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  • Switching between texture packs

    I've done some studying on this, but I am totally confused. If I wanted to take the nails from Rygel's pack and put them into QRP's and switch other items around such as put osjclatchford's gibs into Rygel's pack what exactly do I need and how specifically do I do it.
    Sorry if this is a repeat question, but I can't find the answers to my questions in one place it seems, or I'm blind.... :-)

  • #2
    Patience and time are the most important things as doing this can cause headaches.
    The first part however is to extract (using Winrar for example) the contents from all of them into separate folders.
    Then from there start picking out what you want from what pack. This is where time comes into play as md3 models use external textures - so it's easy to miss one of them. However the console can help you out as it'd tell you what's missing.
    Install the packs uncompressed (not in a pk3) in a fresh install and once you're happy with the setup, zip up the files (keeping them in folders and all) and rename it to pk3 after.

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    • #3
      OoPpEe,
      Thanks. Can you tell me what to look for with regards to the nails. I think the v_dpnail is the texture for the nails in rygel? What is it in QRP?

      edit: You're right OoPpEe, this is going to take patience. I'm not sure of all the things yet to take out of QRP. I see items under progs in both of them. Any guidance appreciated.
      Last edited by gdiddy62; 05-15-2011, 07:48 AM.

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      • #4
        Hello gdiddy62,

        First of all you must know if you use "dpmod".
        Do you play with "darkplaces.exe -dpmod" ?

        Secondly it is important to know that QRP releases 2 amazing packs recently:
        - QRP_map_textures_v.1.00.pk3 (+ normal map pack addon)
        - QRP_item_textures_v.0.73_dp.pk3

        The map_texture pack include ONLY map (= world) textures.
        No items or projectiles or weapons, or ...

        The item_textures include ONLY textures for:
        - HUD
        - Menu
        - Health boxes
        - Ammo + big explosive boxes
        - Armor
        - ring of invisibility
        - v_weapons (the one you see when you carry them)

        You will NEVER find a custom model inside of QRP packs.
        Just like Quake Reforged, QRP makes High Res Textures for the original ID1 models (inside your .pak files) !

        That is why you will never find a xxx.mdl in their packs.
        And that in mind leads to the folders where you have to look for the related textures.

        ------

        Back to question no1.
        If you answered with NO, then all models and textures with "dp" inside can be deleted at once !

        Now, just like OoPpEe said, you need a picture viewer which shows many at the same time (I use ACDSee) to get a nice overview for the content to compare.

        Regarding external custom models:
        You will find not one in QRP, but many many in Rygel�s pack.
        Most of them are in .md3 format, but renamed to .mdl due to DarkPlaces requirement.
        Always remember this:
        - real .mdl models (like the original ID1�s) have their textures (skins) ALWAYS inside the "progs" folder (example: v_nail2.mdl_0.tga).
        - renamed .md3 to .mdl models have their textures ALWAYS (at least in Rygel�s pack) in "textures folder (example: v_nail2.tga).

        The external (replacement) models itself are ALWAYS in "progs" folder (indepenedent from what format they have).
        Thats why you find many many .mdl files in Rygel�s "progs" folder (and none in QRP�s).

        Replacement models ALWAYS need a seperate texture (skin); like mentioned above, you will find the ones for Rygel�s .md3�s in the "textures" folder.


        So if you want for example have the shotgun from Rygel and the nailgun from QRP, you need the following:
        - external shotgun model from Rygel�s progs folder: v_shot.mdl
        - external shotgun texture from Rygel�s textures folder: v_shot.tga (+ normal, ect.)
        - external nailgun texture from QRP�s progs folder: v_nail.mdl_0.tga


        Now the confusing thing:
        Having QRP�s external shotgun texture (in "progs") parallel to Rygels shotgun model (in "progs") + texture (in "textures"), will NOT lead to a problem inside the game !!!
        The md3 model+texture will override the mdl model+texture even when they are NOT inside a pk3.
        That is why you will see the .md3 model+texture ingame and NOT QRP�s skin !
        It is defined in the DarkPlaces engine.
        That makes things even more confusing, I know.


        The example you mentioned:
        Nails textures are NOT available inside QRP�s packs, so you have to use Rygels anyway (if you only have these 2 packs to choose from).
        They are called: s_spike.mdl + spike.mdl (in progs) and s_spike.tga + spike.tga (in textures).
        But that you already know/learned form this post, right ?


        ... enough writing.

        Now its time you practice and do it just like OoPpEe mentioned.
        With the given background/information, you will surely succeed.

        Have fun,
        Seven

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        • #5
          Seven,
          Thanks, that was exactly what I needed! I'm on it now. I'm so glad you, OoPpEe and the other members of this forum are so patient with those of us just learning.
          Regards,
          Jeff

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          • #6
            Ok, it looks like I'm in need of some hand-holding here. I placed the spike mdl files in QRP progs from rygel pack. I placed the spike textures from rygel into QRP textures. I recompiled with winrar and then renamed to .pk3, but it still shows no spike models in QRP. What am I missing?

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            • #7
              gdiddy62,

              Reading your words "I recompiled with winrar" sounds wrong to me.
              The replacement files must not be "compiled", like .qc files.
              Simply pack the files into a .zip format file and then rename it to .pk3.
              Try first without compression maybe that helps.

              Anyhow I would start differently.
              You do NOT need to create a .pk3 file to test your trial builds.
              I suggest first keep the files in your ID1 subfolders, until you reached the level you want and then pack these into a .pk3.
              Or let there be the subfolder; it depends on your way of sorting files in your Quake.
              I personally use subfolders and dont use so many .pk3�s, but that is a personal thing.

              By doing it with subfolders first, does save time during your trial and error phase.
              First when you managed to have the spike (and all other thigs that will surely follow) running, switch to .pk3 if you prefer.

              Maybe this helps already.

              Be aware, that spikes are the nailgun projectiles, while s_spikes are the SuperNailgun ones.

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              • #8
                Seven,
                Thanks for responding. Actually I extracted the contents of both the rygel and qrp packs to seperate folders and changed items within them. I then used winrar to delete the progs and texture folder of the original qrp pack and then, using winrar again, I added the reworked progs and texture folders with the replaced textures and it works like a dream! I now have proper bubbles in the rygel pack when underwater. I now also have rygel nails in my qrp pack.

                My next project for later this evening is replacing the rygel gibs with osjclatcford's. I may experiment. Any advice on which ones I'm looking for again seven?

                Thanks for all of the help guys!

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                • #9
                  You mean Ruohis' nails
                  gibs are pretty obvious as to which models they are - gib1, gib2, gib3

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                  • #10
                    Hey OoPpEe,
                    Sorry, I was just referring to the nails rygel used in his pack. I wasn't aware of who made them..my bad.
                    Thanks for the patience with me guys. I'm still learning and..DAMN..It's funn!!

                    Regards

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