#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
#1466 posted by mankrip on 2016/10/08 00:51:18
Thanks Dwere, I'm using your grenade launcher and axe models now. That hand was pretty well done.
Cool, Thanks
#1467 posted by dwere on 2016/10/08 03:26:37
#1468 posted by dwere on 2016/10/10 05:16:28
Tweaks must be very subtle at this point, not sure what's changing!
#1470 posted by dwere on 2016/10/10 16:34:09
A pixel here, a pixel there.
Well, it's not that subtle, but, honestly, I don't even remember what I did between the latest versions, other than v_nail barrels being redone almost from scratch.
They look more or less the same though.
Really, 90% of my time I'm dealing with compatibility crap instead of improving the artistic aspect. Rant rant rant.
Hah fair enough. It would be nicer to have one set of models really. Loving the models, using them mostly as the defaults now.
I Don't Suppose Anyone Would Be Willing To Share Pre-installed QME3.1?
#1472 posted by Qmaster on 2016/10/15 14:21:21
#1473 posted by negke on 2016/10/15 14:29:55
Check Quaddicted.
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