#22445 posted by
Spirit on 2013/03/15 22:24:24
Think of something you would to write about or categorise or improve or fix. Play around, break stuff.
See my end of year post for inspiration
https://www.quaddicted.com/forum/viewtopic.php?id=104
For formatting things are a bit messy, ask me in IRC or mail if you want to do something and cannot figure out how.
Many things are drafts because I am a obsessive perfectionist who rather never does a "release" than have it not be the final perfect setup. :/

Someone Needs To Start Adding Structure To That Site
#22446 posted by
megaman on 2013/03/16 23:59:08
and someone needs to go thorugh the mapping help thread and convert the info :-)

We've Got Our First Volunteer!
#22447 posted by
SleepwalkR on 2013/03/17 00:02:13

This Needs It's Own Thread
#22448 posted by
mechtech on 2013/03/17 14:19:18
A quake doc project would be great!
I would start with vanilla Quakes entities. I remember trying to figure things out from the old Forge site. Two lines of text for entities was horrible. Example maps would be good. Just think how deep info_notnull would get.
A history of Quake and why it's still relevant. IMO it's the starting point for 3d video game design.
quaketree thanks for bringing up the idea.
#22449 posted by
Spirit on 2013/03/17 15:57:08
I'd start collecting links to existing (and gone, check archive.org) guides first. I think keeping the resulting work under a license like the GFDL would allow to use parts from most editors' docs too (quark has nice docs, iirc).
eg
http://web.archive.org/web/20080315174645/http://www.denken.com/dzone/q1mappersguide01.htm
-----------
Someone is doing some really nice Quake model reworking at
http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html
#22450 posted by
deqer on 2013/03/17 16:01:09
I'm strictly Vanilla, so, I hope our new documentation does not have vanilla mixed with non-vanilla. I think non-vanilla should have it's own separate area, perhaps called "Non-Vanilla"
I also have archives of tools from the 90s, that I suspect some of those tools can no longer be found because of the planetquake takeover.
Perhaps let's start small; start on one section first, such as "Vanilla -> Tools"
I also have an archive of skins(player skins), which appears to be bigger than the current archive of skins posted on this site or quaddicted site. About 500+ skins.
etc. etc.

Let's Move This To Its Own Thread
#22451 posted by
SleepwalkR on 2013/03/17 16:26:26

I Love Those New Models
they really capture the feel of the old quake while making nice improvements, if only the really high poly stuff did the same thing. I hope the guy realises he's going to have to update all the quoth models too ;)

Indeed
#22455 posted by
Vondur on 2013/03/18 13:05:31
very cool, finally something not broken and not mindlessly "retectured"

Hmmm
This doesn't work in FitzQuake but it does work in DirectQ?

New Models
#22457 posted by
Kinn on 2013/03/18 16:07:28
I scrutinised them in QME and I'm impressed by how well they cope with the 8-bit vertex issue. Really top notch.

New Models.
#22458 posted by
Shambler on 2013/03/18 16:21:51
"Just to clarify, the reason I am working with this fairly low number of polygons is because I feel like there should be a kind of synergy between the world and the characters that inhabit it, this makes the game more compelling for me and helps to make it more immersive."
Fuck YEAH. At last a modder making sense.
I do think the dog's eyes would be nice looking more evile, but all else is spot on.
#22459 posted by
JneeraZ on 2013/03/18 16:28:46
Yeah, those are great upgrades. I'm not one for high-res anything in Quake. It just looks out of place...

Brilliant Work
#22460 posted by
starbuck on 2013/03/18 18:21:22
that guy nailed it. Can't wait to see more. Hopefully there is more.

So They Are .mdls
#22461 posted by
nitin on 2013/03/19 02:01:13
and will work in any engine?

...
doesn't seem to work in fitz for me nitin, but they are just standard .mdl files. They seem to work in DirectQ.
#22463 posted by
metlslime on 2013/03/19 19:24:13
they do work in fitzquake, i assume they would even work in dos quake, they seem to be standard format and within vertex/triangle/skin limits

Metl
did you put the files in id1/progs ?
Cause I did exactly that and for me they default to the standard models... :-/
#22465 posted by
negke on 2013/03/19 20:36:00
The paks are prioritized over loose files. Put in a mod folder or as pak2.pak.

What Negke Said
#22466 posted by
metlslime on 2013/03/19 20:38:44
i put them in a seperate mod folder for that reason.
Interesting, though, that DirectQ worked for you. Does that imply that its file search order is broken?

Metl
I wish I knew enough about how mods work to tell you! But sadly I only really know how level editing works. :P
Neg, I will probably make a folder as you suggest. :)

The Downside
#22468 posted by
Lunaran on 2013/03/19 23:00:21
of visiting sock is that he's making me want to spend my entire three month trip to argentina mapping