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quakemod_2025

Just notes on how to mod quake on 2025

Editor

Editor Config - Textures

Editor Config - Models

  • Open the game configuration you want to use (or create a new one for your Quake mod).
  • Locate the section for entity definitions, which usually points to a .fgd file.
  • Change the path to the .fgd file to point to the Quake 1 FGD file you downloaded.
  • Alternatively, if the mod or community provides a base .fgd file, you can create a new file and use the @include directive to add the specific Quake FGD, such as @include "zhlt.fgd".

Editor Config - Map Compilers

Adding new models

  • Need to export from Blender to MDL format
  • Need to edit quakeC code and compile it to have the new model show in the editor
  • vkQuake (so far) does not support misc_model entity

Downloading quakeC code

Adding the new model - statue sample

  • Modify progs.src and add at the end:
// List of QuakeC files for fteqcc
defs.qc
world.qc
statue.qc
  • Add a new file named statue.qc:
/* Custom static statue entity */
void() misc_statue =
{
    precache_model ("progs/statue.mdl");
    setmodel (self, "progs/statue.mdl");

    // bounding box (adjust to your model size)
    setsize (self, '-16 -16 0', '16 16 64');

    self.solid = SOLID_BBOX;    // or SOLID_NOT if no collision
    self.movetype = MOVETYPE_NONE;
};
  • now compile with: fteqcc progs.src
  • create a folder inside quake for your mod, ie: mymod
  • copy or mode progs.dat generated to mymod folder
  • place your model at: mymod/progs/statue.mdl
  • in the editor, add a entity to your map: classname: misc_statue
  • compile your map and put it on the mod folder: mymod/maps/yourmap.bsp
  • run quake: quake -game mymod +map yourmap

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Just notes on how to mod quake on 2025

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