QC: Difference between revisions
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Tip:Shared QC files intended for use with
(→Example: re-use the ref mesh for idle anim) |
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* [[LOD Models]] | * [[LOD Models]] | ||
* [[Prop Types Overview]] | * [[Prop Types Overview]] | ||
* [[ | * [[Notepad++ VDF languages]] | ||
* [[Highlighting and Compiling QCs with ConTEXT]] | * [[Highlighting and Compiling QCs with ConTEXT]] | ||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 11:29, 28 July 2016
- 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. The extension stands for Quake C, the programming and scripting language from which the Valve Data Format was originally derived.
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 */
.

$include
are typically given the extension 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" $staticprop $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 }