Title : New Models Filename : NewModB1.zip Version : 1 Date : 97/02/16 Author : Guyver 1 Email : guyver_1@locutis.west-thames.ac.uk Credits : Jeff Epler for helping me with some questions and for morph2 which gave me the idea in the first place. IDSoft for WinQuake, allowing me to run 4 simultanious Quake sessions on my PC thus making testing and debugging that much easier. Type of Mod ----------- Quake C : yes Sound : no MDL : yes (Customizable) Source Included : yes (the altered files from the 1.06 source) Description of the Modification ------------------------------- This patch allows you to change player model to any amount of differing models depending on the ones you create/install in much the same way as multiskins. It works identically to multiskins except that the impulses are mapped to 254,255 respectivly (I know that the Quad Cheat uses 255 but then you should not be using that in a multi player session...) except because each change is a different model, you are free to change size, shape, etc... Using this method rather than Multiskins should allow the skins to be used for other things for each individual model, eg: a different skin for each weapon, when you pick up a special item, etc. So with models and skins. The possibilities are much greater. This is a beta release so only 4 MDLs are included and these are simply different skins on the original PLAYER.MDL for testing (If any good MDL designers wan't to send me ne models or the patch rather than just skins...) How to Install the Modification ------------------------------- To add the patch to existing code is easy as all the changed sections within the code are clearly marked with: // // NewModels Code Start // // // NewModels Code End // allowing you to copy the sections you need into your own code. I have only included the altered files, if you need the whole of the source for progs.dat you can download it from ftp.cdrom.com. If you wish to use 'as-is' but want to recompile, just copy the alterer files over your existing ones and compile. Not that this patch was writen with the unsupported (at the time of writing)1.06 progs.dat source so if you wish to recompile with 1.01 I would recomend moving the code into your original files. Lastly, if you cannot be bothered with all the hassle of compiling yourself, I have included a compiled version of progs.dat Once you have your copy of progs.dat (whichever way you created it) make a directory under your quake directory called NewMod (or whatever you prefer) put your copy of progs.dat into that, and then make a directory called progs under your id1 directory and put all of the MDLs you wish to use into this directory. Technical Details ----------------- Firstly you must remember that all of the clients connecting to this patch MUST have the mdls otherwise quake will error (a pain I know but i think the benefits are worth it) maybe somebody will find a way to send MDLs to a client if the client does not have it.... To change an mdl is simple. Just copy the new MDL over the top of the old MDL with the same name then go to weapons.qc and edit the name displayed when that MDL is chosen (look for the centerprint line) To add an MDL can seem quite complicated but unless you want to make a custom MDL (such as a player monster as in morph2) then the prosess is fairly simple. 1) Go to defs.qc and incease the MaxModels number to the number you need. 2) Go to world.qc and add the line precache_model ("progs/"); 3) Go to weapons.qc and copy one of the other Model Select Sections which looks like this: if (self.CurrModelNum == 1) { ChangeModel(self.CurrModelNum); centerprint(self, "Quake"); bprint(self.netname); bprint("has become Quake"); } making modifications to the number checked for and the message displayed. 4) Lastly go to NewMods.qc and copy one of the other Change Model Sections which looks like this: if (ModelNum==1) { self.CurrModelName="progs/player.mdl"; DoModel(); } Then change the name of the mdl to be processed and the number to check for. To add a custom model you remove the 'DoModel();' line and enter your own code for, size etc. You may also need to redefine the frames, etc. for your custom mdl. But if you've designed an MDL that needs that much work then you probably know how to add the extra code. (look at morph2 to help on how to do this) Author Information ------------------ Not much to say apart from this is my first Quake C patch and any comments & suggestions are always welcome. Copyright and Distribution Permissions -------------------------------------- Authors MAY use these modifications as a basis for other publically available work. You may distribute this Quake modification in any free electronic format as long as this description file remains intact and unmodified and is retained along with all of the files in the archive. You may not publish or distribute this Quake modification in a non-free form without the permission of the author. Availability ------------ On the Clan Guyver Web Page: http://www.albino.com/circle/guyver/ And On: ftp.cdrom.com and mirrors.