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InsideQC Forums • View topic - Prefabs and other dead links

Prefabs and other dead links

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Prefabs and other dead links

Postby ajay » Thu Oct 30, 2008 6:05 pm

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Postby ceriux » Thu Oct 30, 2008 6:43 pm

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Postby ajay » Thu Oct 30, 2008 6:52 pm

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Postby ceriux » Thu Oct 30, 2008 7:03 pm

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Postby scar3crow » Thu Oct 30, 2008 8:12 pm

You could pop open the id1 Quake sources and just make your own prefabs from them, its not as if there is a dearth of slipgates in start.map after all.

Who knows, maybe that could be a resource for modders, someone churning out prefabs for them so map creation is quicker for mod prototyping.
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Postby ajay » Thu Oct 30, 2008 8:40 pm

Yes I agree a prefab 'store' would be really useful and getting stuff from id source maps would be sensible too.

I've got a definite plan for my mod that I'm churning out a whole load of prefabs for it, almost every 'feature' in the current map is saved as a prefab to be used again.

Repeated architecture is a bad thing in retail games, but a neccessary evil in amateur, individual, mods
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Postby Baker » Thu Oct 30, 2008 8:53 pm

Here are some:

http://qpp.planetquake.gamespy.com/tunnel.htm

(There are 6 pages of them, like http://qpp.planetquake.gamespy.com/tech.htm )

And some more here:

http://prefab.planetquake.gamespy.com/

And most Half-Life stuff can rather easily be used, you can import it but it doesn't support Half-Life specific entities that you occasionally encounter.

http://prefablab.planethalflife.gamespy.com/


You said something about idgames2:


http://www.gamers.org/pub/idgames2/

or

http://www.gamers.org/pub/idgames2/

http://shub-hub.com/idgames2/
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Postby metlslime » Fri Oct 31, 2008 6:54 am

you can also mine stuff out of the source code of full levels.

as someone mentioned earlier, the id maps are open source now.

also, check this thread on func for more links to map sources that are available (some GPL, some not) --
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