Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Saturday, 18 February 2012

Q3 Tutorial: Adding an Extra Skin

Our buddy "Doom" from the last tutorial has an extra unused skin. I think it's actually a texture for a Doom statue somewhere in the game, but we're going to make it into a new playable skin without writing over an old skin like in the last tutorial.
Let's take a look.
Doom Statue
As you can see, the first 5 characters are Doom characters., before there were only four. So now the first one is the Doom Statue skin, the second is our modified Default Doom, then there is Blue, then Phobos, then Red. The Phobos skin is kind of like what we're doing, making a character which is not Default or a Team model. But with all 3 of these guys now, that's Default, Phobos, and Statue, using any of them in a team game will always default to Red or Blue.

Ok so let's start: We need to get back to where the Doom model is packed.
Quake 3 Folder > baseq3 > PAK0.PK3 > models > players > doom
From in here we are going to grab a few files:
  • doom_f_statue.tga - the doom statue visor skin
  • doom_statue.tga - the doom statue skin
  • icon_default.tga - and icon we can use for doom statue
  • head_default.skin - the head mapping file
  • lower_default.skin - the lower mapping file
  • upper_default.skin - the upper mapping file
Now respectively for each file:
  • remains as is (you can change the file name if you like)
  • remains as is (you can change the file name if you like)
  • two things to happen to this, rename it to icon_statue.tga, and open it and de-saturate or modify it so it looks like a statue icon
  • rename it to head_statue.skin, open it and change the file paths to point to the statue skins
  • rename it to lower_statue.skin, open it and change the file paths to point to the statue skins
  • rename it to upper_statue.skin, open it and change the file paths to point to the statue skins
ow we need to put all those files in a folder called doom put that folder in a folder called players put that folder in a folder called models and then zip that all up into a package called doomstatue.zip
Rename the .zip extension to a .pk3, and place that file into either our mod folder that we made in the last tutorial, or place it straight into the baseq3 folder.
If you put it in the baseq3 folder, fire up the game and find the new skin.
If you put it in a mod folder, fire up the game, then run the mod, and then find the new skin.

Friday, 17 February 2012

Q3 Tutorial: Basic Content Replacement

In this guide I'm going to do an extremely basic mod which, when loaded, replaces something from the game. This can actually be done for anything, models, textures, skins, sounds, fonts, and whatever else.
Why would you want to do this? I can think of 4 reasons.
  1. Higher resolution content (for images and sounds (the original are quite low quality))
  2. Free content (remake everything so you don't have to buy Q3A)
  3. Change the overall look/mood
  4. Nude mod (same as number 3)
This is also one half of creating a total conversion mod.

So we are going to take "Doom Default" and change his colour a little.
from normal green doom
to inverted purple doom
Some things to note; not only did I change Doom's colours, I also change the icon. And also the icons for the Doom set have changed places, because they get reloaded they now end up at the start of the players list.

Ok so let's start:
In our Quake 3 folder (this could be called anything depending on where you installed it) we have a few files and folders. We should have one or two executables which you click on to run the game, and at least two folders (depending if you have Team Arena as well) these are called baseq3 (Quake 3 Arena files) and missionpack (Quake 3 Team Arena files).
We're going to make another folder, I called mine tutorial, but you can call yours whatever you want your mod to appear as.
Now let's go into the baseq3 folder, in here are lots of .pk3 files, these are just renamed zip files.
Inside PAK0.PK3 we need to go in through the folders models > players > doom. And from inside doom we are going to copy out the files doom.tga (the skin) and icon_default.tga (the icon).
Open them in your favourite image editor, I used Gimp, and change it to your liking, I tweaked the "hue" on mine. And then save it.
Now we need to put those two files in the same directory hierarchy as the originals. So make some folders within folders models > player > doom, and inside doom place the two files. Now back out up to the top folder models.
Now zip models into a zip file, you can call it whatever you like, but for easy remembering call it something like doomskin.
Then rename the .zip extension to .pk3.
Now place doomskin.pk3 into the folder we made earlier, I called mine tutorial, do you remember what you called yours?
Run the game!
Now in the menu screen of the game, go into Mods.
the mods menu
As you can see in mine, I have a lot of mods, but we can see Quake III Arena (this is the normal Q3A game), missionpack (this is Q3TA), Urban Terror (that is the Urban Terror total conversion mod), a few others and tutorial (which is what I called my mod.
When you load it, it will take you back to the menu, but you are actually now in your mod, and if you go check out the doom model, he will be however you coloured him.

Things to note:
  • You need a .pk3 in a folder for the folder to be recognised as a mod.
  • You can place an empty .pk3 folder in there and then just have normal folders, it will recognise the model when looking at them, but when you try to run a map it will not be able to load it.
  • If you're making a skin from scratch, you can use a bigger resolution, giving the final model a crisper higher quality look.
  • If you modify a Q3A skin from the original game you do not have the rights to distribute it. Though John Carmack is the nicest smartest of people, he probably wouldn't mind.