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moondrunks bmodel skins

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  • moondrunks bmodel skins

    with darkplaces were do these textures go?

    what do they get named?

    any help would be great

  • #2
    first way would be to create a folder inside your quake directory. name it ' Q1isaRacist1 ' . inside that folder create a sub-folder called ' textures ' . in ' textures ' , create another sub named ' bmodels ' . extract your new bmodels into there . then add -Q1isaRacist1 somewhere into your command line next time you run DarkPlaces .

    Or,
    you can just create a new .PAK file in your /ID1 directory. create a folder within the new .PAK file called ' textures '. then , inside that folder create one called ' bmodels ' . extract them all in there.

    if you have a .PAK file with /textures/bmodels already existing . . make sure you name the new .PAK file you created the highest ending numbered .
    example - pak3 has yor old bmodel textures . be sure you name the new pak file at least pak4 + . if not, your originals (the ones your use to already) will load after the new ones and you wont see any change.

    OR!

    find the .PAK file with the current bmodels your trying to change...and extract your new ones overwriting the old .

    fack
    Smith & Wesson: the original point and click interface

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    • #3
      that didnt work with darkplaces, but it did with directq and they look great.

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      • #4
        Originally posted by glitch_ View Post
        first way would be to create a folder inside your quake directory. name it ' Q1isaRacist1 ' . inside that folder create a sub-folder called ' textures ' . in ' textures ' , create another sub named ' bmodels ' . extract your new bmodels into there . then add -Q1isaRacist1 somewhere into your command line next time you run DarkPlaces .

        Or,
        you can just create a new .PAK file in your /ID1 directory. create a folder within the new .PAK file called ' textures '. then , inside that folder create one called ' bmodels ' . extract them all in there.

        if you have a .PAK file with /textures/bmodels already existing . . make sure you name the new .PAK file you created the highest ending numbered .
        example - pak3 has yor old bmodel textures . be sure you name the new pak file at least pak4 + . if not, your originals (the ones your use to already) will load after the new ones and you wont see any change.

        OR!

        find the .PAK file with the current bmodels your trying to change...and extract your new ones overwriting the old .

        fack
        Thats a strange name for a folder.
        If you see 427 playing Quake thats me.

        Comment


        • #5
          DarkPlaces skins have to go in id1/progs and use names like demon.mdl_0.tga

          Here are some pk3 files you can toss in id1 for DarkPlaces and examine the file structure with Pakscape or whatnot:

          http://www.quake-1.com/files/texture...skins-ogro.pk3 (Only looks good with rtlights on)
          http://www.quake-1.com/files/texture...id1-folder.pk3
          http://www.quake-1.com/files/texture...agues-pack.pk3
          http://www.quake-1.com/files/texture...ct-optimal.pk3
          http://www.quake-1.com/files/texture...s-fuhquake.pk3
          http://www.quake-1.com/files/texture...neogenisis.pk3
          http://www.quake-1.com/files/texture...-qrp-boxes.pk3
          http://www.quake-1.com/files/texture...xture-pack.pk3
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #6
            thanks Baker...that worked great i think i needed them in a pk3

            then removed rygels textures and used these two pk3s

            qrp-maptextures-2007-10-06r2-7files
            QRP-NormalMaps_20.12.09-BETA

            OMG the game looks sick...the normals maps give the game depth way beyond rygels


            Uploaded with ImageShack.us
            Last edited by seanstar; 05-12-2010, 10:56 PM.

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            • #7
              @seanstar

              In the screenshot You posted I see that You don't have proper ground texture. Probably You didn't convert link files (darkplaces can't read link files), so You have to unpack qrp-maptextures-2007-10-06r2.pk3, put convert-links.bat in textures folder and then execute it.

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              • #8
                thanks i did that and then threw them back in the pk3...looks awesome with moon and rares textures

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                • #9
                  Hello seanstar,

                  I sent you a PM. I really like your invisibl.mdl in your screenshot.

                  Thank you very much for a short answer to my PM.

                  Best Regards,
                  Seven

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