Big question here but I know you folks can handle it!
Posted: Tue Mar 08, 2005 1:58 am
Hello,
Though I do have some experience with mapping, modding existing bots, modding game physics(gravity, speed, time, ect...) It has been a while since I have messed with Q3A so if you could point me to good tut that is basically designed to take a beginner and walk them through to being very proficient at creating and modifying bot/player models, weapons, ammo, power ups and their effects I would be very grateful!
I got the Q3A_TA_GameSource_132 and already understand a small amount of what the various codeings are affecting just from looking at it. So I know I can learn and understand this stuff.
I am learning C/C++ but I'm not sure if that is really going to be needed if I find a good tut.
Here is a list of some of the kinds of things I would like to do:
A. Make a totally new custom bot/player model.
Reskin some existing bots with photographs or digital headshots of some friends and family. You know, like those models of Carmack and Cash in the model select of Q3A.
B. Change the damage, damage radius, RoF, speed of projectiles, visual effects and other effect values of some weapons.
Make it so some weapons can use more than one type of ammo.
Create different types of damage some ammo causes(Paralyze, Fire, Slowness, Reverse Regen, ect...).
Adjust damage caused per radius with varying damages according to distance from detonation point. For example: At 50 radius 100 damage, at 100 radius 50 damage, at 150 radius 25 damage, as well as a set an amount of damage to all bots/players visible to ammo detonation point. (With walls taken into consideration as protection from some or all damage).
But I want to make sure that bots/players that are in lets say 100 radius only receive damage for 100 radius, not damage for 100 radius and damage for 150 radius since they are within both 100 and 150 radius of the blast.
Adjust the amount of damage and speed of travel per projectile.
Make a projectile "Sticky" or "Magnetic"
Adjust weather a projectile that is "Sticky" or "Magnetic" can stick to only environment or also to bots/players.
Adjust weather "Sticky" or "Magnetic" ammo is visible or cloaked and audible or silent.
Adjust weather "Sticky" or "Magnetic" ammo detonates based on prox, time, remote control or any combination of the three.
Adjust weather "Sticky" or "Magnetic" ammo has a slow arched projection path like the Q3TA prox launcher to a fast straight projection path like the rail.
Adjust the number of projectiles released per pull of the trigger and weather the multiple projectiles come out all at once or one after another.
Modify current or create new visual effects for some weapons and ammo.
C. Modifying current or creating new power ups and visual effects of power ups.
I have GtkRadiant1.4.0 / Milkshape3D 1.7.4 / EasyGen / Photoshop CS / and WinZip. Are there any other things like a fast compiler or something better for creating and editing than what I already have?
Anyway, no need to go into a long explanation for each item on the list. I realize this is a load of questions all rolled into one. If someone could just point me to a good tutorial(s) that will teach me from a beginners stance how to do each of the objectives I listed that would be great. I have gotten a lot of excellent help here at Q3W in the past so if you just really know your stuff and want to tell me directly how to do any of these things that would be much appreciated as well!
Thanks to any who respond.
Though I do have some experience with mapping, modding existing bots, modding game physics(gravity, speed, time, ect...) It has been a while since I have messed with Q3A so if you could point me to good tut that is basically designed to take a beginner and walk them through to being very proficient at creating and modifying bot/player models, weapons, ammo, power ups and their effects I would be very grateful!
I got the Q3A_TA_GameSource_132 and already understand a small amount of what the various codeings are affecting just from looking at it. So I know I can learn and understand this stuff.
I am learning C/C++ but I'm not sure if that is really going to be needed if I find a good tut.
Here is a list of some of the kinds of things I would like to do:
A. Make a totally new custom bot/player model.
Reskin some existing bots with photographs or digital headshots of some friends and family. You know, like those models of Carmack and Cash in the model select of Q3A.
B. Change the damage, damage radius, RoF, speed of projectiles, visual effects and other effect values of some weapons.
Make it so some weapons can use more than one type of ammo.
Create different types of damage some ammo causes(Paralyze, Fire, Slowness, Reverse Regen, ect...).
Adjust damage caused per radius with varying damages according to distance from detonation point. For example: At 50 radius 100 damage, at 100 radius 50 damage, at 150 radius 25 damage, as well as a set an amount of damage to all bots/players visible to ammo detonation point. (With walls taken into consideration as protection from some or all damage).
But I want to make sure that bots/players that are in lets say 100 radius only receive damage for 100 radius, not damage for 100 radius and damage for 150 radius since they are within both 100 and 150 radius of the blast.
Adjust the amount of damage and speed of travel per projectile.
Make a projectile "Sticky" or "Magnetic"
Adjust weather a projectile that is "Sticky" or "Magnetic" can stick to only environment or also to bots/players.
Adjust weather "Sticky" or "Magnetic" ammo is visible or cloaked and audible or silent.
Adjust weather "Sticky" or "Magnetic" ammo detonates based on prox, time, remote control or any combination of the three.
Adjust weather "Sticky" or "Magnetic" ammo has a slow arched projection path like the Q3TA prox launcher to a fast straight projection path like the rail.
Adjust the number of projectiles released per pull of the trigger and weather the multiple projectiles come out all at once or one after another.
Modify current or create new visual effects for some weapons and ammo.
C. Modifying current or creating new power ups and visual effects of power ups.
I have GtkRadiant1.4.0 / Milkshape3D 1.7.4 / EasyGen / Photoshop CS / and WinZip. Are there any other things like a fast compiler or something better for creating and editing than what I already have?
Anyway, no need to go into a long explanation for each item on the list. I realize this is a load of questions all rolled into one. If someone could just point me to a good tutorial(s) that will teach me from a beginners stance how to do each of the objectives I listed that would be great. I have gotten a lot of excellent help here at Q3W in the past so if you just really know your stuff and want to tell me directly how to do any of these things that would be much appreciated as well!
Thanks to any who respond.