Turtorial: How To Convert Quake MD2s to GCSW * * Note: This converts The character that appears in the "Set player options" under the multiplayer menu of QuakeII to a Object type MD2 in GCSW. I tries making it them enemies, but they go crazy. If you shoot them they freeze. odd. ------------------------------------------ MUST OWN QUAKE 2 TO CONVERT FILES YOURSELF ------------------------------------------ Create a new project and call it something like MD2Testing. Put down a few solid walls (just because you have to). Test your level. After that, when the GCS asks you to hit a key to access the GCS do not. Minimize this window and open your quake2 directory. Access your X:\Quake2\baseq2\players\ directory (where x is your hard drive letter). This operation can be donw for the female, male, and cyborg. I have not tested the 4th yet. For the purpase of this turtorial, access the male directory. Find a file called tris.md2 and copy that to your desktop. You may also select a "skin" from here. Note that any file that ends in _i here cannot be used. Find a skin you like and copy that to your desktop. Access "My Computer" and select your hard drive that has the GCS on it. Copy the skin that you selected and that is now on your desktop and copy it here eg: C:\ Enter your favourite photo editor and open this skin. Reduce its size to 64x64. Save it to your hard disk eg: C:\ (in PCX format). Open an MS-DOS Prompt box and bring up GCS Paint. Open your skin by selecting open-->PCX-->skin name. Load the $Rpa9 palette and say "yes" when it asks you if you want to colour match. save your file and say yes when it asks if you want to save it with your palette file. Open "my computer" select your hard disk. Find the new file you just saved from GCS Paint. It will have a .VGA extension. Copy that file to your X:\gcsw\$RP9A\FLCL_LIB (where X is your drive letter and gcsw is your gcs directory). Restore the GCS from before and hit a key. Test your level. Hit "Edit Extra Data" when he option comes up. Select "Terrain Map" and hit the add .vga files to list. Choose your recently created skin file and hot the arrow. Hit okay and exit the engine. Go back into the GCS and hit test once again. Select "edit extra data" and proceed to hit "Terrain Map". Now you may select your new skin and place it down in your game. Save your changes and exit the engine. Go back into the gcs and test again. Now hit "test level" make sure your skin is there. Do not go back into the GCS. Go to your X:\gcsw\$RP9A\m8_enem\models (where X, blah, blah, you know what I mean) directory and copy the MAN8.MDI file to your desktop. Go to your X:\gcsw\ENGINE\MD2TESTING directory and make a directory called models. Copy both the Tris.md2 and the MAN8.MDI files here. Rename MAN8.MDI to Tris.md2. Go back into the GCS. Place down a symeterical object. Test your level. After testing, do not access the GCS, go to your X:\gcsw\ENGINE\MD2TESTING\objectdef??.txt file and get the handle number. Example: 2 6 ..\..\$RP9A\BASICLIB\CHAIR3.VGR 150 200 The two means it is a symeterical object and the next number is the handle number. It may not always be 6. Access your X:\gcsw\ENGINE\MD2TEST directory and open your extra??.txt file in notepad. Find the line that has your skin name on it, for example: 3 1708 ..\..\$RP9A\flcl_lib\BRIANNA.VGA 400 400 The second number on this line is the handle number. Mine is 1708, yours could be anything. Go back to your X:\gcsw\ENGINE\MD2TESTING\model\ directory and edit the Tris.MDI file in Notepad. delete what is their and put this in for levels 32 md2name tris.md2 scale 110 floorhand 1708 soffset 0 spin 200 zoffset 0 rem frame 0 29 frame 0 s6 The Floorhand number is my skin handle number. Remember, yours may be different. In frame 0 s6, the six is my symeterical object handle number. Yours could be anything. Save this file. Access the gcs and test your level. You should now see the Quake II MD2 in place of your symeterical object. Sorry for any errors/spelling mistakes/technical errors it is very early 4:07am to be exact. Andy Dzibela