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  • Baker
    replied
    Type it in the console. (Press ~ to open the console)

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  • Tom
    replied
    errr... where do I put that?

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  • Canadian*Sniper
    replied
    r_wateralpha ".4";

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  • Tom
    replied
    My water is rubbish.. how do I change it?

    Also how do I make it see through? even on the settings in darkplaces doesnt do anything.

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  • Baker
    replied
    With DarkPlaces, yes!

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  • Tom
    replied
    Ah.. Im understanding it now.

    the monsters file are called: soldier.mdl_0.tga like that. I guess they go in the prog folder?

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  • Baker
    replied
    If it is a pk3, it goes in quake/id1.

    Do you have an example of what you mean by monsters? If it is a monster model (file extension .mdl), it would go in quake/id1/progs (like a replacement monster model).

    Originally posted by Tom View Post
    Thank you

    Whats the difference between:

    FuhQuakesque
    Neogenisis
    QRP
    Ogro
    Yellow No. 5
    Optimal
    They contain various collections of replacement textures and/or graphics and such. You can put them in quake/id1 and start up DarkPlaces to try them out.

    The reason I mention the DarkPlaces IRC channel is that DarkPlaces has more features and capabilities than any other engine and there is a really a very large ocean of things it can do.

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  • Tom
    replied
    Where would monsters go?

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  • Tom
    replied
    Thank you

    Whats the difference between:

    FuhQuakesque
    Neogenisis
    QRP
    Ogro
    Yellow No. 5
    Optimal

    Leave a comment:


  • Canadian*Sniper
    replied
    unzip the other graphics stuff into your id1 directory. Then load them into the directory that makes the most sense:

    ./id1/gfx/ <-- custom health/armour/ammo bar graphics
    ./id1/textures/ <-- custom textures
    ./id1/sound/ <-- custom sounds
    ./id1/locs/ <-- .loc files
    ./id1/progs/ <-- custom skins* and custom .mdl files
    ./id1/maps/ <-- custom maps (.bsp)

    * For darkplaces you have to rename these skins by their mdl filename counterpart and add _#.png at the end of it (If it's a png file. It should be I think). Usually # will just be 0. Here are some examples:

    demon.mdl_0.png
    dog.mdl_0.png
    armor.mdl_0.png
    armor.mdl_1.png
    armor.mdl_2.png

    Leave a comment:


  • Baker
    replied
    If you are referring to using custom models and so forth, you might want to try these for starters:

    DarkPlaces pk3 section:

    http://www.quakeone.com/index.php?in...view&cat_id=17

    For a pk3 file, you put the .pk3 file in the quake/id1 folder and DarkPlaces will automatically use it if you are referring to custom graphics/models.

    If you are referring to a mod, you place it the quake/<gamedir> folder and either start DarkPlaces with -game <gamedir> in the command line or manually switch to the gamedir folder using the "browse mods" option in the menu.

    If you are referring to something like Rygel's texture pack or something else, you might ask the guys at the #Darkplaces IRC channel at irc://irc.anynet.org/darkplaces.

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