I've noticed that Abyss of Pandemonium uses many quake textures but with different names. I've renamed all the textures to match the original quake name, so it enables the high resolution textures. Can I put the updated version for download?
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Originally posted by IronWarfare View PostI've noticed that Abyss of Pandemonium uses many quake textures but with different names. I've renamed all the textures to match the original quake name, so it enables the high resolution textures. Can I put the updated version for download?the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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lol. The question was "is what am I doing legal?" not "is there an alternative method?" or what have you.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by IronWarfare View PostExplain better, I'm an ignorant: I've renamed the textures inside the bsps, do you mean release a separate pack with newer bsp maps?
For example: If in the AOP bsp the original quake texture "city1_2" is called "cityaop1_2".
SO you just need.
create a folder called "scripts" in the aop folder (or another mod you want)
create a file (with notepad) called "textures.shader"
inside "textures.shader" you need to write this for
cityaop1_2 // the corrupted name in the aop�s bsp
{
{
map $lightmap
rgbGen identity
}
{
map textures/city1_2 // the original quake 1 name with the current location of the HD replacement
rgbgen lightingDiffuse
}
}
following this steps you can replace all the textures with new texturesthe invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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Hello IronWarfare,
First of all, I find it exemplary and very good that you ask the community beforehand.
There are many others, who do not care about these things.
The answer to your specific question though, should be given by the author of the files, which you are referring to.
If the author has a readme with mentioning licenses inside his download, this should be enough for you.
If you do not find a readme or license in the download, then look at his website (if available).
You should then be able to decide how to proceed.
If it is still unclear, try to write an email to the author directly.
You can of course skip the complete topic, if your specifically focus on Darkplaces / FTE audience. Then you only need to release one little script file (like Nahuel suggested), that handles it.
But be careful, when using Nahuel�s example.
It only works if the textures have the same dimensions and stretch factors.
You have to take these into account if you want to replace textures, especially when using QRP�s high res textures.
This is what can happen:
To avoid it you have to add 1 more line into your scripts to adjust it.
Add it right below the "map ..." line
Code:tcMod scale 0.25 0.0825 // scale the new texture to match the old situation if necessary
Best of luck,
Seven
PS: We are still hoping for your announced SoE compilation.
It suprises me a little bit that you jumped from SoE to AoP �
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The reason is because this "remake" of AoP is done since 1 year and it's lying on my PC since that time, the same for Insomnia with HD textures (Q2 and Q3 textures). When I have permission from both authors I'll release them, as for SoE, I will continue of course, it's not dead. I'm also waiting for new PC, it should arrive in a week if I'm lucky.
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Originally posted by nahuel View Postohh iron wafare, AOP is my prefered mod (or mission pack) ever, I ripped the qc to get some darkplaces features and do bug fixes (in weapons and effects).I would like to have a separate model/skin for the thunderbolt enforcer, but there is no way to modify it, so at the moment both the standard and the thunderbolt enforcer use same model/skin.
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Originally posted by IronWarfare View PostI would like to have a separate model/skin for the thunderbolt enforcer, but there is no way to modify it, so at the moment both the standard and the thunderbolt enforcer use same model/skin.
Hehe,
Nahuel ripped the QC, so you can add a different skin for them (depending on their flag).
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hello i have my little qc modification for darkplaces (solving some glitches like the rain or thunderbolt and adding some nice effects for darkplaces, and lenforcer will use skin number 1)
but this is a ripped qc. I will send you the link!!
if any other wants this pk3 just sendme a mp , please report bugsthe invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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Hello,
I made a small mod for "AOP - The Final Mission v2.0" that adds a separate skin for the lightning-gun-enforcer.
It is not a QC mod. It adds skin "1" to function "monster_lenforcer" via .ent files.
Unfortunately the AOP source has not been released (as Nahuel said), and the reversed enginered progs.dat cannot be officialy uploaded I guess.
DOWNLOAD
Have fun with this small addon.
Seven
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