#1441 posted by dwere on 2016/09/25 14:05:09
Heh, wow. Thanks.
Yeah, the gifs are appreciated, since I didn't make such comparisons myself (other than between versions, comparing new models to slightly older new models).
#1442 posted by Mugwump on 2016/09/25 14:08:50
Very good job, dwere. I'll stick to the hi-poly weapons I have installed but I can definitely see this as a default replacement for id's originals. Well done.
Mugwump
#1443 posted by Barnak on 2016/09/25 14:52:59
What is the version you're using ? Where can we find it ?
One Point One Now
#1444 posted by dwere on 2016/09/25 15:17:40
Barnak
#1445 posted by Mugwump on 2016/09/25 17:21:46
I'm using Ruohi's. Check this link: http://quakeone.com/forums/quake-help/general-help/10727-definitive-hd-replacement-content-list.html
They're the first entry in the "Weapons" section. Two .pk3s to drop in \id1, one for the equipped weapons in the player view and one for the pick-ups. If your engine doesn't support .pk3 format, just unzip them in \id1.
Mugwump
#1446 posted by Barnak on 2016/09/25 18:39:34
The link is akward to use, and I need a proper .pak file to work with Quakespasm. And I'm on OS X, so I don't have any tools to make pak files.
Please, could you give a link to a proper weapons PAK file for Quakespasm ?
Barnak
#1447 posted by Mugwump on 2016/09/25 19:12:17
Awkward to use? Huh! In what way? I can access the page just fine, even on my phone. The dropbox links to the files are at the top of post #2. pk3 is simply a renamed zip, so you can extract the files and build the pak yourself using a program like PakScape - I have no idea what programs exist on Mac, so the research is up to you. If you still can't manage to sort it out, let me know and I'll see what I can do.
Mugwump
#1448 posted by Barnak on 2016/09/25 19:24:13
Thanks,
I successfully downloaded both pk3 files and unzipped them. I'm getting several prog and textures files, that I could drop into the prog and textures folders in the id directory, but they don't show in Quake. I'm not even sure that Quakespasm could use them. I'm unable to find any tools on OS X to make them in a proper PAK file for Quakespasm.
Is it possible for you to try to make a PAK version for Quakespasm ? That would be great !
#1449 posted by dwere on 2016/09/25 19:39:36
Quakespasm complains about the wrong MDL version number. Apparently, these models are in a modified format or something.
#1450 posted by Mugwump on 2016/09/25 19:56:52
I made a pak with the files and tested it in QS. It doesn't work. Apparently there needs to be some modification to the progs.dat to make them work, but this goes beyond my knowledge. Use them in Darkplaces or search for info on how to make them work in QS. I'll upload the pak if you want but besides that, I can't help you further. Sorry.
#1451 posted by dwere on 2016/09/25 20:02:47
That second (allegedly more faithful) weapon pack works in QS (unpacked), but the external skins don't load. It makes some models black or indistinguishable from the stock ones.
Thanks Mugwump
#1452 posted by Barnak on 2016/09/25 20:06:14
No need to upload the PAK (unless someone else wants it), since it wont work in QS anyway. This is sad, since these HD weapons look awesome.
It would also be great to have an HD version of the HUD, in Quakespasm (I'm not asking HD textures for the game itself, i.e. monters and maps, since it would look ugly for that old game).
dwere, your weapon PAK is working great. The improvements are very subtle, though. Personally, I would prefer some higher HD weapons, since I have them "in the face" constantly, like the HUD.
#1453 posted by Mugwump on 2016/09/25 20:18:55
A quick glance at this thread http://quakeone.com/forums/quake-help/quake-clients/12339-quakespasm-hd.html and I found an answer by our esteemed Baker: "Quakespasm doesn't support model replacement textures." There you go. Maybe the Spiked version does?
For QS, use either dwere's pack or NightFright's Authentic Model Compilation. The latter will replace the original models of monsters, weapons and pickups with slightly higher poly versions while using the same textures.
Or switch to Darkplaces if you want to dabble in HD content, that's the best solution for now.
#1454 posted by dwere on 2016/09/25 20:22:02
The improvements are very subtle, though.
Well, that was the point.
I haven't tried myself at HD content yet. Well, excluding some embarrassing crap I made when I first discovered Tenebrae. Luckily, I had enough sense in me to not share it with anyone.
Maybe the Spiked version does?
The changelog doesn't mention it, unless I'm missing something.
Subtle But Great, Dwere
#1455 posted by Mugwump on 2016/09/25 20:48:18
I'm sticking to Ruohi's for DP but your pack is definitely adopted for my QS. I find yours better than NightFright's, especially the axe, GL, RL and LG. Not sure about the big thingie you added on the handle of the SNG though, but I'll get used to it.
Dwere
#1456 posted by Mugwump on 2016/09/25 20:58:01
In case you don't know, Seven created this thread http://quakeone.com/forums/quake-mod-releases/finished-works/12408-new-faithful-weapon-rework-dwere-da-werecat.html
There's a guy there complaining that your pack causes the demos not to play on vanilla/PSP.
Erratum
#1457 posted by Mugwump on 2016/09/25 21:10:09
Upon closer inspection (I opened the pak file), it would appear that NightFright's pack does NOT replace the weapons.
Crap
#1458 posted by dwere on 2016/09/25 21:19:43
I included quake.rc to modify some settings, and I forgot that it was based on an already modified quake.rc that didn't include the startdemos command.
I'll fix it later.
One Point Two Already
#1459 posted by dwere on 2016/09/26 02:21:02
That's some rapid development!!!
https://drive.google.com/open?id=0B9DxOfPvG2G1YmNPUmRFMDV4YU0
From the changelog:
- Restored the startup demo sequence.
- Brought back the nozzles that were removed from the barrel tips of the nailgun (view model).
- Fixed fullbright seams on the view model of the super nailgun.
Damn, That Was Quick!
#1460 posted by Mugwump on 2016/09/26 02:46:26
New link added to the QuakeOne page.
Weather Report
#1461 posted by madfox on 2016/09/26 04:40:50
Knowing there's already weather additions to Quakespasm I continued my own versions with a static mdl file.
These were made with a one mdl file on a 512x512 surface.
rain
snow
#1462 posted by Mugwump on 2016/09/26 08:11:12
I think you should make snow with sprites instead. It's weird to see non-flat snowflakes, and you could use an actual snowflake texture for the sprites. As is, they look more like hail.
As for rain, if it's possible you should make it transparent to prevent this icicle look.
Good job anyway.
Isn't Abyss Of Pandemonium's Code Open Now?
#1463 posted by aDaya on 2016/09/26 10:05:15
It has rain and droplets when it hits the ground, maybe you should look into that
Skin Addition Utility
#1464 posted by Qmaster on 2016/10/07 03:59:03
Does anyone know if there is a simple skin utility to add skins to a quake 1 .mdl file? Adquedit doesn't seem to be loading the palette correct anymore for me.
#1465 posted by Baker on 2016/10/07 06:08:24
Quake Model Editor
|