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Quake reforged - alternative and altered skins!

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  • #61
    oh, sorry, just looked and saw the error myself; stick the .pk3 (inside the zip) into a folder (name of your choice) and then it should show up.
    In my haste to get this all done in the ten mins before work this morning there are a few errors, notably this and the line in the text file regarding bump-files that tells you to delete vshot.mdl_0_bump.jpg! obviously this should read; gib1.mdl_0_bump.jpg, gib2.mdl_0_bump.jpg or gib3.mdl_0_bump.jpg.
    I copied and pasted the txt file from my classic shotgun skin for speed!

    sorry again for the errors and I hope you enjoy.

    regretfully I have almost no time nowadays, still that said, a better zomb_gib.mdl skin is coming soon...

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    • #62
      gdiddy62,

      if you want to use osjclatchford�s gib pack, you do not need to create any subfolder.
      Take a deep breath, throw the .pk3 into your ID1 folder and breath out

      No need to activate any mod�s menu either.
      DP will pick this pack automatically (just like any other .pk3 as you know)
      Just be sure, that you dont have any other external gibx.mdl�s or gibx�s textures in your Quake.

      Best wishes,
      Seven

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      • #63
        To be honest, I was wondering about the turning on the gibs as a mod, but I'm not a coder so I tend to follow instructions as written as I KNOW most here know much more than me. osjclatchford, thanks for your contribution. Seven, thanks for all the patience and guidance.
        Regards

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        • #64
          Originally posted by Seven View Post
          ...you do not need to create any subfolder...
          ok so its not the only way to do it but I should point out that it will work if you want to run it this way.

          I run all mods this way so that I can choose what mod to run, simply dumping it into the ID1 folder leaves it permanently engaged...

          just FYI...
          Last edited by osjclatchford; 04-21-2011, 02:10 PM.

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          • #65
            I'm still having issues with it when placed in my Id1 folder. I removed seven's small mod, do I need to remove rygel's pack as well due to gibs in it?

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            • #66
              Hello gdiddy62,

              you do not need to remove the small mod compilation or Rygels pack.
              You can open every .pk3 file with winrar.
              Simply remove all gib files from the pk3�s you have.
              Also dont forget to search through your ID1 subfolders (and in additional .pak files).
              Sometimes people also have external files in subfolders and .pak files (not only in pk3�s).
              - Gib models must always be placed inside "progs" folder
              - gib textures are most likely to find in "progs" as well, or in "textures"


              Another thing, that maybe is not known by everyone:
              You can use external .mdl or .md3 models also in Qrack (and other external-files supporting engines) !
              So ALL external content from this thread (and almost every thread in this forum) can be used in Qrack and many in DirectQ (just to mention some supporting engines).
              It would be a pity if someone thinks, all these great stuff is DP-only.
              It is not.

              [EDITED]
              The only thing you have to do is renaming the texture files.
              Unfortunately almost every engine uses different naming conventions.
              Read more about it here.
              [/EDITED]

              Kind regards,
              Seven
              Last edited by Seven; 04-20-2011, 09:06 AM.

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              • #67
                @Seven
                Thanks for the tips as they are helping me more and more to learn where things go and how engines call them up in-game. I have so many different mods in my current Quake folder I think the easiest thing for me to start doing is like OoPpEe and create different Quake game folders for the variety of engines I like to use and the mods. I'm far too cluttered looking at my Quake folder at the moment. There is no telling what might be the culprit the way I have things set up. I have some housekeeping to do.
                Thanks for your patience on this guys. Much appreciated.

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                • #68
                  OSJC classic gibs v3.2

                  ok, an update, the latest gibs pack is now up for grabs; here.
                  I've added an enhanced version of my previous zom_gib skin and perfected the gib_1 skin. (thanks to Primevil)
                  oh, eyecandy pic of new bits!

                  Enjoy!
                  Last edited by osjclatchford; 04-21-2011, 02:12 PM.

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                  • #69
                    Hey guys, not that it's big news, but I have cleaned up my Quake folder and this lastest version is working sweet for me now. Thanks for the contribution osjclatchford!

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                    • #70
                      good to hear and anyway, I'm sure its big news to you!
                      I'm glad you can now enjoy the gibbage!

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                      • #71
                        Hello,

                        I thought: why creating another thread ?
                        This is too small to create one more thread, that will be forgotten in 1 week.
                        So I want to add these little beautys in here (if osjclatchford dont mind).

                        I stumbled upon these 2 new gib models (edited them to make them Quake compatible) and thought I should post them here.
                        Maybe one or the other likes them and want to try them out.






                        [EDITED]
                        Important information for using these gibs:

                        Did you ever notice, that the head gib acts very different to the other 3 gibs in Quake ?
                        The head gib is always positioned identical on the floor.
                        While the other 3 gibs are positioned absolutely randomly (upside down or laying on the left / right side).
                        Reason for this is, that the head gib is high detailed and positioned above the z-plane.
                        To ensure, that it is always fully visible, it doesnt spin around all axis as the other 3 gibs.

                        The QC code for head gib and other 3 gibs is like this:
                        Code:
                        ThrowGib:
                        new.avelocity_x = random()*600;
                        new.avelocity_y = random()*600;
                        new.avelocity_z = random()*600;
                        --> all 3 axis spin randomly
                        
                        ThrowHead:
                        self.avelocity = crandom() * '0 600 0';
                        --> it only spins around the yaw !
                        The reason why I go in details here is:
                        If you want to use detailed gibs like the above, it will look not so good if it doesnt lie on the floor as it should.

                        The fact that newer gibs are always very detailed and should lie on the floor as they have been made (coordinate wise), I changed the QC code from the normal gibs similar to the head gib.
                        This ensures, that all 4 gibs are always positioned just the way they are when you open them with a model editor/viewer.
                        It has no negative affect.
                        This has been implemented in the "small mod compilation" Ver. 2.7 pre-final or newer.
                        So using this little mod will ensure, that the gibs will always look like on the screenshots.
                        [/EDITED]


                        DOWNLOAD

                        Kind regards,
                        Seven
                        Last edited by Seven; 10-10-2011, 09:20 AM.

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                        • #72
                          great find seven.
                          i will download it right now....

                          EDIT:
                          I LOVE IT!!!



                          Uploaded with ImageShack.us
                          Last edited by webangel; 04-26-2011, 01:30 PM.

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                          • #73
                            Always interested in a new twist to my Quake gaming. Thanks as always Seven! Can't wait to try it!
                            Regards

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                            • #74
                              Hello,

                              I edited my post above. Please be sure you read it.
                              I think its quite important to know.

                              Have fun with the bony gibs

                              Seven

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                              • #75
                                Originally posted by osjclatchford View Post
                                ok, an update, the latest gibs pack is now up for grabs; here.
                                I've added an enhanced version of my previous zom_gib skin and perfected the gib_1 skin. (thanks to Primevil)
                                oh, eyecandy pic of new bits!

                                Enjoy!
                                these look good


                                @Seven

                                nice gibs
                                Last edited by seanstar; 04-26-2011, 09:31 PM.

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