Anyways while we're waiting for the release of Quake Reforged here's alittle old school nintendo Doom 64 port for the PC for those who loved that game to tide you over till then. Doom 64 Absolution [English] PC Accion - GamesTorrents
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Originally posted by Seven View PostUnfortunately the g_models are not spinning like they should do.
Editing them and setting the flag to "4" does the trick and they will spin again.
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Originally posted by kreaper View Posthow do you edit those files? i removed them because i didnt know i could edit them to rotate like they should.
which files have to be removed? Can you list them please?
I also have tried to edit them, but i don�t know how. All tips i have found in the web didn�t work.
Nico
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Dear kreaper & TR2N
first of all ( so that you can read/learn more about model editing in QUAKE):
Type into Google: quake model setting flag
Interesting hits/sites are:
http://quakeone.com/forums/quake-hel...ng-models.html
[輪][Guide] ~s�nX's Step to Step Guide on Quake Model Editing!
Now on with your specific questions:
If the models you want to edit are mdl format, load them in qME and change the model flags and save them out again.
If they are md3 format (which is sometimes renamed mdl so that it replaces an existing model), use Lord Havocs modeltool, there should be a build on the darkplaces download page.
(Find it under "Download" and then beneath "Various utilities"
Its called: md3 model tool and makesp2 build 20070412)
In particular you want a commandline like this:
modeltool --flags 8 progs/g_rock.mdl
Apply that to any other models that are not spinning.
There are other settings as well, for rocket glow and smoke trail, scrag spit trail, etc, (1 2 4 8 16 32 64 128 ).
Described in my Links above.
Hope that helps.
If you need further support, I am always happy to help.
Best Regards,
Seven
PS: I mentioned in my post from 07-03-2010 that you need the flag set to "4".
Sorry, I mixed it up. You need to set it to "8" !Last edited by Seven; 07-06-2010, 11:42 AM.
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alright, cool.. ill try that out if i get some time to get around to it. as for the ones that i found dont rotate.. they are
b_g_key
b_s_key
end1
end2
end3
end4
g_light
g_nail
g_nail2
g_rock
g_rock2
g_shot
m_g_key
m_s_key
v_dpshot2
w_g_key
w_s_key
and i found them in the progs folder
aaahhhh....the things i do to keep me busy while i wait for this ridiculously awesome release....
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Hi Kreaper,
thank you for the list!! When i understood Seven correctly, i have to load this files into the editor and than i have to set the flag to "8"? Can i find this files inside the Rygel-Texture-Pack?
@Nergal: Any news for us which are getting on your nervs?
I have promised a friend of mine that i make a Quake REFORGED pack basing on DarkPlaces and all other thing as bithday present! So keep on rockin� guys!!
BTW: He has a legit copy of Quake, lol!
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Hi Quake 'reforgers'!
I was playing arwop mod (A Roman Wilderness of Pain) for the fun of using that bloody gore axe (it can decapitate your opponents), using some of your new monster models.
Here's my question: are you planning to make severed heads new textures for all monsters? There are already new gibs from rygel's texture pack, but when you blow up monsters with a rocket launcher (or decapitate 'em loll...), their heads don't fit the new textures.
P.S.: If you do (or have already done it) this, don't forget to put some blood on the severed heads ^^
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Well, I've gotten darkplaces to run better on my computer.. soft shadows.. music and everything! Now I'm just waiting for the upcoming reforged update! Can't wait!
But I've noticed something. None of the released reforged skins have 32-bit normal maps (with parallax mapping) like the QRP normal maps do... this is because they where released as .jpg's rather than TGA or PNG. JPG as a lot of us know can't do 32-bit so it can't do that. Some of the screenshots on the site... particularly the teaser images seem to have this though. The way it is now with the released versions in jpg it mostly looks like just the model with a higher resolution texture on it that gets some lighting applied and it doesn't get more 3-dimensional complexity like the walls do with the QRP. Or is this going to be saved for the Ultra versions? At first I thought it was just my computer not rendering them properly but then I realized the jpg files.
Also is it just me or does the rotfish get all warped and weird looking when it dies?Last edited by smoketetsu; 07-14-2010, 04:17 AM.
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Yeah I hadn't really paid much attention to them before I was scrutinizing them with the new textures applied.
By the way, speaking of weapon models what's wrong with plagues pack? These are the best looking Quake weapon models IMO and are more deserving of a reforged skins treatment although the skins that come with it are already very good. But with a reforged take on them they'd be even better especially with normal maps applied.
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Hi there,
@TR2N: Was your friend born in december?
Skins are all well and done, so it's a matter of finding the time to setup the pages
@Nova_77: sure, it's pretty easy and fun too to make severed heads. Don't worry, we didn't show them only because we use other gibs models and making screenshots isn't straightforward , but definetely we have them
@smoketetsu: we started using TGAs but then shifted to JPGs because of the megabytes: JPGs are much lighter for the system and also to release, moreover the loss in detail is very minimal, at least on the tests we did.
With my gear I can play with all TGAs at 4096, but I'll leave to you to count how many mb we're talking about.
BTW, could you make me an exampple? maybe it's only your settings.. just guessing.
Now we have plans for the missing weapon skins only, but we may remake also the existing ones if you wish otherwise.
We decided to match the quality of the best already available, because are very good already.
I don't know, what do you say?
(Switch to 720p resolution)
[ame=http://www.youtube.com/watch?v=u-dCs3Zbhfo]YouTube - preview[/ame]
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
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Thing is the Quake Retexturing Project uses tga images just fine. Other projects like the Duke Nukem High Res pack use PNG (they are doing normal maps with height\parallax info as well) but the thing about formats like that is they are only compressed on the hard drive and have to be decompressed when loaded and then recompressed with the video card's texture compression. AFAIK you should be able to use TGA and if nessasary use texture compression on the video card. As far as saving hard drive space just read what the Quake retexturing project said. They used alpha channels in their normal maps again by the way:
TGA compresses better when zipped.
Loads faster than PNG.
LordHavoc convinced me
I took lots of care to make sure my settings are right. Things like those armor plates on his legs and the bumps on the gun should be raised and not so flat IMO. Molded details is what I'm talking about. This could be done with relief mapping\parallax mapping but AFAIK that needs a normal with an alpha channel.Last edited by smoketetsu; 07-15-2010, 10:33 PM.
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@smoketetsu: I'm well aware of it and I agree with lordhavoc (obviously), but tgas are still too big.
BTW, I think you have to check if you activated "RTworld" in the settings; from your images it seems to me that it isn't on.
I've made two screenshots for reference:
soldier1 (rtworld ON)
soldier2 (rtworld OFF)
enforcer1
enforcer2
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
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It is on in the options and I noticed a difference toggling it on and off but yeah.. it's on.Last edited by smoketetsu; 07-16-2010, 02:12 PM.
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