Bloody Pixels?
#126 posted by
Skiffy on 2016/06/28 14:53:50
Thats ok it does to me and its the reason I made a new shambler and eventually I will get to various other members of the Quake cast.
Shambles
#127 posted by
mjb on 2016/06/28 14:57:37
Skiffy,
Your HD Shambler is how I see the Shambler should have always been. I have used it since the day of its release!
Looking forward to future models and well done.
Bloody Pixels
#128 posted by
dwere on 2016/06/28 15:15:51
They aren't that bad, especially in engines that can display NPOT skins in their original resolution (judging by your preview/comparison picture, your engine of choice can't). Not that I'm trying to convince you.
If I was to nitpick anything, it's the overuse of dithering. It only looks noticeably messy where red meets brown, and pretty much only on the head gib, but still.
Sexualising Does Not Make Them Creepy!
#129 posted by Stop sexualising vores!!! Pervs! on 2017/02/09 21:48:55
You weirdos disgust me the vore is a monster not a demon hooker!! The old vore sounds way creepier than that pervertery! Fuck you!
Really
#134 posted by
sevin on 2017/02/13 05:25:52
You created a new account to bump this and say that? Come on man, I thought Skiffy had posted the Vore model...
I Have A Logic Reason To Critisize The Vore:
#135 posted by
brassbite on 2017/02/13 06:14:56
In Quake none of the lovecraftian enemys have 'heads'. Only a teethy opening to devour lesser creatures. :D
#136 posted by TERMiNAL on 2017/02/17 19:05:11
This model won't work for me.
I'm using it with Quakespasm, I have the progs folder in the id1 folder...what gives???
#137 posted by
dwere on 2017/02/17 19:17:58
Unfortunately, *.pak files take priority over anything that simply lies in the folders in Q1.
Either shove the model into a new pak (make sure to name the pak properly, Q1 is picky about that too), or use a mod directory instead of id1.
#138 posted by TERMiNAL on 2017/02/17 19:22:11
That seemed to work thanks, I named it PAK2 and put the progs folder in.
But if I put the gib files it, it says invalid filename.
#139 posted by TERMiNAL on 2017/02/17 19:24:05
Oh wait see it only works for Arcane Dimensions...
#140 posted by
dwere on 2017/02/17 19:45:26
The filenames are simply too long. It's not a pak format limitation, it depends on the pak editor used (PakScape doesn't have this problem, IIRC).
But yeah, there's no point in including those gibs for regular Quake.
#141 posted by anonymous user on 2017/02/17 19:55:30
Ah thanks, I was using pakexplorer...
works fine now, I'll keep those files in the id1/pak2 file :D