QC: Difference between revisions
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Note:Although the "QC" file extension is derived from the QuakeC programming language used by
Quake, the syntax of StudioMDL QC files is largely unrelated to QuakeC.
Tip:Shared QC files intended for use with $include are typically given the extension
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:''For a list of '''QC commands''', see [[:Category:QC Commands]].'' | :''For a list of '''QC commands''', see [[:Category:QC Commands]].'' | ||
:''To learn how to '''compile a model''', see [[Compiling a model]].'' | :''To learn how to '''compile a model''', see [[Compiling a model]].'' | ||
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* [[Notepad++ VDF languages]] | * [[Notepad++ VDF languages]] | ||
* [[Highlighting and Compiling QCs with ConTEXT]] | * [[Highlighting and Compiling QCs with ConTEXT]] | ||
Revision as of 12:13, 15 June 2023
- For a list of QC commands, see Category:QC Commands.
- To learn how to compile a model, see Compiling a model.
A QC file is a script which controls the process of compiling SMDs into a binary model that can be loaded into a game. A QC configures the model's location and name, which SMD files are used to provide geometry, collision meshes and animations, how the model reacts when shot, and so on.
Comments can be lines starting with //
, #
or ;
, or blocks contained between /*
and */
.



qci
.Example
Here is a very simple QC file for a solid model without any animation or special properties (click on each command for details):
$modelname "props_sdk\myfirstmodel.mdl" $body mybody "myfirstmodel-ref.smd" $surfaceprop combine_metal $cdmaterials "models\props_sdk" $sequence idle "myfirstmodel-ref.smd" // no animation wanted, so re-using the reference mesh $collisionmodel "myfirstmodel-phys.smd" { $concave }