HiTEL 게제동(GMA) 공개자료실

[QUAKE] QUTILS
작성자:강훈석(bening)
99-01-05
첨 부:[3225]qutildos.zip
┌───────────────────────────────┐ │ [7m OS 환경 : DOS PC 환경 : 386이상 [0m │ │ [7m RAM : 기타 공개여부 : 공개 [0m │ └───────────────────────────────┘ 퀘이크의 여러가지 유틸들입니다. 뒤에 올릴 케릭터 모델링 뷰어/에디터에서 읽어들이는 포맷이 mdl 인데, 이 유틸에 있는 unpack 가 퀘이크의 .pak 화일을 분해(?)해서 위의 포맷을 보여주더군요. 그럽 안에 포함된 문서입? 求?. Here are the miscellaneous utilities from quake: dirpack: This collapses a directory hierarchy into a pak file. We don't really use this anymore after the functionality was built into qcc. unpack: Unpacks a pak file into a directory tree. I don't think I ever used this, so I'm not even sure it works. Trivial code, in any case. qlumpy: Grabs graphics off of lbm screens. Has the colormap calculation code and the error-diffused mi p map generation code. It generates either individual files, or a combined wad file (barely used at all in Quake now). texmake: Takes an alias/wavefront .tri file and generates a wireframe outline on an lbm page for artists to draw in. modelgen: Takes a directory of alias/wavefront .tri files for all of the animations of a character, combines with one or more skins colored over texmake frames, and outputs a .mdl file. M odelgen parses the same source as qcc, so frame indexes keep their symbolic names when compiled into prog code. sprgen: Grabs sprite data. We coded lots of ways for sprites to behave (allways perpendicular, pivot along Z to face origin, pivot on Z to be parallel to view plane, fixed orientation), but we wound up only having three sprites in the entire game: explosions, drowning bubble, and a gold ball light in the registered version.... John Carmack