Creating Mods Step by Step

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
Post Reply
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 592
https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
Joined: Thu Mar 14, 2002 1:15 am
Has thanked: 0
Been thanked: 6 times

Creating Mods Step by Step

Post by Moi »

Hi!
Since there are not many QuakeDC specific tutorials
I've decided to write one, which explains step by step
how it is possible to create own games/mods for Dreamcast using QuakeDC.

I guess to write this complete tutorial can take up months and
I would also be glad if someone helps or corrects me.
Of course useful links can be posted here.

I thought about making 5 chapters:

1. Dummies: Downloading and installing tools/editors/compilers/quakedc etc...
Burning QuakeDC/Utopia Bootdisc....
This one is for ppl who have no idea what QDC is how to use it and
what power is behind Quake.
1. Links to ALL used tools
1.1 Downloading and burning Utopia Bootdisc
1.2 Downloading QuakeDC
1.2.1 Adding paks from PC version and burning multisession QuakeDC => TDA's quakedev.dcemulation.org
1.3 Downloading, installing, configuring Woldcraft


2. Beginners: creating your first maps adding them to QuakeDC
replacing sounds, main menu gfx etc...
adding other mods...
This one helps the ppl who passed the 1st chapter or who already
have some basics how to begin.
2.1 Create and test a map under PC Quake
2.2 Adding and burning new/created maps for QuakeDC
2.3 Replacing sounds/solving loop sounds problem
2.4 Editing main menu gfx using adqedit and Paint Shop Pro
2.5 Adding own textures using adqedit and PSP
2.6 Adding/compile own mods


3. Advanced: Modelling, adding new weaponmodels etc...
selfbooting, adding audio tracks...
For ppl who'd like to create a total conversation.
3.1 Modelling 3D figures / weapons
3.2 Making selfbooting QuakeDC
3.3 Adding Audio Tracks => Fragger's tutorial


4. Experts I: adding AI, bg music, bots etc
creating own menus ala joymenu/joyconsole
4.1 Explaining the QC commands
4.2 Compiling progs.dat
4.3 Adding BG music

5. Experts II: Hexediting the engine/solving the pop.lmp problem,
creating TC's, adding demos as intro movie....
This chapter is one of my favourite ;)
5.1 The pop.lmp copyright problem
5.1.1 TDA's hacked midway_1.exe
5.2 Fraggers hexedited midway_1.exe
5.3 Make own progs.dat for PC/DC Quake


So how about this?
Any ideas/additions/corrections (of my Engrish ;) ) ?
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
TheDumbAss
QuakeDev Mod
QuakeDev Mod
Posts: 1233
Joined: Wed Oct 17, 2001 7:44 pm
Location: Indpls, IN USA
Has thanked: 0
Been thanked: 0
Contact:

Post by TheDumbAss »

sounds good to me...
I'm sure you could use some help with that

For some of that stuff you can find some good stuff at http://wiki.quakesrc.org


Not going to say for sure that I'll help out (though I'd like to) but I know I was going to include a good bit of that on http://console.quakepit.com using a wiki like the Quake wiki linked above... (its already 95% on console.quakepit setup and I've got a bit of the content started)

I've got a bunch of things up for download there already with much much more to add. Heres the link to my 'directory' on edgefiles http://www.edgefiles.com/index.php/browsedir?id=582
My old Sig was broken. Enter the new Sig!
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 592
Joined: Thu Mar 14, 2002 1:15 am
Has thanked: 0
Been thanked: 6 times

Post by Moi »

do you have any additions? any topics i forgot?
if I'll beginn next week!
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
TheDumbAss
QuakeDev Mod
QuakeDev Mod
Posts: 1233
Joined: Wed Oct 17, 2001 7:44 pm
Location: Indpls, IN USA
Has thanked: 0
Been thanked: 0
Contact:

Post by TheDumbAss »

well... I'm kinda surprised you put worldcraft into the dummies section. Maybe the beginners section instead.

And I'd probibly move selfbooting to the beginners section too. Since I know a lot of people are more interested in selfbooting it than modifying it. (adding audio tracks should be advanced unless an easy to use selfboot tool proves to work reliblely)

Beginners should probibly have a thing on .pak files and .pak editors plus .wad files and .wad editors. (both gfx.wad and texture wads for map making)
I think a thing on .cfg files should probibly be thrown in somewhere too. (explaining the DC relevent commands and recommended settings/setups)

5.3 is covered in 4.2 isnt it?

Advanced and Expert could both have a lot of other stuff added... like more advanced mapping techniques.

Expert could use a really good example of how to move a mod from Partial Conversion to a totally stand alone Total Conversion (complete with a new pallette like Codename and all) mentioned in Expert II but could use a really good explanation of how.

I'm sure there are more things that arent coming to mind at the momment.

Fragger? Tyne? anyone? got any other things to mention?
My old Sig was broken. Enter the new Sig!
User avatar
mankrip
DCEmu Ex-Mod
DCEmu Ex-Mod
Posts: 3712
Joined: Sun Nov 04, 2001 5:12 pm
Has thanked: 0
Been thanked: 0
Contact:

Post by mankrip »

My PC monitor is broken so I can't help right now, but I can help when I get it fixed.

Some ideas:

Beginners:
- Quake directory structure (including the directory structure of the .pak files)
- Quake file types and what they are used for
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
Image
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 592
Joined: Thu Mar 14, 2002 1:15 am
Has thanked: 0
Been thanked: 6 times

Post by Moi »

agreed :)
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
DARKHALO2K
Insane DCEmu
Insane DCEmu
Posts: 161
Joined: Wed Sep 03, 2003 6:37 pm
Has thanked: 2 times
Been thanked: 4 times

Post by DARKHALO2K »

...
Last edited by DARKHALO2K on Wed Apr 16, 2008 10:57 am, edited 1 time in total.
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 592
Joined: Thu Mar 14, 2002 1:15 am
Has thanked: 0
Been thanked: 6 times

Post by Moi »

Unfortunatelly my hollydays were too short. I didn't find time to start. But I guess I'll start working on this in October.
I'm glad about every addition from other members if you wish just post them here.
I think I someday when the tutorial is completed I'll create a DOC file of it...
But it's far away...
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
q_006
Mental DCEmu
Mental DCEmu
Posts: 415
Joined: Thu Oct 10, 2002 7:18 pm
Has thanked: 0
Been thanked: 0
Contact:

Post by q_006 »

is this a dead project?
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 592
Joined: Thu Mar 14, 2002 1:15 am
Has thanked: 0
Been thanked: 6 times

Post by Moi »

seems to...
I think TDAs new site is the best choice at the moment.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
Post Reply