JPG files which become available for use as assets in material declarations. The engine loads all of the files from this folder and parses the numbered strings within these files to make them available to the code, GUIs and maps. This HD-Pak adds new HD-Elements to the Game, such as: High Resolution 2D Elements (Main Menu, Fonts, Icons, Numbers, Crosshairs, Levelshots), High Resolution. LANG files which are used for localization. HD-Pak for Quake III Arena v1.32 Effects GFX 4 comments. SKIN files which setup the skin declarations. This folder contains numerous sub-directories where the following file formats can be found: MTR files which setup the material declarations. BAK files there they should be removed prior to distribution as these are just backup versions created by the map editor. LIPSYNC files which contain lipsync declarations. GUI files which setup the graphical user interfaces. GUIDE files which contain material guide declarations. VP files which become available for use in materials for visual special effects. TGA files which become available for use in light materials to create ‘light styles’ that modulate what light projects onto the surfaces of the world. This folder contains images for environment maps which are textures applied to the inside faces of a skybox to give the appearance of large spaces. EFX files which containt reverb information for maps. FX files which in turn contain effect declarations. DEMO files which are gameplay recordings. DEF files which contain declarations for entities, models and modelexport. AF files which setup the articulated figure declarations. Note: While you probably want to work on your mod with the assets decompressed and available in the Quake 4 folder structure, when you release your mod you should put them into. You can also set the fs_game_base cvar to let you base a mod off base game and your own content as usual as well as an additional mod. You set the game to use a different folder as base with the fs_game cvar. In the engine code your mods’ base name is always called “base” no matter the actual physical name. Mods for Quake 4 should be created in their own directory in the main Quake 4 installation folder as a brother folder to /q4base. Minimum 2GB free space on hard drive (additional space required for add-on. The contents of this directory include all the game assets used in the game. Developed by the award-winning id Software, Quake is the ground-breaking. It should even be compatible with mods so if you're interested in having Quake 4 look nicer, head on over and download Sikkmod.This is the default Quake 4 mod directory.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |