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Modding Jam - January 2019 - Forbidden Technology
Theme: “Forbidden Technology”

Deadline: January 25th, 23:59:59 UTC (~2 weeks)

“Imagine you brought some forbidden technology through a slipgate. Something that Shub Niggurath and it’s spawns never expected. Powerful plasma gun? BFG? Huge slapping machine? Pie thrower? ...or maybe some black hole generator? Traps, guns, items, new enemies. You decide!”

Create a simple mod for Quake.

Mods that are allowed:
- Weapon mod - skin/model/code modification or totally new weapon;
- Enemy mod - skin/model/code modification or totally new monster;
- Entity mod - can be anything like traps, new doors, new items etc;
- Custom sounds and music are welcome too!

Teams are allowed. Collaboration is highly encouraged.

If you feel that your idea doesn’t fit this theme, don’t worry! You are welcome to create it anyway. Core rule of this jam is to have fun and learn new skills.

Rules:
1) Share your ideas and what you are working on.
2) Use provided codebase: Mirror 1 Mirror 2
3) Don’t make huge game-logic changes. Keep it rather simple;
4) Direct porting of stuff (enemies/weapons/etc.) from other mods is not allowed. Although you can modify or base your work upon them.
5) If possible, keep your code in separate qc files. Stuff like monsters and custom entities can be stored in separate files like: mj_khreathor_newknight.qc
6) Name your "assets" (models/sounds/etc.) in a way, so they don't collide with asset names of others.
7) Don't PAK your mod. Place your files in separate directories: progs / sound / music ("progs" is where you put models and sprites). You can even create sub-folders in them.
8) Make an example map showing your modifications. It can be a simple box map with all stuff you created.
9) Have fun!

Optional, after jam is over:
1) If people are interested, I can merge code into one mod;
2) If code gets merged, we can organize map jam;

If something is unclear, feel free to ask!
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Useful Links:

1) QuakeC tutorials and documentation:
http://www.cataboligne.org/extra/qcmanual.html
http://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf
http://www.insideqc.com/qctut/
https://quakewiki.org/wiki/QuakeC_basics
https://quakewiki.org/wiki/QuakeC_tutorials


2) QuakeC tools:
FTEQCC is probably the most modern compiler available, with plenty of compilation options and enhancements. You can choose between GUI version and a command line version:
FTEQCC GUI (Win64)
FTEQCC (Win64)
More download options...
FTEQCC site with all downloads and documentation


3) Modeling tutorials:
http://pnahratow.github.io/creating-models-for-quake-1.html
One of the few good modelling tutorials available. There are some links within this document that explain how to create the QC for new monsters, as well as art tips and more.


4) Modeling tools:
QME is a modelling program for quake. It has some quirks and issues, but for the most part is usable. It's an "abandonware" so licensing is unclear atm. Author is unreachable. Here you have unpacked version without the installer (installer fails on modern systems).

MDL import/export plugin for Blender 2.79 / 2.8. It's not feature complete yet, but you can do quiet a lot with it. Easiest way to export MDLs if you know Blender (or you want to learn it)
Other download options and repository here

QMDL / FBXTOMDL / MD3TOMDL are powerful model management and conversion utilities. They are written in Python, so it requires some knowledge of CLI.

Noesis is a GUI software that can convert from a variety of game and application formats into quake compatible formats.


5) Image/Skin/Sprite eitors:
AdQuedit is an app that allows manipulation and conversion of various quake formats. Most notably it is an easy way of changing skins on existing models. Also linked is the manual.

"FImg is an image editor for sprites and similar assets in Quake by FrikaC" - Wiki

6) Pak tools:
Sometimes you want to extract assets from a pak file (PAK0, PAK1, etc.) You can use qpakman for a command-line app or PakExplorer for GUI equivalent.


7) Sound editing:
Ocenaudio - with a tutorial from Dumptruck_ds
Wavosaur - different software, same workflow like above


8) Other:
Joshua "Skelly" Skelton's Quake-Tools - command-line tools for most Quake formats 
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