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.
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))
Merge with Category:QC Commands
The idea is that the simple 'glossary' definition can be included in the brief introduction to the QC commands category, which provides a context for all kinds of QC docs and tutorials.
- I'm suggesting that this URL act as a #REDIRECT to category:QC Commands.
--Beeswax 08:19, 8 Apr 2008 (PDT)