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-
- The file mdlref.lst contains a list all the entity
- classnames that we know of. Basically, the LEAST someone needs
- to do to this file is change all of the pak file references to
- point to where your Quake pak files actually are. If you only
- have the shareware version, replace the pak1.pak references
- with just empty quotes ("").
-
- ---------------------------------------
-
- If you are really dangerous, here is some technical info about the mdlref.lst file:
-
- The file is read line by line, and each line has the following data
- (each bit of data should be enclosed in quotes):
-
- <Model file name> <entity classname> <filename containing the model>
-
- here is a quick example:
-
- "shambler.mdl" "monster_shambler" "c:\quake\id1\pak1.pak"
-
- would direct all map references of "monster_shambler" to the
- "shambler.mdl" file found in "c:\quake\id1\pak1.pak".
-
- "shambler.mdl" "monster_shambler" "C:\quake\id1\progs\shambler.mdl"
-
- would direct all map references of "monster_shambler" directly
- to "c:\quake\id1\progs\shambler.mdl" (the 1st entry basically
- being ignored)
-
- If you want quest to recognize a classname but *not* associate a model with
- it, just leave the 1st and 3rd entries blank, but BE SURE TO LEAVE THE
- QUOTES:
-
- "" "monster_ogre" ""
-
- Take a look at mdlref.lst for more examples.
-
- ****IMPORTANT****:
-
- All of the entities Quest is capable of adding
- (create->entity->blah) are found in the mdlref.lst file. So if
- there are entity classnames that you know of that we forgot to
- include, just stick them in like this:
-
- "" "<new classname>" ""
-
- or if you have a custom .mdl file that you'd like quest to use,
- do it like this:
-
- "" "model_xwing" "c:\iamcool\xwing.mdl"
-
- Final note:
-
- There are some .mdl files in the mdlref.lst that are not used
- by any classnames. If you know which classnames match those
- .mdl files, please let us know =).
-