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Chapter 17: Separating Your Files 317
Create an empty package file to fulfill the requirements for the game to recognize your mod folder.
6. Save your text file by choosing FileOSave.
Before this folder of content is recognized by the game, you need to place a pak file in here. This is the last criteria required to make this folder visible to the game as a mod. Usually, either you would be about to create custom content or you would already have your content ready to go and this would be compressed into a pak file. However, you don’t have anything ready for this folder yet. Right now, you’re just creating a mod location for future custom content.
The solution: Create an empty pak file by using WinZip. There is no rule that says a pak file actually has to contain anything.
7. Choose FileONewOWinZip. This creates a Zip file in your folder named New WinZip File.zip. Rename your new Zip file by right-clicking it and choosing Rename from the pop-up menu. Name your new Zip file empty.pk4, as I’ve done in Figure 17-7.
Using this name, you won’t have to worry about being confused about what’s in it. You will remember that it’s empty.
Now you’re done and ready to see whether it works.
8. Load the Quake 4 game. When it’s done loading, click the MODS button at the bottom of the window.
When you do, you see your new mod listed, as shown in Figure 17-8. You can even select it and load it.
318 Part IV: Going Beyond the Basics
If you do load your new mod, nothing will be any different from the original game. How can this be? Well, the game looks in your new folder for the files necessary to make it work. These files include maps for playing, GUIs that you use to get around the game’s interface, and other similar files. If these files don’t exist, the game looks in the original q4base folder for what it needs. This way you don’t have to duplicate what’s already been done and you can focus on editing or adding your new content.
MODIFICATION B Quake 4 Mods for Dummiei
Now you can now see your mod listed in the game’s Modifications window.
One last thing that you will notice if you do happen to load your new mod is the addition of files in your mod folder that you didn’t put there. These additional files are created by the game and contain player-related information. They are
config.spec: This specifications file is usually empty but might contain video specifications for the game.
gamex86.dll: This is a driver file required by the game to make everything run.
Quake4Config.cfg: This is the game and player configuration file that contains the player’s key commands, such as how to move forward, backward, and so on.
Although you can decide to leave those files in there when you distribute your new mod to the public, I recommend that you remove them before distribution. This way each installation by another person can define these files as they are required.
Re-Skinning the Models
In This Chapter
^ Viewing models with ModView ^ Following the path from skins to textures
^ Skinning made easy; a few simple changes make all the difference ^ Going from TGA to DDS . . . again ^ Going from players to other entities
M^ave you ever wanted to put yourself into the game? Or have you ever V rn wanted to change the look of the weapons in some way? Neither of these mods requires you to know how to model, animate, or handle a separate 3D program. Instead, all you need to make these minor changes is Adobe Photoshop and an imagination.
The models in the game are textured very much like the walls in your map. In Chapter 15, you created your own texture for the game. You created a few Targa images that represented different aspects of the texture. Then you created a material file in Notepad that defined the texture name and how to put the different image files together. This then could be applied in the map editor to any brush face in the map.
Well, for a model, there is one more file involved in the texturing. That file is called the skin file, and it too can be opened by using Notepad.
Quake 4 has a special utility to make models easy to visualize. This utility is called Quake 4 Model Viewer, ModView for short. It allows you to see the model in its entirety with your new skins applied.
In this chapter, I show you how to alter a player’s skin. I show you how to find the image files that need to be altered. You then edit the files in Photoshop, save them to the new mod folder that you created in the preceding chapter.
320 Part IV: Going Beyond the Basics
Locating the Models and Their Skins
With ModView, locating the model that you want to change couldn’t be easier. This little utility was added to the game just like the mapping editor and the GUI editor. Accessing those utilities is easy, and accessing ModView is no different.
To load ModView, start by loading the game. When it’s loaded, open the console and type modview. Then press Enter.