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From: dodo@world.std.com (Dean ODonnell)
Subject: Re: Building your own QUAKE2 levels? Deathmatchmaker problems......
Message-ID: <EpvrC6.M37@world.std.com>
Organization: The World Public Access UNIX, Brookline, MA
References: <6eg9qt$29j@camel19.mindspring.com>
Date: Sun, 15 Mar 1998 21:50:30 GMT
Lines: 37
Xref: clanworld.com rec.games.computer.quake.editing:13933 rec.games.computer.quake.misc:25907

In article <6eg9qt$29j@camel19.mindspring.com>,
Darth Maul <ig-88@mindspring.com> wrote:
>I got DMM2 so that I could design my own Quake2 worlds using my own
>textures & characters, not the same ones from Quake2.
>
>On the box it reads, "Use those in Quake2 or import your own custom art 
>and objects for a unique alien environment."

Well, it's a little harder than Virtus' marketing department would have you
believe.  You can import models if you have a .mdl file and the appropriate
progs.dat.  To make new models I suggest qME, which can import from a number
of 3D modeling programs.

Then you have to write a little quakeC program so your new monster will use
the frames and behaviors you want.  Compile it to get your new progs.dat.

Then, using DMM you make a brush into an entity by making a square of about
the same size as your new monster, right clicking, and choosing "Custom"
from the list of attributes.  When you choose custom, you can input the
classname (the name of your monster, like "monster_foobar"), and now your
new level will use the new monster code and model.

Then you have to start quake with the -game attribute and tell it where to
find all this cool stuff.

At least that's how it works with Quake 1 and DMM1.  While I have DMM2, I
haven't really played with it too much or done anything like putting a new
monster in.  Though from what I see, DMM2 isn't too much different from
DMM1.

DMM is a level editor, not a complete Quake toolbox.  I love it and hate it
at the same time.

Dean



