Announcement

Collapse
No announcement yet.

Shambler Castle - Vore, Scrag, Fiend + Gibs (Version 2) + Axe Added

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    I'm playing at 1280x1024. Here is my config file:
    http://filebeam.com/6bf5da2f900cb2b448ba8bfec57197ac

    Also, I'm using Qrack build 3347, recently uploaded by R00k here:
    http://www.quakeone.com/qrack/dist/qrack2011_3347.zip

    Comment


    • #32
      Ok your config helped greatly. Appears to be fixed now, added polygons to the back of the arms and adjusted the position of the first frame more. So version 3 is ready.
      http://www.quaketastic.com/upload/fi...stl-Axe-v3.zip

      Comment


      • #33
        Sweet, that fixed it! Thanks a lot Ooppee!

        Comment


        • #34
          Not a problem. Do have to ask - do any of my other weapon models have this same issue? As it was hard for me to replicate your issue (had to get same engine build and your config to do so) any chance you could give my Mission Pack 1/2 weapons a test?

          Comment


          • #35
            One of these days I'm gonna feast on a huuuuge amount quality addons!

            My DirectQ sports mostly vanilla items!
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

            Comment


            • #36
              Well hopefully Seven, osjclatchford, myself, Reforged, QRP Team and some others brought out enough content for you to start off with

              Comment


              • #37
                Originally posted by OoPpEe View Post
                Ok your config helped greatly. Appears to be fixed now, added polygons to the back of the arms and adjusted the position of the first frame more. So version 3 is ready.
                http://www.quaketastic.com/upload/fi...stl-Axe-v3.zip
                heh OoPpEe

                this new version 3 axe...the position and animation look great

                im using it...thanks.


                regards,


                Sean

                Comment


                • #38
                  I will be using that arm for all future models. Am actually going to release a updates SoA weapons pack with the Mjolnir using that arm and some other tweaks

                  Comment


                  • #39
                    Originally posted by OoPpEe View Post
                    Not a problem. Do have to ask - do any of my other weapon models have this same issue? As it was hard for me to replicate your issue (had to get same engine build and your config to do so) any chance you could give my Mission Pack 1/2 weapons a test?
                    You know, for some reason I haven't looked at these weapons until now! I guess I always assumed they were darkplaces only. I'm not sure why I haven't tried them, because they are really awesome!

                    I found a few issues with the plasma gun that I posted over in the Mission Pack forum.

                    Comment


                    • #40
                      assuming someone (me) has the reforged bestiary files and Seven's Quake_V2.71_small-mod-compilation , will those packs work together? will they enhance stuff?
                      In time, Fire will fade ... and only Dark will remain

                      Comment


                      • #41
                        They work fine for me together. Should be no problems.

                        Comment


                        • #42
                          Hmmm,

                          I assume, you ask this question here in this thread, because you�d like to use all 3 packs together ?
                          - Quake Reforged (= skin textures only)
                          - OoPpEe�s ported Shambler Castle (= models + skins !)
                          - Small mod compilation V2.71 (= nothing to do with models or textures)

                          If my assumption is correct, then I can tell you that the "small mod compilation" has NOTHING to do with monster models or textures.
                          You can use this independently any time.


                          BUT, Houston we have a problem with the other 2 packs !
                          --> As you can see, both packs handle monster skins.
                          So you have to decide...

                          What you want to do is the following:
                          First try out which monster you like more.
                          The one you have to try out are:
                          - shalrath (vore)
                          - fiend
                          - wizard (scrag)

                          Quake Reforged team creates High Res skins for the original "blocky" low res model, while Samblers Castle monsters are new custom High Poly models together with High Res skins.


                          Then use the ones you like:
                          1.) If you only like Quake Reforged ones, everything is fine and you delete the Shamblers Castle .pk3 file.
                          2.) If you like to use some/all of Shamblers Castle (SC) ones, you will have to throw the models+textures you dont like out of SC .pk3 and keep the ones you like in it.
                          You can keep the Quake reforged .pk3 untouched inside your ID1 folder, it has no model files inside and SC�s md3 models will be ALWAYS loaded after original ID1 mdl (in pak�s) models.

                          Therefore SC .pk3 will override Quake Reforged .pk3 !
                          (and not the other way round)

                          Regards,
                          Seven
                          Last edited by Seven; 05-11-2011, 06:19 AM.

                          Comment


                          • #43
                            thanks for clearing things out for me again,Seven!
                            that all makes perfect sense, I shall experiment and decide
                            In time, Fire will fade ... and only Dark will remain

                            Comment


                            • #44
                              They don't interfere with Reforged at all. They do replace the same content yes, however Reforged textures are present in the "progs" folder as they replace the textures within the standard Quake1 mdl format, the models in this pack are md3's (renamed to mdl) and use external textures that are present in the "textures" folder. Work completely fine together. Thus far all of my customizations work completely with Reforged, I myself use Reforged's pk3 in everything and install my works in the same folder without editing the pk3's.

                              Like Seven said, it's loaded after. The only way these models would be over written by a standard quake1 mdl file (thus resulting in Reforged's textures being used again) would be for a mdl file to be present in another pk3 that's executed after this. Pk3's are executed alphabetically, so if this issue ever happens and you cannot find the cause - add a "zzz" at the start of the pk3 you ensure you want to take priority.

                              Comment


                              • #45
                                Hello OoPpEe,

                                my specific instructions have been made on purpose.

                                Imagine, you want to use the SC shalrath, but not the SC fiend and wizard.

                                That is why you cannot simply put both .pk3�s inside the ID1 folder.
                                The SC .pk3 would override the QR .pk3, even though you dont want.
                                So you cannot say:
                                They don't interfere with Reforged at all
                                They would interfere so hard, that you cannot see Reforged at all.


                                I thought it would be necessary to explain how things work in detail.
                                Now that keropi said that he understood, I am happy.

                                Remember OoPpEe, some people even dont know how to open a .pk3 file.
                                Or how these things work. That is why a detailed instruction may be boring for experienced users, but are essential for beginners.

                                Seven

                                Comment

                                Working...
                                X