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MDLREF.DOC
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1996-09-05
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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 =).