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High-res reskins for classic mods...
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Many thanks, you'll have to let me know how you get on with them..., I had trouble with getting disc working (as in flying/bouncing properly) but thats down to the original mod interfering with darkplaces, not a skin issue!
Was a new moment for me on the disc skin though as the original model had two skins for the one model (different angled patterns to emulate spin!), I figured that naming one disc_0.mdl.jpeg and the other disc_1.mdl.jpg would work and it seems to have! (...I'm such a ignoramus on these matters sometimes LOL!)
V_model seems ok though...
as for the freezer and its icy bits, the kqp excessive particles have given me a real hard time as far as lighting the textures is concerned but I think its all ok now...
maybe someone amazing out there will come out with a nice effectinfo.txt for KQP particles/effects... nudge nudge wink!
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That would be awesome, also a good idea would be to fix that flamethrower lag issue. At the moment I haven't found any bug with the throwing disc (and is a weapon I use often, even to kill shamblers). I don't play this mod from many years, and it brings to my mind lots of good memories. Nobody stand a chance against an arsenal made of guided missiles, bfg, chaingun, 4 barreled shotgun and especially....NUKE!
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Originally posted by OoPpEe View Post...Very great works on these - reskin that arm nowGot nice quality mixed in with low res there.
LOL! I know it looks bad, but its the one I tweaked (from my version of the primevil axe).
Its not exactly on par with the chakram but its a lot better than default, trust me there is a difference, just the screenie dosen't show it as well...
I guess I'll have to work on it for v1.2...
and;
Originally posted by IronWarfare View Post...Nobody stand a chance against an arsenal made of guided missiles, bfg, chaingun, 4 barreled shotgun and especially....NUKE!Last edited by osjclatchford; 05-04-2011, 12:34 AM.
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Hello IronWarfare,
please be aware, that implementing all these new weapons and stuff will need a new progs.dat.
So using these things in another mod is impossible.
Unless you implement the modified QC code into the other mod as well.
Regarding "Contract Revoked":
The "Contract Revoked 1" maps have/need no custom progs.dat
The "Contract Revoked 2" maps have/need a custom progs.dat
So you have a chance to play "Contract Revoked 1" with all these weapons ! (using/starting these maps inside KQP mod)
But only if you use the All-Weapons cheat (cause there will be no spawning point for the new weapons in "Contract Revoked 1").
"Contract Revoked 2" is impossible to play with the new weapons (as mentioned above).
Regards,
Seven
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IronWarfare - what Seven said is 100% correct, however you can get around the things he said about partially. Learn how to edit entities in a map - so you replace "weapon x from mod x" with "weapon x from mod y". So you replace a entity exclusive to that mod with a entity used in the other mod. You will have to do this with ALL the maps and even with that, it may still not work that great. Some events are coded into them too. For example, load up the DoE (MP2) maps in SoA (MP1) - r2m8 the last level - you will notice you get NO earthquakes and you cannot end the map ever as the scripted end sequence is absent from the code.
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KQP Freezethrower reskin V1.2
The FT has had a little more work done to it to make a v1.2, namely;
A re-color to better match the original (more contrast between barrel and stock), improved bump so 'light sockets' go in not out!
FREEZETHROWER v1.2 is now up for grabs...
It also includes all the projectiles, etc from v1.0...
preview pic of 1.2.
I've still not made a varient with the frost symbol yet but I thought I'd update the amended version first and then just add the 'frost' symbol skin as an induvidual file DL later (It will use the same gloss/bump/glow as v 1.2 anyway...)
*UPDATE*
'frost' symbol skin
Preview Pic
I'm not too keen in the end result of this version after all! and as my wife pointed out on different FOV's (especially other engines) its going to look even more odd... still somone might want it so there you go!
*END*Last edited by osjclatchford; 05-05-2011, 02:12 PM.
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Ok just an fyi update, I've been working on the v_mach1.mdl (chaingun) skin but so far all my attempts at a better skin look either no different or worse than the original!
I'm going to take a break from it because all its doing is winding me up and then I'm not enjoying it and that just ruins the whole thing; if its a chore to work on then the skin-art suffers. LOL!
(just look at the ammo hoppers on my painkeep v_fnail skin for example...)
So, basically, although promised soon there might be a longer wait than usual on this one, sorry but I see no reason in reskining something and making it worse!
but I'm still doing more; I'm going to work on the blood-drainer and auto-missile skins (including projectiles) and then might do some stuff from the FvF (future vs fantasy) mod...
watch this space
regards
Latchford
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Thanks OSJ. They say that anticipation whets the appetite so I'm sure that the new PK weapon updates will be all the more enjoyable as and when you get around to it.
Kind regards
MontyMr.Burns
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