In this tutorial I'm going to teach you how to set up the q3a sdk.
ok so hop on over to file planet cause you're gonna need some stuff.
Q3PointRelease_116.exe
Q3AGameSource_116n.exe
Q3ToolSetup_Mar172000.exe - If you want to make some maps.
winzip70.exe - If you don't already have it. This is to view the PK3s
You'll also need MSVC 6 to open the game source.
The finished product of this tutorial will hopefully be a well structured
couple of directories that will easily allow you to write your code compile
and test.
One thing I'll say is my Q3A game is in my c:\quake3 directory, if yours is
different. I'm almost 100% sure the same things will work, but I've seen other
tutorials where they bitch about how it doesn't.
First thing first. If you don't have Quake 3 installed, well that's a pretty
important step. And when you install it humour me and put it in the [Drive]:\quake3
folder.
Next thing you might as well do is install the point release. For those of you
who don't know what the point release is. It's the latest update for Q3A even
if you don't want to mess with the code, you'll still want it to play other
peoples mods.
And now you can finally install the source. Run the install and make sure to install
Ok now to make a mod. go into the test directory and double click on that
All we're going to do here is comment some code. Basically taking the line where
Now in your Quake3 directory write a batch file called whatever you want. In this bat
Now I guess I can tell you how to mess with the PK3 files.. well the best way is to
One more little tip before I go.. in that test directory, if you make a directory structure
For example, go to your windows directory and copy that tada.wav to
Well I suppose that's all.
it to
copy of that directory tree and name it test for now.
Q3AGame.dsw. If you have Visual C installed then your computer'll know what to do
with it and VC will pop up.
it draws the model and the numbers for your ammo and getting rid of them.
Go the project viewer on the left hand side. And click on the file view tab.
Open up the Cgame files directory
find the file called cg_draw.c
Go to about line 349
CG_Draw3DModel( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE,
cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
turn this line into this!
// -- commented out for status bars.
// CG_Draw3DModel( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE,
// cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
On about line 381 you'll see this...
CG_DrawField (0, 432, 3, value);
Comment that out too.
There now press F7 to build cgamex86.dll
Now go to your quake3\test directory and go into the debug folder and copy the dll
Paste the dll in the quake3\test directory.
file should read " quake3.exe +set fs_game test +set sv_pure = "0" +map q3dm1 "
Now execute that batch file and you shouldn't see any ammo information on your hud.
unzip them. Yes all they are are zip files.
like the one in the pk3 file quake 3 will use the file in your directory and not it's own
pk3.
quake3\test\sound\weapons\shotgun\sshotf1b.wav <-- you have to rename it to that name
Now run the batch file we made again and your shotgun should be making tada sounds.
Any questions, post at the forum at on.to/tht or email me