Category talk:QC commands: Difference between revisions
(→Checklist: added caveat - wavelength stuff describes HL1 QCcoms - they might not all be accurate for Source ?) |
Subject15837 (talk | contribs) (→Adding skins to and UNcompiled model?: new section) |
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** eg Creating an Animation Library | ** eg Creating an Animation Library | ||
** eg Adding a New Skin to an Existing Model | ** eg Adding a New Skin to an Existing Model | ||
== Adding skins to and UNcompiled model? == | |||
I have a model I want to compile and I'm not sure what command I use to give it more skins. Anyone know? [[User:Subject15837|Subject15837]] 12:07, 3 May 2009 (UTC) |
Revision as of 05:07, 3 May 2009
Checklist
Please add any new ones you come across to this list.
- Several example QC files can be found in
sourcesdk_content\hl2\modelsrc\
. - There's a great rundown of the core commands for HL1 here.
- $alwayscollapse
- $animation
- $animblocksize
- $append
- $attachment
- $autocenter
- $bbox
- $body
- $bodygroup
- $bonemerge
- $calctransitions
- $cbox
- $cd
- $cdmaterials
- $cliptotextures
- $cmdlist
- $collapsebones
- $collisionjoints
- $collisionmodel
- $collisiontext
- $contents
- $continue
- $controller
- $declareanimation
- $declaresequence
- $definebone
- $definemacro
- $externaltextures
- $eyeposition
- $forcephonemecrossfade
- $forcereal
- $gamma
- $hbox
- $hboxset
- $hgroup
- $hierarchy
- $ikautoplaylock
- $ikchain
- $illumposition
- $include
- $includemodel
- $insertbone
- $jigglebone
- $jointcontents
- $jointsurfaceprop
- $keyvalues
- $limitrotation
- $lockbonelengths
- $lockdefinebones
- $lod
- $model
- $modelname
- $mostlyopaque
- $noforcedfade
- $obsolete
- $opaque
- $origin
- $popd
- $poseparameter
- $prepend
- $proceduralbones
- $pushd
- $realignbones
- $renamebone
- $renamematerial
- $root
- $scale
- $screenalign
- $sequence
- $skipboneinbbox
- $staticprop
- $surfaceprop
- $texturegroup
- $upaxis
- $weightlist
- $zbrush
Articles
If you can, please help by creating a documentation article or two! Please remember to use only the $example_command for the title and add the QC Commands category tag to the page, ie :
[[Category:QC Commands]]
Redirect Pages
Sometimes it makes more sense to document a bunch of related commands within a single parent article. In that case, please create a Soft Redirect page for each $example_command included. eg :
Please see [[parent_article_title]]. [[Category:QC Commands]]
Please do not use Hard Redirects for $example_command pages
#REDIRECT [[parent_article_title]]. [[Category:QC Commands]]
because these will not get listed (indexed) on the QC Commands category page. --Beeswax 09:35, 30 Mar 2008 (PDT)
Sub-Categories
It may be useful to 'gather up' groups of QC commands that are used for 'special model features' into sub categories, to allow more topic-specific browsing of the commands. However, I would urge that sub-categorised commands are also listed in the main category, so a complete list is maintained. If anyone has any bright ideas for subcategories of QC commands please discuss here. --Beeswax 07:16, 8 Apr 2008 (PDT)
- category:QC Keyvalues is for QC $keyvalues blocks such as Prop Data. These important QC compile parameters seem to have been 'tacked onto' the main QC format as new Source Engine features became available? --Beeswax 07:16, 8 Apr 2008 (PDT)
- :category:QC Feature Overviews:
- Surface Properties (ie $surfaceprop and VMT & VTF reference & UV mapping stuff?)
- Bones, Physboxes & Hitboxes
- Breakables & Ragdolls
- Joints, Attachments & Rigging (IK (Inverse Kinematics) system)
- Animations, Sequences & AI_Activities
- :category:QC Tutorials:
- eg Compiling a basic Prop_Static Model
- eg Compiling a basic Prop_Physics Model (see Physics and Ragdolls#Creating physboxes)
- eg Compiling a basic 3D Skybox Model
- eg Compiling a basic Prop_Ragdoll Model (see Physics and Ragdolls#Making a Ragdoll)
- eg Compiling a basic Prop_Vehicle Model (see Vehicles (modeling))
- eg Compiling a basic Viewmodel (see Viewmodels_in_XSI#Editing_the_QC_file)
- eg Compiling a basic ValveBiped Character Model
- eg Creating an Animation Library
- eg Adding a New Skin to an Existing Model
Adding skins to and UNcompiled model?
I have a model I want to compile and I'm not sure what command I use to give it more skins. Anyone know? Subject15837 12:07, 3 May 2009 (UTC)