https://drive.google.com/open?id=0B9DxOfPvG2G1Y1BSWmRJMkczY1U
New: axe, grenade, nail, super nail.
Changes:
- Lots of tweaks.
- Played around with Edge Split, mostly for source ports that use Gouraud shading in a meaningful way.
- The view weapons should look semi-inoffensive in FOVs up to about 130. In Quakespasm anyway. The value might be lower depending on your engine and settings.
Then there are optimizations of various levels of retarted. They were supposed to make the models look better in software engines, Darkplaces, and the like, without affecting how they look in Quakespasm et al. Results:
- My sources are a mess.
- The result for software engines is underwhelming.
- Darkplaces and DirectQ look serviceable.
- I introduced a very subtle glitch in the intended engines.
Nevertheless, I think it was educational. I probably won't do that again. Making two versions of each model (just like I wanted from the start) would most likely be a better solution. I thought it would make a mess, but now I'm not sure which of the two evils is the better one.
One thing the latter approach would certainly help with is getting 100% OK result for each engine (instead of 99% for half of them, and 80% for the other half).
One thing the current approach is good for is a partial conversion with maps. I wouldn't want to complicate it with two possible setups. Another reason to not redo everything immediately is the fact that I'd have to go over the skins again just to be thorough. Ugh.
Despite all this, I more or less got to the point where I almost don't really hate this thing all that much, so I'm considering it to be one-point-zero.