This thread will serve as a frontline for me to ask questions and like a blog thing to keep you upraised on how I go about doing things and what its current status is. I will mainly talk about the current flag models, but if any questions that pop up and may help me I will ask them.
Later on, if I succeed with actually getting this flag into the game, with animations and textures and whatnot, I will create a complete guide, that even the biggest beginner can have a chance, at how to actually go about this so that no more confusion will pop up.
So to start things off. I am creating a flag model to replace the current ones. I see that the current flag models are .md3 types, but I cannot convert my .smd models into .md3 as it says I need a .qc file. The questions here is.
1. Where can I find the current .qc files for the flag models (if they have any). I want them only to see how they were made and what's in them.
2. Are these .qc files necessary or are they just necessary only if you have advanced shaders in your models?
3. How do I go about and create .qc files?
4. Where can I find the current CTF flag models? I haven't been able to locate them in the SVN. If someone could put up a link it'd be appreciated. I want to see how the other models where made.
Other questions:
5. What's the difference between a .mdl and a .md3 model? Why must for instance the flag models be .md3?
6. Why does some models need converting into .zym? Such as the player models and also some weapon models I saw.
I'm working in Maya 2008, I am using Valves .smd exporter (which seems to actually work). To get this .smd exporter to work you actually need Steam and Source SDK. I've found this info on another forum and followed it's instructions. This .smd exporter actually works a lot better than Pralls exporter. Also, the Valve exporter have different choices, export .smd for models, animations, physics and there was one more. Now I don't really know how to use these different .smds together but I will find a way.
Anyway, after exporting to a .smd with Valves exporter from Maya I import this into Milkshape. In Milkshape I actually convert this into whatever model format I need, such as .mdl, .md3 or whatever. Now of course as mentioned, I cannot export to .md3 unless I have a .qc file.
That was everything I have for now, now on to an update:
I have made the lasers and the logo blue as suggested be some other fellow and this is what I have for now.
NOTE: No texture or materials have yet been made. The texture I'm using is actually the 256x256 Nexuiz logo you can find on OUNS by Sant. This one is actually just a temp, but of course, if people like it I see why not keeping it (if so I'll need to adjust that picture a bit, make it red and blue).
That's all I had. I'll be off for a few hours, hope to have some responses by then (mainly the questions

