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Help with installing new models/textures etc for Qrack

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  • #31
    Please be patient, this, respectfully, is still not fully helping. I don't have ANY of the stuff you posted. I have things like: "Soldier jpg, ogre jpg, or Hogre jpg. I thought these were skins and NOT models? Like, models are different than skins and need to be treated accordingly. Yeah, I'm a noob. Fine.

    According to your pic, it looks like you're asking me to make a textures folder in my ld1 and then place the downloaded files in there. But the files don't end in "tga" or whatever.

    Isn't anyone else running qrack with these reforged bestiary skins? How did you accomplish it step by step?

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    • #32
      ok, I just tried making my file structure like yours and then ran the game-- no luck. You can only add things to the command line if a folder is sitting 1 level deep inside the Quake folder right? So using that is out because I have this stuff 2 or 3 levels deep now.

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      • #33
        Qrack and DarkPlaces use an entirely different naming convention for skin names.

        They also go into entirely different folders.

        Trying to use DarkPlaces oriented media with Qrack is going to be very, very painful. And as far as I know Qrack does not support .pk3.

        Recommendation: It isn't worth putting yourself through this kind of hell. Besides the skins aren't going to look like the DarkPlaces screenshots because Qrack does not support all the fancy DarkPlaces effects.
        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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        • #34
          Hey baker. TY for reply. What's the deal with the reforged website then? It has a download package made specifically for Qrack. Why does that site say it will work? Am I misunderstanding?

          And what is with all this pk3 stuff? I don't have any pk3 files. Unless these jpgs are really pk3 and that's what you guys mean.

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          • #35
            So what is the best stuff to use for qrack then? Fragger's monster skins? What about the ammo boxes and health kits etc?

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            • #36
              Originally posted by Seven_Force View Post
              So what is the best stuff to use for qrack then? Fragger's monster skins? What about the ammo boxes and health kits etc?
              Do you have the Qrack pak1.pak?

              http://www.quakeone.com/qrack/pak1.zip

              Put it into your quake\qrack folder


              Why does that site say it will work?
              (see next post)
              Last edited by Baker; 03-03-2011, 01:58 PM.
              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 ...

              Comment


              • #37
                Revised !

                An example ...

                Download this Quake Reforged Pack:

                http://quakeone.com/reforged/Bestiar...estiary_512.7z

                The files in the Qrack folder of that archive, extract them to quake\qrack\textures\models folder.

                Any progs you ever find, go into quake\qrack\progs folder like R00k already said.

                If a texture or model isn't showing up, use Pakscape (Google for it if you don't have) to open quake\qrack\pak0.pak and if it exists quake\qrack\pak1.pak and delete any instance of the same texture or model that you want to appear.

                Qrack will (generally) use the texture or model in the pak file over one in a folder.
                Last edited by Baker; 03-03-2011, 01:58 PM.
                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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                • #38
                  Originally posted by Baker View Post
                  otherwise the texture in the pak file will be used instead of the one in the folder.
                  The only thing I don't like about Qrack - imo paks should be executed first - then folders override. Many engines do it and so did Half-Life (it along with Duke3D were the reasons I mod games).
                  However I do believe both engine authors should make a commandline option if it's possible. Something like

                  -dp_method - for QRack - basically changes it's texture method to the same as Darkplaces

                  -qr_method - for Darkplaces - same as above but reversed.

                  Cvar would be nicer but I do know the naming method would need to be something that needs to be executed at boot. This would be nice for both engines as it would make each content made for them (usually) compatible.

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