Talk:QC

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Revision as of 04:01, 3 April 2008 by Beeswax (talk | contribs) (split up this article ?)

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Something I've never figured out - is the Valve .QC in any way related to the Quake C programming and scripting language? It's many, many years since I messed around with the latter, admittedly... —Cargo Cult (info, talk) 12:36, 21 Mar 2006 (PST)

I believe so. Didn't Goldsorce have elements of Q1 and Q2 in it? The old studiomdl.exe even had support for LBM and other Quake texture formats. I guess its an extension that just stuck around... --Wunderboy 13:44, 21 Mar 2006 (PST)
Quoting from Modeling and Animating for Half-Life(HL1 SDK) - "Next, a control script which will direct the final model generation program is written. This is also a text file, known as a QC file because it evolved from the old Quake engine QuakeC scripting system." --n-neko 20:39, 9 Nov 2006 (PST)

I think it's worth to point out this $staticprop explanation from VERC:

  • You should always use the $staticprop qc option with prop_physics models.
  • $staticprop is named similarly to prop_static entities for historical reasons - but the two things are completely separate concepts.

Jay Stelly - #10. Re: prop_physics collision model issues http://www.chatbear.com/?P829869 --n-neko 22:03, 19 Nov 2006 (PST)

split up this article ?

How about moving the whole "typical QC" section out to it's own tutorial-style page called something like compiling a basic prop_static model ? I'm thinking of a corresponding QC Guide article (a kind of intro to Prop Data) could be called compiling a basic prop_physics model ... I haven't figured out what prop_dynamic models are for (apart from animating ;-) ... (Beeswax 21:01, 2 Apr 2008 (PDT))