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Here's a better player pak, just rename it to +1 higher than the highest numbered .pak in your "/qrack/" folder...
http://www.quakeone.com/qrack/dist/md3player.pak
I cant remember who made the model shame on me, (i think it might be MoonDrunk), the model is perfectly synced to the original player model but missing AXE attack frame groups so it wigs when u axe
The lightning bolt origin is set in the quakeC mod x(0), y(16), z(22), so either its latency or bug.
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Rook,
Thanks for posting that model. I gave it a tried, and I ran into the very issue you described. However, I downloaded moo's player model (http://www.quake-1.com/files/replace..._player_md3.7z), and it appears to be working fully. This success supports that Qrack is by far the most superior Net Quake client for competitive play. I decided that I can play with reduced fps for some additional eye candy. The images below are now what I consider my baseline configuration for Quake.
Cheers,
Naustic
Imageshack - qrack009.jpg
Imageshack - qrack014.jpg
Imageshack - qrack016.jpg
Imageshack - qrack021.jpgLast edited by naustic; 05-30-2010, 02:48 PM.
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////////////////////////////////////////////////////////////////////////////////////////////////////
// player skin settings
////////////////////////////////////////////////////////////////////////////////////////////////////
gl_fb_models 1 //fullbright colors on alias models (grenades, player models, etc). settings 0 may give more fps
gl_fb_bmodels 1 //fullbright colors on bsp models (world, health, boxes, etc). settings 0 may give more fps
cl_teamskin 0 //use colors from team on player model
color 0 //player color
gl_doubleeyes 1 //double the size of the eye model
gl_playermip 0 //0 is highest quality player model, higher is better blurry
////////////////////////////////////////////////////////////////////////////////////////////////////
// team communication
alias tg "exec tg.txt; autostats"
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
// console settings
////////////////////////////////////////////////////////////////////////////////////////////////////
con_notifytime 5 //how long notify lines last, in seconds
gl_consolefont "charset" //set font by replacing "charset"
gl_smoothfont 1 //set smooth font
con_textsize 9 //text size
scr_conspeed 327600 //console scroll speed
pq_confilter 1 //filters "you got" messages
gl_conalpha 0 //console transparency
////////////////////////////////////////////////////////////////////////////////////////////////////
// fps and eyecandy settings
////////////////////////////////////////////////////////////////////////////////////////////////////
cl_deadbodyfilter 1 //dead body filter off/on/immediately (0/1/2)
cl_gibfilter 1 //gibs filter off/on (0/1)
cl_bobbing 0 //bob rotating models off/on(0/1)
cl_muzzleflash 0 //turn muzzleflash on for all (0/1/2)
r_outline 0 //turn outline on bmodels off/on (0/1)
r_celshading 0 //turn cellshading of bmodels off/on (0/1)
r_fastsky 0 //turn fast sky texture off/on (0/1)
r_fastturb 0 //turn fast liquid textures off/on (0/1)
r_explosionlight 1 //100% explosion light (0-1)
r_explosionlightcolor 5 //color of explosion light (0/1/2/3/4/5/6)
r_explosiontype 7 //change explosion type (0/1/2/3/4/5/6/7)
r_grenadetrail 0 //show grenade trail (0/1)
r_rocketlight 1 //turn on dynamic ighting of rockets (0-1)
r_rocketlightcolor 5 //color of rocket light (0/1/2/3/4/5)
r_rockettrail 3 //rocket trail type (0/1/2/3/4/5/6/7)
r_wateralpha 1 //allows you to see through water (0-1)
r_telealpha 1 //allows you to see through teleport (0-1)
r_lavaalpha 1 //allows you to see through lava (0-1)
r_novis 0 //turn on VIS information (0/1)
r_simpleitems 1 //turn on simpleitems (0/1)
r_shadows 0 //turns on shadows on entities
r_bloom 0 //high dynamic range bloom, fps killer
gl_rain 0 //turn rain off/on (0/1)
gl_shiny 0 //turn shiny off/on (0/1)
gl_lavasmoke 0 //turn smokes coming from lava off/on (0/1)
gl_caustics 0 //turn underwater caustics off/on (0/1)
gl_detail 0 //turn artificial bump map texturing off/on (0/1)
gl_waterfog 0 //turn water fog in GL off/on (0/1)
gl_waterfog_density 0 //adjust water fog density in GL (0-1)
gl_hurtblur 0 //keep these off, they do slow mo effects?
gl_deathblur 0 //really big FPS hit.
gl_foggreen 0
gl_fogblue 0
gl_fogred 0
gl_fogend 2048
gl_fogstart 100
////////////////////////////////////////////////////////////////////////////////////////////////////
//Screen flash effects
////////////////////////////////////////////////////////////////////////////////////////////////////
cl_bonusflash 0 //weapon/item pickup flash (0/1)
gl_polyblend 0 //pallette shifting on in GL (0/1)
gl_hwblend 1 //1=hardware palette changing, 0=opengl routines
v_contentblend 0.05 //palette shifting while in liquid (0-1)
v_pentcshift 0.1 //palette shifting with pent (0-1)
v_quadcshift 0.1 //palette shifting with quad (0-1)
v_ringcshift 0.04 //palette shifting with ring (0-1)
v_suitcshift 0.04 //palette shifting with suit (0-1)
v_damagecshift 0.5 //palette shifting when damaged (0-1)
////////////////////////////////////////////////////////////////////////////////////////////////////
// particle effects
////////////////////////////////////////////////////////////////////////////////////////////////////
gl_bounceparticles 0 //turn on bouncing particles in GL (0/1)
gl_part_lightning 0 //turn on lighting gun particles (0/1)
gl_part_flames 0 //turn on flames particles (0/1)
gl_part_flies 0 //turn on flies (0/1)
gl_part_lavasplash 0 //turn on lavasplash particles (0/1)
gl_part_blobs 0 //turn on blobs particles (0/1)
gl_part_telesplash 0 //turn on teleporter particles in GL (0/1)
gl_part_blood 0 //turn on blood particle effects (0/1)
gl_part_gunshots 0 //turn on gunshot particles in GL (0/1)
gl_part_sparks 0 //turn on sparks particles (0/1)
gl_part_trails 0 //turn on special rocket trails in GL(0/1)
gl_part_explosions 0 //turn on special explosions in GL (0/1)
////////////////////////////////////////////////////////////////////////////////////////////////////
// texture settings
////////////////////////////////////////////////////////////////////////////////////////////////////
gl_externaltextures_bmodels 1 //load external 24-bit bsp models
gl_externaltextures_models 1 //load external 24-bit models
gl_externaltextures_world 1 //load external 24-bit world models
gl_loadq3models 0 //load external 24-bit player models
////////////////////////////////////////////////////////////////////////////////////////////////////
// lighting effects
////////////////////////////////////////////////////////////////////////////////////////////////////
gl_gamma 0.5 //adjust gamma
gl_contrast 2 //adjust contrast
gl_vertexlights 0 //use vertex lighting
gl_flashblend 0 //use proper lighting in GL (0/1)
gl_loadlitfiles 1 //use lit files in GL (0/1)
r_dynamic 1 //use dynamic lighting in GL (0/1)
r_lightmap 0 //enable light sources on map in GL (0/1)
r_shadows 0 //enable shadows in GL (0/1)
r_powerupglow 2 //enable powerup/flag glowing off/colored/white (0/1/2)
////////////////////////////////////////////////////////////////////////////////////////////////////
// graphic settings
////////////////////////////////////////////////////////////////////////////////////////////////////
gl_texturemode "GL_LINEAR_MIPMAP_NEAREST" //GL_LINEAR_MIPMAP_LINEAR = trilinear, MIPMAP_LINEAR = bilinear
gl_texCompression 0
gl_anisotropic 0
gl_picmip 0 //blurs the texture, 0 = default, 1 = little worse, 2=much worse, etc
gl_ztrick 1 //toggles a trick to prevent the clearning of the z-buffer between frames. set to one may increase performance with issues
gl_triplebuffer 1 //triple buffering of head up display graphics. if you have problems with screen graphics, turn this on
gl_polyblend 0 //controls weather you see the haze when you're underwater. also carrying quad or pent
gl_smoothmodels 1 //smooth player models
gl_affinemodels 0 //makes texture render quality better if set to 1
gl_clear 0 //enabling this command will clear the areas which are not rendered outside of the map
gl_cull 1 //set to "1" the game will depend on the OpenGL driver to use it's culling functions, enable to increase rendering performance
gl_finish 0 //toggles the calling of the gl_finish() OpenGL function after each rendered frame
gl_subdivide_size 512 //affects the quality of the sky brushes, higher value for better performance
gl_interpolate_transform 1 //?
m_filter 1
r_waterwarp 0 //makes water clear when youre in it
r_fastsky 0 //solid color sky
r_skyspeed 0 //no moving sky
r_fullbright 0 //full bright world
////////////////////////////////////////////////////////////////////////////////////////////////////
//crosshair Settings
////////////////////////////////////////////////////////////////////////////////////////////////////
crosshair 1 //turns on crosshair
crosshairimage crosshair18 //crosshair image
crosshairsize 1.5 //crosshair size
crosshair_static 1
crosshaircolor "100 255 255" //crosshair color
crosshairalpha 0.8 //crosshair transparency
////////////////////////////////////////////////////////////////////////////////////////////////////
// hud settings
////////////////////////////////////////////////////////////////////////////////////////////////////
scr_centersbar 1 //centers hud, but gets rid of player scores on lower right
scr_sbaralpha 0 //removes the hud background
scr_scoreboard_fillalpha 0 //removes background in the scoreboard
cl_sbar 0 //no hud
cl_sbar_style 1 //hud style, 1=qw
cl_sbar_drawface 1 //shows face on screen
////////////////////////////////////////////////////////////////////////////////////////////////////
// input (mouse)
////////////////////////////////////////////////////////////////////////////////////////////////////
sensitivity 3.3 //sensitivity
freelook 1 //
sv_aim 2 //
pq_moveup 1 //jump is also swim up
+mlook //mouse look at all times
cl_backspeed 400 //movement Speeds
cl_forwardspeed 400
cl_sidespeed 400
cl_upspeed 400
m_directinput 0
_snd_mixahead ".14"
ambient_level 0 //ambient sound level
////////////////////////////////////////////////////////////////////////////////////////////////////
// screen settings
////////////////////////////////////////////////////////////////////////////////////////////////////
cl_maxfps 400 //maximum fps allowed
pq_timestamp 1 //time stamp on chat
pq_smoothcam 1 //smooth camera
gl_laserpoint 0 //laser point (0=off, 1=blue, 2=red, 3=yellow, 4=green)
cl_nolerp 0 // disables linear interpolation of objects in the game
fov 100 //field of view, default is 90
show_ping 1 //show ping on screen
show_ping_x 1
show_ping_y -2
show_fps 1 //show fps on screen
show_fps_x -2
show_fps_y 1
cl_autodemo 0 //records demo at connection, 2 = records demo at begining of match. conflicts with cl_truelightning
////////////////////////////////////////////////////////////////////////////////////////////////////
// weapon model settings
////////////////////////////////////////////////////////////////////////////////////////////////////
cl_gun_offset 0 //0 center, 1=left, 2=right
r_drawviewmodel 1 //shows weapon on screen
cl_gun_fovscale 1 //scales gun to resolution
cl_truelightning 1 //fake lightning/shaft
cl_gun_idle_movement 1 //idle gun movement
r_glowlg 0 //lightning glow
cl_mute 2 //1 off mm1, 2 off mm1 and mm2
cl_bob 0.0 //client side movement effects
cl_bobcycle 0.0
cl_rollangle 0.0
v_kickpitch 0.0
v_kicktime 0.0
v_kickroll 0.0
m_pitch .022
////////////////////////////////////////////////////////////////////////////////////////////////////
// video settings
////////////////////////////////////////////////////////////////////////////////////////////////////
vid_width 1920 //video width
vid_height 1080 //video height
vid_conwidth 600 //set the width resolution of the HUD console
vid_conheight 320 //set the height resolution of the HUD console
vid_vsync 0 //turns on/off vsync
vid_refreshrate 60 //monitor refresh rate
vid_fullscreen 1
////////////////////////////////////////////////////////////////////////////////////////////////////
// misc commands
////////////////////////////////////////////////////////////////////////////////////////////////////
cl_checkForUpdate 1 //?
cl_web_download 1 //download missing maps from server
sys_disableWinKeys 1 //disable windows key
cfg_savevars 1 //save variables to config file
cl_web_download_url "http://bigfoot.quake1.net/"
host_maxfps 300
bgmvolume 0Last edited by naustic; 06-20-2010, 07:26 PM.
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Someone had asked what I had to do to get everything working. Here's a quick tutorial:
1. Go download qrack from
http://www.quakeone.com/qrack/qrack190.zip
If you are interested, I'm using qrack from http://www.quakeone.com/qrack/qrack201.zip, but its beta.
2. Go download the available 24-bit player model pak from
http://www.quakeone.com/qrack/pakX.zip
Unzip this into c:\quake\qrack
Rename pakX.pak to pak1.pak
So, now you should have pak0.pak and pak1.pak in \qrack\
3. Download Rygel's 'Ultra' hi-res texture pack (parts 1-3) from:
Games On Net File Library :: Quake - Mods
Rygel's 'Ultra' hi-res texture pack for LordHavoc's 'DarkPlaces' Quake mod Part 1
Rygel's 'Ultra' hi-res texture pack for LordHavoc's 'DarkPlaces' Quake mod Part 2
Rygel's 'Ultra' hi-res texture pack for LordHavoc's 'DarkPlaces' Quake mod Part 3
Be sure to download all three parts. You will need all three files to unarchieve the content. I use 7z (google for 7z) for this. You will unarchieve rygel-dp-texturepack-ultra.pk3. Now use 7z again to unarchieve the content within rygel-dp-texturepack-ultra.pk3 into c:\quake\qrack\
4. Download Moos' player model from
http://www.quake-1.com/files/replace..._player_md3.7z
Once you open mOOs_player_md3.7z, you will see player_skin.rar, player.zip, and player_beta02.zip. I am using the player_beta02.zip. Unzip player_beta02.zip into c:\quake\qrack\.
5. Make sure you have the following commands set in qrack console or in your config file:
gl_externaltextures_bmodels 1 //load external 24-bit bsp models
gl_externaltextures_models 1 //load external 24-bit models
gl_externaltextures_world 1 //load external 24-bit world models
gl_loadq3models 1 //load external 24-bit player models
cl_teamskin 1 //use colors from team on player model
6. If you are interested in doing some more customization, then I would visit the QuakeWorld GFX website:
http://gfx.quakeworld.nu/
They have many graphics that you can replace the originals with. For instance, I have replaced the charset (console text), hud weapon models, crosshair, and simple items.
Now, if you want your qrack to look exactly like the screenshots, then I'd recommend looking at the config I had posted earlier. This will help those of you who is transiting from proquake (with respect to lighting, etc).
BTW, thanks to Rook and the rest of the gang for helping me with this earlier.
Good luck, and let me know if you have any questions.Last edited by naustic; 05-30-2010, 06:46 PM.
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