disable visibility/lighting passes!



I use NetRadiant: http://dev.alientrap.org/wiki/netradiant

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, October 03, 2009

Ahh yes. Netradiant. That was the other one. Couldn't remember the name and you weren't online, Dave.

Fusion View user's profile Send private message

Reply with quote Sunday, October 04, 2009

And a tutorial?

Zerosa View user's profile Send private message

Reply with quote Thursday, October 08, 2009

How would you make maps for this game? select quake 4 and then convert it at some point?

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