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InsideQC Forums • View topic - Quake Machinima question(s)

Quake Machinima question(s)

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Quake Machinima question(s)

Postby Nerd42 » Tue Jan 30, 2007 6:41 pm

Hi there! I have two questions about machinima: one is in Quake 1 and the other is in Quake 2

In Quake 1, there are two mods I really like and . What I'd really like to do is take the Agent Smith skin out of Quake Matrix and be able to run around as Agent Smith inside the Star Trek mod. Since the is available, I'm pretty sure that Agent Smith is in there somewhere, but I can't seem to find where. If anybody could tell me how to do this (and how to use any other cool Quake1 skins you know of too) I'd really appreciate it!

In Quake 2, I can record demos but I can't seem to manipulate them the way I can in Quake 1. For Quake 1, I have this program called that will let you record a demo, and then go back and set the camera angles to be third person any way you want. will let you splice, dice and otherwise cut up quake 2 demos but won't let you actually change where the camera is the way ReMaic can for Quake 1, where ReMaic totally eliminates the need for a camera person. Does anybody know of a program like ReMaic for Quake 2? If there isn't one, I'm going to stick with making machinima in quake 1 for now.
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Re: Quake Machinima question(s)

Postby frag.machine » Wed Jan 31, 2007 12:41 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby HeadThump » Wed Jan 31, 2007 12:46 am

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Postby Megazoid » Wed Jan 31, 2007 12:51 am

I'm hopeless at modding, but I'll try to help with the first bit :D

Agent Smith in Quake Matrix v0.5 is a new model and skin. It's in the Matrix PAK0.pak as smith.mdl. Because the size and animations of it are different from the normal player model, I don't think there is an easy way to "play" as Agent Smith in the StarTrek mod. However, you could easily replace the player model skin, make him look a bit like Agent Smith, and use that in the StarTrek mod. You are going to need some tools...

Pak Explorer
http://www.quaketerminus.com/tools/pakexplr.zip
Pak Explorer allows you to view files within a Quake or Quake 2 .PAK file, extract them, and insert them as well.

Qview123
http://www.quaketerminus.com/tools/qview123.zip
A quick and easy model viewer. Will display Quake1, 2 & 3 model formats.

QME 2.3
http://www.quaketerminus.com/tools/quakeme23.zip
Animation viewer and texture editor for Quake MDL (model) files. You can use the "import texture" feature in this program to very quickly swap skins.

Others
http://www.quaketerminus.com/tools/250Quake1Skins.zip
250 mixed Quake skins
http://www.quaketerminus.com/tools.htm
A few other Quake tools to get you started

Agent Smith test PAK thingy
http://www.quaketerminus.com/temp/smithskin.zip
A test PAK I made to help. If you place this in your Startrek mod directory, you should find you are playing a "Agent Smith type" looking guy... sort of. I made it using bits of other people's skins, and glued them together - i take no credit.

Some instructions.
1. Take the test pak file above, and use the Pak Explorer tool to see what's in it.
2. Extract the player.mdl somewhere (desktop or something)
3. Open the model in Qview123 if you want a quick look at it.
4. Close that program, and open player.mdl in QME 2.3
5. Use the "File" > "import texture" feature to change skins.
6. Save the model, and replace the old textured player.mdl in the Pak file, with the new one.

Okay, that's very quick, but hey I've helped a bit. You need to start messing around with the various programs to get a feel of what is going on. Things will start to fall into place.
P.S. Be careful you don't accidentally replace your Quake/ID1/ PAK0.PAK & PAK1.PAK files. :wink:

The Agent Smith model made by the Quake Matrix team.
Image

The test skin I glued together.
Image
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Postby Nerd42 » Wed Jan 31, 2007 4:26 pm

About the Quake 1 question: I solved that one on my own later yesterday. (I think) I found QuaRk yesterday, (what a beautiful beautiful program !!) found smith.mdl, replaced player.mdl with smith.mdl in the pak0.pak file for the star trek mod and actually got to play Smith on the Enterprise in Quake 1 for a few minutes. Then I went back and used ReMaic Studio to see what it looked like and found out that the frames were all out of order. He was staying still when I was moving and he was looking like he was jumping when I was standing still and he was looking like he was running when I was jumping. The movements were all mixed up. So right now, I'm in the process of renaming all the frames in smith.mdl to match the names in player.mdl, and I'm calling the new file "Star Trek Smith.mdl" - I'm really hoping it will call the frames up based on their names, not on their order in the file. But if that turns out to not be the case, I can try doing that you all said too.

About Quake 2: I will deifnately study that tutorial!! Thanks so mcuh!!



Here's another thing to think about: I am just one guy, basically doing 1-man machinima segments that are supposed to be intros to other videos I am producing by other means. So, the stuff I have now should work. But it would also be NICE to have bots that had functions that would be useful for machinima. Example: I spawn 3 deathmatching bots who look like aliens, and spawn 1 other bot who looks like a guy in a space suit who is programmed to follow me around, do everything I do, and maybe also shoot at unfriendly bots it sees. I can do a number of interesting things just by myself on this one Enterprise map, but having it appear like there's another person would help make it alot funnier. Have bots been programmed for Quake 1 or 2 who might be able to do that kinda stuff? And how much work would it be to make that happen?

(Eventually if I get all the technical stuff figured out, I am gonna try and network this with friends but even then, having bots would help make it look like we have more cast members than we really have)
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Postby Megazoid » Wed Jan 31, 2007 9:23 pm

I've not made any Quake films, but I think Demix enables you to do some entity manipulation within demos, like transferring entities from one demo into another and adding new actors to existing demos (to produce fake multiplayer demos). No idea how difficult it is.

Here is the Demix website:
http://speeddemosarchive.com/quake/qdq/tools/demix.html

I've also updated my Quake tools section to include more Demo & Film tools: http://www.quaketerminus.com/tools.htm

Here are some more links that might help :
http://speeddemosarchive.com/quake/qdq/tools/
http://cineplex.planetquake.gamespy.com/

Some of the guys from SDA (speeddemosarchive.com) know everything about making Quake demos/films. If you get stuck on something and ask nicely, you might get some help on their IRC chat room. They are more interested in Speed Running than making Quake movies, but they do know their stuff. Be polite - thanks.
Server : irc.quakenet.org
Room : #QdQ
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Postby Nerd42 » Thu Feb 01, 2007 2:42 pm

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