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I'm trying to get the textures to work, I put the folders with the level's name in the textures folder, but they're not appearing. I tried the loadsky command, it appears but the sky it's frozen and when I looked up at it, I can see the sides of the sky. Is there something I need to do to get it to work right?
I got great news, the mod is done. This mod is definitely one of the toughest things I ever did. Before I upload it, what do I have to take out of the id1 folder? I know I have to take out the pak files, do I have to take out the copied bsp files that I made and put in the lit maps folder because that's how I got the music and the skies to work right by making custom copied versions of all of the bsp files of the game. Do I have to take out DirectQ as well? I will make a faqs to tell people how to put the new gun sounds in the pak files and how to do everything else too. This is my first time uploading a mod. The only thing I couldn't do is blue underwater, but it's not a big deal anymore.
I'll definitely make n64 versions of the Mission Packs.
None of it should go into the id1 folder.
Put all of the extra content into:
.../quake/Q64
Then you add -game Q64 to the shortcut and it will boot it up as a mod. Having it in id1 will force it to be on in standard quake and all other mods too.
Alright, I'll do that. I'll create a new topic in the finished works section titled Quake 64 Ultra and upload the mod somewhere next week.
There's one last question I have and it's off topic:
Did anybody ever ported the 4 exclusive Sega Saturn levels Purgatorium, Hell's Aerie, The Coliseum and Watery Grave to the PC in bsp files?
No one has, Quake on the Sega Saturn actually uses a completely different engine. It's actually a complete remake. The engine used was the same one that they used to port Duke Nukem 3D to the Saturn. As the engine source code hasn't been released - or any tools ripping it doesn't seem possible (yet). Using a emulator and a 3D Snapshot tool could help to rip them. However IF that worked, you'd need to re-add all the monsters, triggers ect ect
One currently would need to remake it from scratch for best results.
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