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I didn't make them! As I stated above (and in the readme file with the archive), Fragger already made those skins. He just didn't include them with the original monster pack.
I didn't make them! As I stated above (and in the readme file with the archive), Fragger already made those skins. He just didn't include them with the original monster pack.
Wow... That's a fast reply skill !
I know Lightning_Hunter, I was just kidding. As someone did mention, we're going to need some sort of ingame skin changer.
I know Lightning_Hunter, I was just kidding. As someone did mention, we're going to need some sort of ingame skin changer.
You mean random skins that are chosen upon loading a map? I was the one that mentioned it. And actually, I did accomplish it fairly easily. I currently have a progs.dat that rotates between about 9 different skins for the Grunt (most of them Fragger's skins). If people are interested, I'll put up a tutorial later on how they can do it themselves. I don't want to change the topic of this thread though.
You mean random skins that are chosen upon loading a map? I was the one that mentioned it. And actually, I did accomplish it fairly easily. I currently have a progs.dat that rotates between about 9 different skins for the Grunt (most of them Fragger's skins). If people are interested, I'll put up a tutorial later on how they can do it themselves. I don't want to change the topic of this thread though.
That's a great idea and it's nice to learn you already have made it ! I was thinking more about a menu where you can select a skin for each models, but it would have to be done on the engine side or maybe with CSQC.
Open the ID1 folder
Create a new folder
Rename it to "textures" (no quotes)
Put the tga files in it
Voila!
I forgot to say that this pack is in no way finished. I will continue listening to your feedback and will eventually release new skins to replace those that people seem not to like because of colors or whatever. I think most of them are good replacements to the old ones, but a few (grunt, enforcer, ogre and knight) are not. I'll mess with the colors/textures until I get it right, or just start over. By the way, SOA skins are done too. I'm just waiting for a little more feedback in order to release them and begin work on the DOE skins.
New knight skin:
I'm happy you will continue to improve the old skins, Fragger. I like all your skins, but I guess there is always room for improvement! I'll still be happy to test them whenever you want me to.
For Qrack, find the Qrack folder in \Quake. find or create a folder called textures inside this folder. Open it up. Create another folder in here called "models". Then place all of Fraggers skins in Quake\Qrack\Textures\Models. Make sure there aren't any folders created within the models folder, or it won't work.
You can place the textures in the ID1 folder like Fragger said, but he left out the \models folder part. I personally put the textures in Qrack, because then they work with all my mods in the Quake folder.
This will let this thread be about the skins and let's the other thread continue without pulling this thread into off-topic land.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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