Murdock
August 3rd, 2006, 16:00
Hi!
Since I have already messed with GTKRadiant in the past (years ago, when Q3A was way the best game to play) and since I know a little about manipulating the Q3A configs and content (even though I played around a little with Q3A I am still far away from calling myself a Modder ... :( ) I wanted to know some things about IRIS:
What about the maps: Since I read that u can build *.bsp Maps 4 IRIS with Radiant, but on the other hand read in the readme.txt that the maps need to be "edited" to work with IRIS I wonder what I should keep in mind when building maps for IRIS. Can the maps be compiled in vertex only, for example? Or with full lights? Can I use the Q3A Items? Or do they not work with IRIS? And if they work: How can I implement them? Can I just extract the needed files from Q3A *.pk3 files and copy in a "certain" folder and they run with IRIS? Or what do I need to do if I want to take over certain stuff from Q3A? I mean it seems obvious that if I just drag 'n' drop Items from Q3A to IRIS they will not work (e.g. health bubbles will not give the player hp ... this is not implemented into IRIS I suppose etc.) but I justwanted to see these things in my maps ...
Another thing are the Models: How about the player models? Can they just be taken from Q2 fanpages and used in IRIS without ANY modification?
It'd be nice if any Coder of IRIS would write some information about the maps and the models (and maybe some other things like "how to ... edit the HUD" or whatever ...)
A big THANK YOU for the IRIS engine and thx in advance for answering my questions :)
Since I have already messed with GTKRadiant in the past (years ago, when Q3A was way the best game to play) and since I know a little about manipulating the Q3A configs and content (even though I played around a little with Q3A I am still far away from calling myself a Modder ... :( ) I wanted to know some things about IRIS:
What about the maps: Since I read that u can build *.bsp Maps 4 IRIS with Radiant, but on the other hand read in the readme.txt that the maps need to be "edited" to work with IRIS I wonder what I should keep in mind when building maps for IRIS. Can the maps be compiled in vertex only, for example? Or with full lights? Can I use the Q3A Items? Or do they not work with IRIS? And if they work: How can I implement them? Can I just extract the needed files from Q3A *.pk3 files and copy in a "certain" folder and they run with IRIS? Or what do I need to do if I want to take over certain stuff from Q3A? I mean it seems obvious that if I just drag 'n' drop Items from Q3A to IRIS they will not work (e.g. health bubbles will not give the player hp ... this is not implemented into IRIS I suppose etc.) but I justwanted to see these things in my maps ...
Another thing are the Models: How about the player models? Can they just be taken from Q2 fanpages and used in IRIS without ANY modification?
It'd be nice if any Coder of IRIS would write some information about the maps and the models (and maybe some other things like "how to ... edit the HUD" or whatever ...)
A big THANK YOU for the IRIS engine and thx in advance for answering my questions :)