┌───────────────────────────────┐
│ [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