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Quake 64 Total Conversion?
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Originally posted by OGB View PostIs it okay if you can make those two as ent files and I'll do the levels:
Congraduations Screen:
Music: 17 Story Screen
Ending Screen:
Music: 16 Ending
I'm using wordpad, how do I save them as ent files? Do I need another program to do that?
I'll ask MH when he comes back how to use ent files in DirectQ and what's going on with the under liquid colors as well.
I'll ask somebody here if they make the N64 sky and six different colored versions of it, just like in the original game.
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Quake 64 Total Conversion?
Originally posted by OoPpEe View PostThe music for end of level and ending screen don't use ent files. Simply rename the "ending track" to Track003 - that's the level beat track. No ent files needed.
For the story screen after you beat a episode it, type in this number:
17
For the story screen after you beat the final boss, type in this number:
18Last edited by OGB; 09-09-2011, 11:32 PM.
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Originally posted by Mindf!3ldzX View PostR00k. Quake "done like CONTRA" would FN ROCK.
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I finally got the music for the levels to work like I wanted them to, I just need help on how to change the music on the story screens you get after you beat a episode and the final boss and then the music will finally be done.
The next thing will be the N64 sky and the six different colored versions of it, if someone can do that left me know.
I took screenshots of all six different colored versions of the sky using Project 64 to help out anyone that wants to make the sky to know what they look like. You can download the screenshots here:
Download N64 Skies.zip from Sendspace.com - send big files the easy way
Including you can use Project 64 to see how the sky moves.Last edited by OGB; 09-09-2011, 11:54 PM.
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Originally posted by OGB View PostI finally got the music for the levels to work like I wanted them to, I just need help on how to change the music on the story screens you get after you beat a episode and the final boss and then the music will finally be done.Originally posted by OoPpEe View PostThe music for end of level and ending screen don't use ent files. Simply rename the "ending track" to Track003 - that's the chapter track. No ent files needed.
Make the chapter end track from Q64 as Track003 - that's the chapter end track...
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The chapter and level end are shared. There's no way to change this by ent files. The only way I believe it can be done is by engine editing - which you don't want to go as that will cut the users to next to none. The best option is to pick one and go with it, of if you want to be creative - blend the 2 (send me the 2 tracks and I'd do it for you)
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Quake 64 Total Conversion?
Originally posted by OoPpEe View PostThe chapter and level end are shared. There's no way to change this by ent files. The only way I believe it can be done is by engine editing - which you don't want to go as that will cut the users to next to none. The best option is to pick one and go with it, of if you want to be creative - blend the 2 (send me the 2 tracks and I'd do it for you)
Sorry about last page, I got confused a little bit. Including I'm worried if I named it track003 it will interfere with the 03 Stats Screen.mp3 track.
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The soundtrack is done.
The last thing I need is the N64 sky and the six different colored versions of it, if someone can do that left me know.
I took screenshots of all six different colored versions of the sky using Project 64 to help out anyone that wants to make the sky to know what they look like. You can download the screenshots here:
Download N64 Skies.zip from Sendspace.com - send big files the easy way
You can use Project 64 to see how the sky moves and get the sky textures from the rom as well.
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Quake 64 Sky.zip
Here are the Quake 64 skies
Now I don't know of a way of making a map load it. If I use the "loadsky" command it doesn't work.
HOWEVER - a work around is to copy one of these folders to your "textures" folder and then rename it to the map.
So if you want E1M1 to have a red sky:
copy "red" to textures:
so you have .../textures/red/
but then rename it to E1M1
so you have .../textures/e1m1/
instead
Now when you play E1M1 it will load the sky.
Repeat this for every map.
There, now I have provided you with:
Quake 64's different weapon sounds
Quake 64's liquid (lava, slime, water) textures
Quake 64's sky textures
Also the skies will not act identical to Q64's skies, however if you use:
r_skyscroll1 "2"
r_skyscroll2 "3"
(type in console)
It's pretty close.
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Quake 64 Total Conversion?
Originally posted by OoPpEe View PostQuake 64 Sky.zip
Here are the Quake 64 skies
Now I don't know of a way of making a map load it. If I use the "loadsky" command it doesn't work.
HOWEVER - a work around is to copy one of these folders to your "textures" folder and then rename it to the map.
So if you want E1M1 to have a red sky:
copy "red" to textures:
so you have .../textures/red/
but then rename it to E1M1
so you have .../textures/e1m1/
instead
Now when you play E1M1 it will load the sky.
Repeat this for every map.
There, now I have provided you with:
Quake 64's different weapon sounds
Quake 64's liquid (lava, slime, water) textures
Quake 64's sky textures
Also the skies will not act identical to Q64's skies, however if you use:
r_skyscroll1 "2"
r_skyscroll2 "3"
(type in console)
It's pretty close.
But there's one missing, The Orge Citadel level had a dark orange sky, can you make that one as well.
Sorry about this.
Here's a screenshot of the sky to show what it looks like, it's from the N64 skies.zip file I posted a while ago:
Download snap0003.bmp from Sendspace.com - send big files the easy way
Thank you very much for helping me on the mod, you're the best.
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You accidentally named sky1.tga when its actually a .png file.
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