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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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There is one more image to compress, and that’s the kane6_d.tga image. To make things as easy as possible, just compress this one image by using the same process.
Viewing the mod
Finally, it’s time to see what the new skin is going to look like in the game. The process is to start up the game and load your mod from the mod selection list. Then you will launch the ModView utility, select the marine player model, and take a look at your handiwork.
Here you can see your newly skinned player model, as shown in Figure 18-10.
Chapter 19
Showing the World
In This Chapter
^ Putting together a single package of all your mod files
Defining what’s in the package and what should be done with it ^ Dealing with added game content ^ Handling altered game content as a separate mod ^ Getting your mod out to the public
Лfter you finish creating all of your custom content, you’re going to want to show it off. You could just put all the files together and start handing it out, but this can lead to confusion and other problems. Practiced modders commonly use a preferred method of distribution that I outline for you here.
After you put your distribution package together, you need to get it out to the public. I show you how to find places to put your package online and get it out to the community where it can be enjoyed by all.
Creating the Package
The number of steps required to put everything together for distribution depends on the complexity of your mod. I take you through the process of putting together a full mod starting with the simple pieces such as maps and textures. Then you can expand on this simple package as if it were a total conversion modification for the game.
After you have put all of your content together and tested it to make sure it’s complete, you need to write your readme.txt. This is a text file, also called just README, that accompanies all modifications. It tells the user who made it, what it contains, how to install it, what bugs exist if any, as well as any other information you want to include.
A good README outline supplies the users with as much information as they might need in order to know more about your map and, if necessary, to contact you for questions.
334 Part IV: Going Beyond the Basics
All this information would be contained within a plain text file. This way it can be easily read in Notepad or any other text editor out there because they all can read plain text.
Because I plan to show you two types of packages for distribution below,
I show you the contents of each README as these packages are created.
Packaging additions to the game
The most common modification is that of maps. Sometimes they come with custom textures, sounds, and other additions. However, note that this package you are about to create contains nothing that overwrites the original game content, which means that the package contains all custom additions to the game as it exists.
With that in mind, the first package you will put together will contain
The map and related items for that map as constructed in earlier chapters.
The custom texture, consisting of a few images and a material file.
The script file that controls the lift.
The last chapter that required working with your custom map and related elements was Chapter 16. The files from this chapter and its single-player level are what you will put together here. Those files include
^ guis\chapter16\open.gui maps\game\chapter16.aas32 maps\game\chapter16.aas96 maps\game\chapter16.aas96 maps\game\chapter16.aas128 maps\game\chapter16.aas250 maps\game\chapter16.cm maps\game\chapter16.proc maps\game\chapter16.map maps\game\chapter16.script materials\chapter15.mtr ^ textures\chapter15\brick_d.DDS textures\chapter15\brick_d.tga textures\chapter15\brick_ed.tga
Chapter 19: Showing the World 335
textures\chapter15\brick_h.DDS ^ textures\chapter15\brick_h.tga ^ textures\chapter15\brick_local.DDS ^ textures\chapter15\brick_local.tga ^ textures\chapter15\brick_s.DDS ^ textures\chapter15\brick_s.tga
Now, if this is your first mapping project, you don’t have a lot of extra files in the game’s base directory. However, given some time, this will change. You will have a number of different maps, textures, and other elements scattered on your hard drive that are necessary for your distribution. So, I show you how to package your file as if you had all these extra files in your base directory.
The first thing you want to do is create a temporary folder somewhere on your hard drive. Here, you will copy all the files for your project, leaving behind those that aren’t needed.
1. Open Windows File Explorer and create a temporary folder somewhere. (I like to have a folder on my C: drive called Temp, where
I can place modified files.) To make this new folder, navigate to C:\. Choose FileONewOFolder.
When you do, a new folder is created called New Folder.
2. With New Folder still selected, choose FileORename and rename this folder to Temp. Enter this folder by double-clicking it.
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