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Quake 64 Total Conversion?

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  • I see that tool was a failure lol (batch convert png to tga), I will just use PSP7 from now on.
    Reuploaded and fixed.

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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?

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      • Copy lets say: sky-orange to your:
        ..../quake/id1/textures/ folder
        so you now have:

        ..../quake/id1/textures/sky-orange/
        now rename sky-orange to E1M1
        so you now instead have:

        ..../quake/id1/textures/E1M1/
        with sky1.tga and sky4.tga inside it

        It's how Darkplaces allows level dependent texture replacing. If you are using a different engine - I have no idea how to do it.

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        • Quake 64 Total Conversion?

          Originally posted by OoPpEe View Post
          Copy lets say: sky-orange to your:
          ..../quake/id1/textures/ folder
          so you now have:

          ..../quake/id1/textures/sky-orange/
          now rename sky-orange to E1M1
          so you now instead have:

          ..../quake/id1/textures/E1M1/
          with sky1.tga and sky4.tga inside it

          It's how Darkplaces allows level dependent texture replacing. If you are using a different engine - I have no idea how to do it.
          I'm using DirectQ, so I'll have to contact MH and ask him how to get the skies to work in his engine.

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          • 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.
            Last edited by OGB; 09-22-2011, 09:30 PM.

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            • 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.

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              • 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?
                Last edited by OGB; 09-22-2011, 09:38 PM.

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                • 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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                  • This mod is definitely one of the toughest things I ever did.
                    See? Taking time to learn something, and with pride you can invest in your next project!
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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