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decompile qc (Forums : Coding & Scripting : decompile qc) Post Reply
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Oct 13 2009, 5:47pm Anchor

hey guys i was recently talking to a coder because my mod, left4quake, needs some code changed from the original kurok mod. we need to let it play 40 frames for the pistol animation but he said that means we have to decompile the qc in order to change the code. How would i do this?

Polar_Berk
Polar_Berk Trying to make maps but producing boxes.
Oct 13 2009, 5:57pm Anchor

Not entirely sure but maybe some of the old quake C decompilers would work on it?

Try this link

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"That money was just resting in my account...."

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Faparith
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Faparith Mapper and modeller on Flaming Ice.
Oct 13 2009, 6:55pm Anchor

I would say you should start from scratch with using the cleaned quake .qc as your base, then work of that.

TKAzA
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TKAzA Eats Polygons
Oct 13 2009, 7:11pm Anchor

Yeah, just write a new qc for your new model.

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TKAzA moddDB Content Manager
Mod & Group issues PM me.
Portfolio Looking for part time modeling in a indie project. (no mods please)

Jimi wrote:I doubt that many hippies would fit in my shower
Oct 13 2009, 7:44pm Anchor

how do i do that lol. remember im not in any way shape or form a coder. all i do is animate. sorry is this is causing trouble

Faparith
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Faparith Mapper and modeller on Flaming Ice.
Oct 14 2009, 11:18am Anchor

Here is the cleaned quake c source code Tremor.quakedev.com
You will need to edit it to suit your needs, if I remember rightly, weapons frames are in the player.qc file.
And here is a tutorial from inside 3d on adding extra frames Inside3d.com

Oh and no trouble at all.

Oct 14 2009, 3:09pm Anchor

ahh thank you so much!

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